№ 01
—
Founder, Game Director
ex-Playtech · 14 years
01 / The studio
Multiburst was started in 2025 by a small group of veterans who'd shipped over forty titles between them — and who were quietly fed up with how slowly the industry moves.
№ Letter
From the founder
May 2026
The first time I shipped a slot, I was twenty-three and the math sheet fit on a single index card. By the time I left my last studio, the same kind of game took seven months, four kickoff meetings, and a dedicated PMO. The math hadn't grown — the process had.
Multiburst is the opposite bet. We're keeping the team small on purpose. We're keeping our pipeline narrow on purpose. The operators we work with talk to the designer, not a salesperson. The math is reviewed by the person who wrote it, not a committee who saw it last Tuesday.
It is, if I'm being honest, a deeply old-fashioned way to run a game studio. We think it makes for better games.
— Multiburst, est. 2025
02 / Operating principles
№ 01
Every Multiburst game starts as a spreadsheet. We model volatility, hit rate, and bonus frequency before art ever opens Figma. Players feel the math, even if they don't read it.
№ 02
Eight people, one Notion, one Slack. We've cut the agency layers so a brief on Monday becomes a math sheet on Friday and a vertical slice in three weeks.
№ 03
We don't ship and disappear. You get a direct line to the designer, a Slack channel with the team, and a roadmap input that actually changes the roadmap.
№ 04
Responsible game design is a feature, not a footnote. Session limits, reality checks, and bonus-buy guardrails are wired into every title from day one.
03 / The roster
№ 01
—
Founder, Game Director
ex-Playtech · 14 years
№ 02
—
Head of Math
ex-Yggdrasil · cluster pays specialist
№ 03
—
Art Director
ex-Hacksaw · motion + UI
№ 04
—
Head of Platform
ex-Pragmatic · RGS architect
Names appear after launch — for now we keep a low profile.
We meet operators at every major show and answer every cold email. You'll get a human, fast.
Say hello