Our story

Tired of waiting for permission

We started Frame Story because we were tired of watching brilliant people burn out in studios that forgot why games matter.

Why “Frame Story”?

A story within a story

A frame story (also called a frame narrative or framing device) is a literary technique where an outer narrative sets the stage for one or more inner stories. Think of it as a story that contains other stories, like opening a book to find another book inside.

Classic examples include One Thousand and One Nights, where Scheherazade tells tales within tales to survive each night, and Mary Shelley's Frankenstein, where layered narrators reveal the story from multiple perspectives.

We chose this name because it reflects what we do: we build the frame (the studio infrastructure, tools, and support) so that the creators inside can tell their own stories. Every game that comes out of Frame Story is a story within our story.

We grew up on games that trusted players to feel, think, and explore. Games like Inside, Journey, Little Nightmares, and Hollow Knight proved that small teams with strong vision could create experiences that rival anything from the biggest studios.

But the industry makes it hard. Brilliant people burn out chasing someone else's vision. Creative voices get buried under corporate priorities. The magic that made us fall in love with games gets lost somewhere between the pitch deck and the shipping deadline.

Frame Story exists to fix that.

The collective

A studio that works for you

Creative Pods

Semi-autonomous game teams that decide what to build, who to work with, and how to build it. Full creative autonomy within a shared ecosystem.

70/30 Revenue Share

Creators receive 70% of net revenue. The studio retains 30% for operations and reinvestment. Your game, your reward.

Shared Backbone

Frame Story handles incorporation, legal, accounting, publishing ops, tooling, and funding pathways, so you can focus on making your game.

Own Your Work

This isn’t a publisher deal. You own your game, your IP, and your creative decisions. We’re the infrastructure, not the gatekeeper.

The founders

Who we are

Anthony Perez Alfaro

Anthony Perez Alfaro

Creative Director

Game producer and audio expert with 6+ years across AAA and indie titles. Led teams on projects including Skydance’s Behemoth VR. Drives Frame Story’s artistic vision, game design, and audio production.

Adam Marks

Adam Marks

Director of Operations

Operations strategist with a Berklee College of Music background. Builds the internal systems that help teams scale with clarity and efficiency. Manages Frame Story’s legal, business, and organizational infrastructure.

Jon Martin

Jon Martin

Director of Product

Product strategist with a background spanning design, ceramics, photography, and technology. Leads product strategy, technology decisions, and launch planning at Frame Story.

Advisors

Guided by veterans

Jason Shankel

Jason Shankel

Game Development Advisor

Veteran game developer, engineer, and filmmaker with 30+ years in the industry. Spent 14 years as a Senior Software Engineer at Maxis/EA alongside Will Wright, prototyping game engines for AAA titles including Spore. Later worked at Will Wright’s Syntertainment and Stupid Fun Club, and held CTO roles at Modumate. Credits span Roblox, FableLabs, and independent film.

Chong Ahn

Chong Ahn

Industry Advisor

Head of Games, Growth & Monetization at Meta. Previously CEO at Endless Studios, where he built a games-based learning metaverse, and held Head of Studios and VP of Product roles at Mythical Games. Earlier led product management at EA and held director positions at Scopely, NCSOFT, and Take-Two Interactive.

Iris Zhang

Iris Zhang

Engineering Advisor

Software engineer with 8+ years of experience across Netflix, Riot Games, and Microsoft. Currently a Senior Software Engineer at Netflix Games. Previously led engine and gameplay engineering teams at Riot Games on League of Legends. Columbia University M.S. in Computer Science.

The collective

The team

Engineering

Bradley Tidwell

Bradley Tidwell

Lead Engineer

Full-stack game engineer handling everything from GUI systems to server-side infrastructure. Manages technical onboarding and has held tech lead positions across game and enterprise projects.

Ryan Davidson

Ryan Davidson

Technical Designer & Gameplay Programmer

Technical Designer and Gameplay Programmer who loves to bridge the gap between disciplines. Currently spearheading the early development of a smaller (and yet to be announced) Frame Story title.

