~ We do what we must, because we can.
WTF EVEN IS Grid-Knocked?
Well, in short… It’s a game studio, so we make games.
The key is in the how and why.
So… Why do we make games?
Well, putting aside our undying passion for the industry and craft, there’s nothing quite like game development.
Sure, we love to play video games ( we’ve all taken off work at one point or another for a major release ), but with game development, the challenges we rise to conquer every day are ever evolving, intrinsically unique, and absolutely worth all the pursuit and parade they perpetuate. It’s a true hydra of conceptual problems, and one that always pairs the satisfaction to the difficulty, while never failing to invigorate the mind.
So at the end of the day, it’s hard for even the best games to compete with such a longstanding contender, so…
We stopped fighting it, and instead, sought to leverage such a fixation.
It was just a simple idea, but… What if we could make that game?
The one that was just as tantalizing as game development itself?
It might just be our vice of choice, but that just means we love it all the more.
~ Developers developing, developing developments…
Now… How do we make games?
~ With a bunch of clickety-clackin’.
Jokes aside, given the size of our team weighted against the breadth of our ambitions, I think you can summarize our methodology in just three words: Sleek, Streamlined, and Systematic.
These days, art can be both expensive and extensive, but it wasn’t always that way, and as they say, “there’s no school like the old school”, so we’re building upon the shoulders of those giants.
By cutting everything down to its minimal visual representation, cleaning it up, and rounding it off, we can deliver a sleek and smooth aesthetic with the barest of graphical overhead, meaning even more room for activities.
Now, we’re not a factory, but that doesn’t mean we can’t run this like an assembly line, from the macro to the micro.
At a high level, we plan out every part needed to build the car, map out when it needs to be installed, and set firm but reasonable limits on how long things should take, so that as we execute, the projects move seamlessly from component to completion.
Under the hood, we take that streamlined approach a step further, building procedural systems and generic managers to reduce the amount of unique engineering requirements, and facilitate highly interwoven gameplay mechanics that make even the most minute of features feel rich and polished.
So building upon these core tenets, metaphorically and literally, we have all the capacity and guidance we need to bring our visions to reality, and every day marks another step in demonstration of our dedication and determination.
Our Staff
Total HEAD COUNT:
1
🤯
Seraphina Eris Anderson
Founder – Lead Unity Engineer

Ten years of in-industry experience behind numerous leaders who failed to deliver. With their cautionary tales in mind, I aim to bring honorable and dedicated passion back to game development with skills in system design, player experience, and story crafting.
I formerly went by “Shawn Anderson” until 2021.
> Prior Work
Best Serious RP
Co-Owner, Lead Developer

Taking the reins of a budding community, I lead their development for 3 years, bringing this Garry’s Mod server to the top of trackers for the last two years I helmed it. Such a goal was achieved by listening to player feedback and implementing new content and features to match.
Dreamplay
Augmented Reality Engineer

A Joint Venture between Disney and Jakks Pacific, I created the Unity end of our Augmented Reality API from our in-house tech, then moved on to assisting studios with implementation and performance.
Our work was also featured at the Iron Man 3 premier and several Disney toys produced by Jakks Pacific.
NantGames
Unity Engineer

I lead the development on the prototype with the designers, then took us from pitch to pre-production as we fleshed out the engineering team.
My work here started with gameplay, then shifted to focus on data systems, networking, until finally wrapping on art tooling.
