Delia Okonkwo
Studio Head & co-founder
Ran the mod team that became Cindercrest. Handles the business side so the rest of us don't have to, and still reviews every season's design brief.
About us
Cindercrest Studios is an independent game studio in Austin, Texas. We were founded in 2018 and there are fifty-two of us now.
Delia, Ray and our first engineer met in the mod community around an arena shooter that its publisher quietly switched off in 2016. When the servers went dark, a few hundred people carried on playing on community boxes, and the three of them kept shipping map packs to an audience that technically no longer existed.
That turned into a prototype, the prototype turned into a small state arts-and-technology grant plus a pile of personal savings, and in 2018 the grant became a company with a very cheap office above a taco place on the east side. Emberfall shipped in 2019 to modest sales and a fiercely loyal player base. It paid for the next four years, which is all we asked of it.
Riftbound Arena launched free-to-play in 2023 and is now the studio's main focus: a live game with seasonal ranked play, a ten-week content cadence and a support team that reads its own inbox. We have never taken outside investment beyond that first grant, we have never run a crunch mandate, and we still argue about movement acceleration in a channel that has been going since 2017.
The people
A slice of the fifty-two. Everyone here has, at some point, lost an argument about grapple cooldowns.
Studio Head & co-founder
Ran the mod team that became Cindercrest. Handles the business side so the rest of us don't have to, and still reviews every season's design brief.
Game Director & co-founder
Owns the feel of Riftbound Arena end to end. Believes a hero isn't finished until it's fun on a grey box with no abilities.
Community & Trust Lead
Runs community relations and player trust — reports, appeals, bans and the anti-cheat programme. Writes the honest version of the update post.
Art Director
Set the studio's ember palette and the silhouette rules that keep twelve heroes readable at forty metres in a smoke cloud.
Lead Engineer
Netcode, hit registration and the build pipeline. Responsible for the rollback-assisted hitscan layer and for the CI that yells at all of us.
Season Producer
Keeps the ten-week season train on the rails: scope, dates, and the difficult conversation about which hero slips to next season.
Player Support Manager
Runs the support queue and the appeals process. Has personally replied to more tickets than the rest of the studio combined.
Fact sheet