BEARDOG GAMES

Rich storytelling. Better with friends.

Discover Our Craft

Games that leave a mark

Beardog Games is a Canadian indie studio built on a simple conviction: games should make you feel something. Whether we're just trying to make you laugh, or telling a touching metaphoric story about finding your feet in the world, or plunging you into a post-apocalyptic dystopia, the moments are crafted to make you feel.

We pair evocative, layered storytelling with tight, responsive gameplay. Emotion without engagement is just a cutscene. Engagement without emotion is forgettable.

Why Beardog?

The studio is named after Bear, a dog with a soul so big it changed the way I saw the world. We had a bond that went deeper than words. When I lost him, I lost my connection to a lot of things I loved.

I buried myself in game development to cope. After long 8+ hour work days, I'd spend another 4-6+ hours building games, just to keep the hurt at arm's length. But somewhere in all those late nights, the grief transformed into something else: a relentless drive to create projects that carry meaning.

Beardog Games exists because of my best buddy. Every project carries that spirit: the conviction that the things we make should either make you laugh, or make you feel.

Worlds Worth Experiencing

Each project is a world unto itself. Distinct in tone, unified by craft.

Post-Apocalyptic / Survival / Co-op

Atomborn

Pre-Alpha

Build underground, or carve a life in the radioactive wasteland. Brave hostile biomes via Toronto's subway network, a city frozen in time in the year 1999. Craft and upgrade gear, and team up with friends to take on raiders, mutated animals, and twisted remnants of humanity. Rich, unique gameplay with real replayability.

Base-Building Solo & Online Co-op Extraction Toronto in the 90s
Space Survival / Co-op / Physics-Based

Void Space

formerly Viridia

In Development

Navigate the void using aeronautical physics. Chase the breadcrumbs your late grandfather left behind, mine asteroids, dodge debris fields, upgrade and keep your ship alive with nothing but your wits, your friends, and an extremely finite energy supply. Your ship is the only thing that separates you from an eternity of emptiness. Built on a world nearly four years in the making (Viridia), Void Space is a co-op experience about resourcefulness, fun, physics, and friends. It's the first story in the world of Viridia.

Real Aeronautical Physics Co-op Resource Management Emotional Narrative

Brad? Brad who??

Game Developer · Lifelong Creator

The Beginning

As a child, I first discovered my love for making games by writing comics, building Starcraft maps, creating MS-DOS games with the OHRPGCE editor, designing worlds, crafting rules, and testing ideas long before my teens. Teaching myself design through sheer obsession.

The Army: A slight deviation?

Post-highschool I had two options - pursue gamedev, or join the army. I chose the army. I had a great time, and even the Canadian military couldn't stop my compulsion. During basic training, stripped of personal possessions, I'd make games out of cardboard and scraps of paper. I probably should have taken the hint at this point, but he stuck it out for a 3 year contract. This helped me become a better leader, and a better person who knew a lot of about guns. This is also where I adopted Bear, my soul-dog.

Indie & VR

Post-army, I moved into indie game development. A story as old as time - I worked a full time job, and then spent every single night learning to create games as a professional would. After a few years, I picked up my first job in the indie world - it absolutely sucked, but I learned a lot. I then pivoted into virtual reality, deepening my mastery of physics systems, gameplay principles, and interactive design. VR became a crucible, demanding a new fluency in spatial computing and human-machine interaction.

Leadership & R&D

I quickly rose through the ranks, and soon ran a team of 8 interdisciplinary individuals, from design to development and everything in between. When I moved into research and development, I remained a lead, conceiving and building experiences that had never existed in the technology space: the first controller-free construction simulations, teaching cameras to recognize grabs, rotations, and masked estimations without a controller. Both of my last roles were lead positions, hiring from across the industry, from indie studios to talent recruited from major companies like Meta.

What's next?

At the end of the last chapter, I lost my best friend Bear. The loss of Bear shattered my world, so I decided to build a new one in his memory. Everything I’ve done up to this point - leading teams, building games and simulations, prototyping tech, tackling abstract R&D has led to the birth of Beardog Games. I’ve got the toolkit and the drive. I'm now making games full time, hiring where I can, and hoping to make an impact. No more time for games. Wait, yes more time for games. Lots of games.