Nitro Game studio

Our passion

is games

An international game development team from all over the world, working on a 1880s Western passion project.

The
Team

Les Majszki
Creative Director, 3d artist
Tomasz Zackiewicz
lead developer, programmer
Scott Jevons
Meta_human, 3d artist
Joseph Wiginton
cgi, vfx, main animations
Jun Yen
3d artist, hair groom
thieu bach
developer, programmer, UI
vynios nikolaos
developper, programmer
David sitar
developer, programmer
Les Majszki
Creative Director, 3d artist
I’m a 3D environment artist and game developer with over 25 years of experience in 3D modeling, specializing in buildings and props. My work is rooted in creating detailed, believable assets that bring depth and authenticity to game worlds. I worked extensively in Cinema 4D, and in the past two years, I’ve transitioned to Blender to take advantage of its evolving toolset and flexibility.

I believe that great games are built on strong atmosphere and storytelling, and I aim to create environments that feel lived-in, grounded, and true to their time.
I’m a 3D environment artist and game developer with over 25 years of experience in 3D modeling, specializing in buildings and props. My work is rooted in creating detailed, believable assets that bring depth and authenticity to game worlds. I worked extensively in Cinema 4D, and in the past two years, I’ve transitioned to Blender to take advantage of its evolving toolset and flexibility.

I believe that great games are built on strong atmosphere and storytelling, and I aim to create environments that feel lived-in, grounded, and true to their time.
Tomasz Zackiewicz
lead developer, programmer
Known on the team as “The Professor,” is the lead developer behind the technical foundation of the project. With over 25–30 years of experience in C++ and C#, he brings a deep understanding of systems design, performance, and scalable architecture.

extensive expertise in both Unreal Engine and Unity, allowing him to approach development with flexibility and precision across different pipelines. He is also highly skilled in Linux-based environments, where he manages and configures game servers to ensure stability and performance.
Known on the team as “The Professor,” is the lead developer behind the technical foundation of the project. With over 25–30 years of experience in C++ and C#, he brings a deep understanding of systems design, performance, and scalable architecture.

extensive expertise in both Unreal Engine and Unity, allowing him to approach development with flexibility and precision across different pipelines. He is also highly skilled in Linux-based environments, where he manages and configures game servers to ensure stability and performance.
Scott Jevons
Meta_human, 3d artist
As the project’s lead MetaHuman and character artist, bringing over 20 years of experience in 3D character creation. With a strong focus on realism and detail, he specializes in crafting high-quality digital characters that align seamlessly with the visual and narrative goals of the game.

His expertise spans the full Unreal Engine character pipeline, including MetaHuman workflows, animation rigging, and hair grooming. Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
As the project’s lead MetaHuman and character artist, bringing over 20 years of experience in 3D character creation. With a strong focus on realism and detail, he specializes in crafting high-quality digital characters that align seamlessly with the visual and narrative goals of the game.

His expertise spans the full Unreal Engine character pipeline, including MetaHuman workflows, animation rigging, and hair grooming. Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
Joseph Wiginton
cgi, vfx, main animations
Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.

Graduate of CG Pro’s Advanced Blueprint and Filmmaking course, with strong skills in gameplay mechanics, level design, tech art, and optimization. ocused on delivering innovative, immersive experiences and contributing to teams pushing the boundaries of game development, virtual production, and real-time visualization.
Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.

Graduate of CG Pro’s Advanced Blueprint and Filmmaking course, with strong skills in gameplay mechanics, level design, tech art, and optimization. ocused on delivering innovative, immersive experiences and contributing to teams pushing the boundaries of game development, virtual production, and real-time visualization.
Jun Yen
3d artist, hair groom
A 3D artist contributing to both character development and wildlife creation for the project. A 3D college graduate with 5 years of professional experience, he focuses on building realistic digital characters and bringing the game’s wildlife to life.

