StudioA bit more about us.
PolyKnight Games is an independent video game development studio formed by (sometimes) like-minded designers. Most of the Knights are located in Dallas, TX, although a few telecommute.
We believe that games empower creators to tell stories in a new way, leading to unique and lasting experiences.
We make the games we want to make. We think you may like them, too.
Co-Founder | Sound Design, Music Composition
Chris is a sound designer, music composer, recording engineer, foley artist, mixing and mastering engineer, and self-proclaimed voice actor. He has a BA in Arts & Technology from UT Dallas, where he focused on sound design, as well as 3D lighting and composition. When he’s not working on projects, Chris likes to record himself destroying everyday household items in his closet recording studio.
Co-Founder | 3D, Shader, Tech Artist
Steve is a technically-minded real-time artist who experiments with rendering, abuses variables, and pushes parameters to make art unique to the videogames medium. Most comfortable when blending mathematics, sculpture, and sheer creative effort.
Co-Founder | Design, Concept Art
Eric is a designer and illustrator based in Pittsburgh, PA. After graduating with his B.A. in Film Studies from Columbia University, Eric returned to games, intrigued by their expanding potential as an expressive medium. At Polyknight, he is excited to craft worlds and experiences through unified aesthetics and thoughtful visual design.
Co-Founder | Studio Director, Engineering
Tyler is a programmer and director of PolyKnight Games. Tyler was a self-taught programmer, but got a B.S. in Software Engineering so he could “meet people in college to start an indie-studio.” When he isn’t selling his soul to the programming gods, he’s usually playing Dark Souls, Dragon’s Dogma, Shadow of the Colossus, reading Harlan Ellison, or listening to De La Soul.
Co-Founder | Production, Marketing
Eric is the PolyKnight Games’ producer and community manager. As a producer, Eric believes his main role is to help the rest of the team make the best game they can. His true passion is helping artists do what they do better, and he takes great pride in helping them achieve their success. When he’s not staring at spreadsheets, Eric can usually be found on his bike, reading, or playing Dragon Age for the thousandth time.