winnitude!SOFTWARELet’s talk

The studio

Winnitude!, since 2015.

THE PEOPLE / LONGTIME COLLABORATION

A studio built
on shared work.

Independent projects, client engagements, and collaborators who keep coming back to build together.

MBWINNITUDE!

Mitchell Brkich

Business & operations

Mitchell builds the client relationships and funding partnerships that keep Winnitude! growing. From custom engagements to arts grants, his work has helped scale the studio into a sustainable home for the people who make it.

AKWINNITUDE!

Alex Kyron

Lead developer & creative director

Alex founded Winnitude! and leads its development and creative direction, connecting the tools we build with the games and worlds we want to make.

SBWINNITUDE!

Sam Bohara

Concept artist

Sam helps give ideas a visual direction, exploring characters, places and moods through concept art that guides the work into production.

CCWINNITUDE!

Cage Castenada

Writer, voice actor & generalist

Cage brings stories and characters to life on the page and behind the microphone, and steps across disciplines when a deadline needs another capable pair of hands.

SJWINNITUDE!

Spencer Jones

Concept, 2D & UI artist · Voice personality

Spencer shapes the look and personality of our work through concept art, 2D artwork, interfaces and a voice that gives the studio its own character.

AMWINNITUDE!

Alaska Moore

2D/3D artist · Playtesting & community

Alaska works across 2D and 3D art, helps put our games through their paces, and represents the player and community perspective as the work develops.

THE PEOPLE MAKE THE STUDIO

Different talents.
A shared creative life.

Art, engineering, writing, performance, playtesting and community all change what we make. Winnitude! comes from the conversation between those disciplines: a sketch that changes a system, a voice that finds a character, a player who sees a better way.

We’re a studio that welcomes technical progress. Our identity will always come from the creative souls of our team—their taste, experiences and decisions. Generative AI can’t stand in for that authorship. The tools serve the people, and the people define Winnitude!

2015
CHAPTER 01

The idea becomes a studio.

Alex Kyron founds Winnitude! with a dream to make games and a plan to fund them: building tools and custom software for other developers.

2017
CHAPTER 02

The first major contract.

A major engagement gets our foot in the door with AAA companies and gives us room to begin investing in our own projects.

2019
CHAPTER 03

Longtime collaborators come aboard.

Sam Bohara, Cage Castenada, and Spencer Jones join Alex as we begin taking several internal projects from pitch toward production.

2020–21
CHAPTER 04

Proof you can play.

A run of demos demonstrates polished work under short deadlines and tight budgets. The releases help win more engagements while we work through internal prototypes and seek publishing partners.

2022–25
CHAPTER 05

Heads down. Still building.

We continue custom client work in stealth, including a VR home-buying experience that earns gold and platinum trade-show awards across the US and Canada and helps close home sales. Playable releases—including Shadows, Wukong, RENEGADE, and D0WNF4LL—keep the studio’s craft visible.

2026
CHAPTER 06

Back to full-time studio production.

We bring everything learned into a new production with AAA-level ambitions: Ascension. Custom software remains our main focus and funding foundation, alongside donations, external support, and new partnerships.

HOW WE KEEP BUILDING

Custom work funds the next chapter.

Client software engagements remain the main focus of Winnitude! Software. They support the studio, sharpen our tools, and help fund our own productions. Donations, external funding, and publishing or production partnerships also have a role in bringing those projects forward.

Bring us a software project Talk funding or partnerships