Working within the Unreal Engine pipeline, Jun specializes in MetaHuman character creation as well as advanced hair grooming techniques for animals. His work plays a key role in achieving believable wildlife, with careful attention to fur detail, movement, and overall realism. By combining technical skill with a strong eye for natural form, he helps ensure that both human characters and animals feel authentic and cohesive within the game’s world.
A 3D artist contributing to both character development and wildlife creation for the project. A 3D college graduate with 5 years of professional experience, he focuses on building realistic digital characters and bringing the game’s wildlife to life.

Working within the Unreal Engine pipeline, Jun specializes in MetaHuman character creation as well as advanced hair grooming techniques for animals. His work plays a key role in achieving believable wildlife, with careful attention to fur detail, movement, and overall realism. By combining technical skill with a strong eye for natural form, he helps ensure that both human characters and animals feel authentic and cohesive within the game’s world.
thieu bach
developer, programmer, UI
a C++ developer specializing in gameplay systems, with a primary focus on NPC AI and user interface development. With approximately 15 years of experience working in Unreal Engine, he brings a strong technical foundation to both interactive systems and player-facing design.

His work on NPC AI centers around creating believable, responsive behaviors that enhance immersion and support the game’s narrative. In parallel, he develops and refines the game’s UI, ensuring a smooth and intuitive player experience. Combining technical expertise with a practical understanding of gameplay flow, Thieu plays a key role in shaping how players interact with and experience the world.
a C++ developer specializing in gameplay systems, with a primary focus on NPC AI and user interface development. With approximately 15 years of experience working in Unreal Engine, he brings a strong technical foundation to both interactive systems and player-facing design.

His work on NPC AI centers around creating believable, responsive behaviors that enhance immersion and support the game’s narrative. In parallel, he develops and refines the game’s UI, ensuring a smooth and intuitive player experience. Combining technical expertise with a practical understanding of gameplay flow, Thieu plays a key role in shaping how players interact with and experience the world.
vynios nikolaos
developper, programmer
A C++ programmer specializing in UI development, game systems, and physics. Currently pursuing his Master’s degree in France, he brings a strong academic foundation combined with practical development skills to the team.

His work focuses on building responsive user interfaces, implementing core gameplay systems, and developing physics-driven features that enhance realism and interactivity. With a detail-oriented approach, Nick contributes to both the technical robustness and overall player experience of the game. By combining modern academic insight with hands-on programming expertise, he plays an important role in advancing the project’s systems and performance.
A C++ programmer specializing in UI development, game systems, and physics. Currently pursuing his Master’s degree in France, he brings a strong academic foundation combined with practical development skills to the team.

His work focuses on building responsive user interfaces, implementing core gameplay systems, and developing physics-driven features that enhance realism and interactivity. With a detail-oriented approach, Nick contributes to both the technical robustness and overall player experience of the game. By combining modern academic insight with hands-on programming expertise, he plays an important role in advancing the project’s systems and performance.
David sitar
developer, programmer
A senior Unreal Engine developer with over 20 years of experience, contributing extensively to environment design, level design, optimization, and Blueprint systems. His broad technical knowledge and hands-on approach make him a key asset to the team.

He is responsible for shaping and refining in-game environments, ensuring they are both visually compelling and technically efficient. From level layout and flow to performance optimization, David focuses on delivering polished, immersive spaces that run smoothly across the game. With deep expertise in Unreal Engine and a strong understanding of production pipelines, he plays a critical role in bridging artistic vision with technical execution.
A senior Unreal Engine developer with over 20 years of experience, contributing extensively to environment design, level design, optimization, and Blueprint systems. His broad technical knowledge and hands-on approach make him a key asset to the team.

He is responsible for shaping and refining in-game environments, ensuring they are both visually compelling and technically efficient. From level layout and flow to performance optimization, David focuses on delivering polished, immersive spaces that run smoothly across the game. With deep expertise in Unreal Engine and a strong understanding of production pipelines, he plays a critical role in bridging artistic vision with technical execution.

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