Art

Britney Winthrope

Britney Winthrope

Art Director & Concept Artist

Art director and concept illustrator specializing in character design and visual direction. Credits include The Dragon Prince, 3D Bitmoji at Snap, and VR experiences. Leads interdisciplinary creative teams across novel platforms.

Wilmar Arroyave

Wilmar Arroyave

Lead Artist

Environment and prop artist specializing in hard-surface modeling and game-ready assets. Leads Frame Story’s 3D art production pipeline.

Sheldon French II

Sheldon French II

Lighting Artist

Defines Cluck’s mood and visual identity, authoring the lighting bible, color script, and time-of-day moments so emotion reads at a glance.

Tomas Gomez Estrada

Tomas Gomez Estrada

Texture Artist

Environment and prop artist with a Full Sail game art degree and a master’s in AAA environments and props from Voxel School. Credits include Plants vs. Zombies 3.

Reeves Swartout

Reeves Swartout

VFX Artist

Motion designer and VFX artist based in Burbank specializing in main titles, trailers, and character animation. Currently at Paramount Pictures Studios.

M

Matthew Noble

3D Props & Objects Modeler

Contributing to Frame Story’s 3D art production.

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Matt Watson

Junior Artist

Contributing to Frame Story’s visual art and creative production.

Animation

Justin Cichon

Justin Cichon

Character & Effects Animator

Brings a love of experimentation and storytelling to every project. With experience spanning studios like Titmouse, Soup 2 Nuts, and MinoMonsters, Justin has worked on Emmy-winning shows, mobile games, commercials, and independent films.

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Andrew Kim

Concept Artist & Animator

Contributing to Frame Story’s visual art and creative production.

Design

Kevin Paskowski

Kevin Paskowski

Level Designer

Game designer with 14 years of professional game industry experience spanning game design, UI/UX, art production, and 2D/3D art. Previously a Producer at Zynga, with credits at Jam City, Team Tiger Games, Captain.tv, SomaSim, Storm8, and MobilityWare.

Bennett Jobling

Bennett Jobling

Game Designer & Writer

Game designer and writer with a decade of experience in level, systems, narrative, and UX design for mobile and VR. Lead Designer on Life is Strange: Double Exposure. Credits on Oxenfree 2 for level design, puzzle design, and narrative.

Jon Mendez

Jon Mendez

Product Designer

Multidisciplinary creative leader with 15+ years of design experience across tech, entertainment, and gaming. Previously Senior Product UX/UI Designer at Irreverent Labs and Creative Director at Summer Design Studio.

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Kevin

Designer

Contributing to Frame Story’s design work.

Sound & Music

Kyle Riccio

Kyle Riccio

Senior Sound Designer

Sound designer and re-recording mixer with 10+ years in post-production and 600+ TV episodes. NYU Steinhardt graduate. Credits include Rick & Morty, BoJack Horseman, Ad Astra, and The Night Agent.

Emily Hopkins

Emily Hopkins

Game Composer

Electroacoustic harpist and composer with 750K+ YouTube subscribers. Credits include Star Wars Outlaws and DreamWorks’ Ruby Gillman: Teenage Kraken. Blends classical harp training with modern synthesis and effects.

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Russ Fro

Game Composer

Composer and orchestrator with credits on Transformers: Fall of Cybertron and EA Sports Madden. Founded VI-Control, one of the largest online communities for music composers. Holds an M.A. in Music Composition from the University of Chichester.

Meggie-Elise

Meggie-Elise

Voice Actor

Professional voice actor with 8+ years of experience in ADR, animation, commercials, and video games. Credits include SPY x FAMILY, Genshin Impact, In the Clear Moonlit Dusk, and Detective Conan.

Standing on the shoulders of

Studios we admire

Thatgamecompany

Journey, Sky

Playdead

Limbo, Inside

Supergiant Games

Hades, Transistor

Annapurna Interactive

Publisher of meaningful indie games