About Owlchemy Labs

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Who are we?

We are a small, creative, game studio with a passion for polished and unique games and VR experiences. Founded in 2010 and based out of Austin, TX and Winnipeg, MB, we love building anything that’s oozing with style. We’ve assembled a close-knit team of core owls who wear an absurd number of hats and frequently kick major ass at a moments notice. We tweet our latest updates from @OwlchemyLabs

 

What Have We Made?

Our titles include physics racer Snuggle Truck, supernatural log-chopper Jack Lumber, VR skydiving game Aaaaaculus!, mobile VR skydiving game Caaaaardboard!, quirky choose-your-own-adventure Dyscourse, and HTC Vive VR playground Job Simulator.

 

 

Core Owls:

Alex Schwartz

Chief Scientist
With a background in both indie game development and triple-A console development, Alex creates, nurtures, and cleans up after the science at Owlchemy Labs. His wardrobe consists entirely of lab coats and plaid.

Devin Reimer

Chief Technical Owl
Coming from both a Flash and Unity background, Devin pulls his weight in the codebase like an ox on various uppers. He also insists on pronouncing many words in a distinctly Canadian manner, for which he is constantly berated.

Carrie Witt

Artisan of all things (not) purple
Formerly Owlchemy Labs’ intern, Carrie has since returned as “Lead Artist With a Vengeance” to bring even more art and ‘Witt-iness’ to the table. Also, as the tallest lumberjack on the team, she’s able to chop those hard-to-reach places.

Graeme Borland

Developer and all-hat-wearer
Scholars have debated Graeme’s actual job description since the late 12th century, but before being a code wizard on Dyscourse, legend has it that Graeme was once an artist. He keeps typing and video games keep getting made, so he must be doing something right!

 

Dyscourse-specific:

 

Alec Frey

Dyscourse: Writer
Once an indie game insider, Alec now resides inside indie games, writing, plotting, and devising evil plans and insidious literary concoctions for Dyscourse.

Eric Sutman

Dyscourse: Design / Implementation
He’s a log-tossin, infinite run-and-gunnin, stem-stumpin, wpi-goin’, level-designing madman with a thirst for the blood of his enemies as well as fine wines.

Jason Margaca

Dyscourse: Music
With an ear for pleasing music that’s second to none, Jason’s audio mastery brings all the boys and girls to the yard.

 

Part-time Owls:

 

Andrew Witte

Programmer
With ultra-fast code-optimized finger agility and a strategic cockatoo on his shoulder, Andrew ensures our projects operate at tip-top shape on all platforms from the bright and sunny lands of Safety Harbor, Florida.

Dan Perry

Aural lab technician
Dan provides Owlchemy with the finest imported, fat free audio assets available. Always picked fresh, Dan’s beats drop once the temperature rises.

 

Owlchemy Alumni:

Often, we work with partners who crank out amazing things and then spread their wings and tackle new ventures. These are the few, the proud, the alum-inati!

 

Eric Chon

Community chef
From the distant Irvine, CA (but a New England-native), Eric acts as resident Developer Meat Shield, jumping on grenades to protect his forest friends making him sparsely limbed and fully bearded.

Bill Tiller

Artisan of all things purple
Previously LucasArts bg artist for ‘Curse of Monkey Island’, Bill remained locked in our basement for Smuggle Truck and Jack Lumber’s development and surprisingly doesn’t hold a grudge!

Michael Carriere

Jack Lumber: Lead Beard
Michael brought facial follicle experience to the team at a moment’s notice. When we approached him about making a pun-filled game, he put his finger to our lips and said, “Don’t need to axe me twice.”

Kate Mann

Jack Lumber: Designmancer
When she isn’t humming along to an electro-pop song, Kate is hard at work doing “all the things” regarding games. Collecting owls since she was a young girl, so her work with Owlchemy was a pretty rad fit.

Takumi Miyaji

Master of all interwebs
An elusive beast, Takumi ensures that our webs are in tip top shape at all times. His eye for graphic design is unparalleled. In fact it’s perpendicularred.

Other things!

Articles!
Here’s a few nice words about Owlchemy Labs:

Hiring!
We’re generally quite happy with our small but awe-inspiring team but if you feel for some reason that you are so amazing that we should drop everything and hire you today, please email us at the address shown in the upper right corner of the website!

VR Unity Programmers
At this very moment, we’re hiring passionate Unity experts who’d be thrilled to work on virtual reality projects, specifically launch titles for major VR platforms. 😉 Reach out if you feel you are self-motivated, creative, and have a solid engineering background so you can join us in our journey to build the best VR content in the world.