Creative Co-Development for Game Studios
Well Told is a creative co-dev team specialized in art, animation, story, and content authoring, with a decade of experience serving AA studios and funded indie teams. We provide developers with scalable support, from lean 2–5 headcount high-impact strike-teams, or up scalable 15+ teams when scope demands.
Studios & partners we've shipped with
What We Do
We offer end-to-end support in the game's art production pipeline. Our strength lies in our ability to provide "creative-troubleshooting", whether it's solving pipeline and technical issues, or finding the most effective method to express a character or environment to serve the game's design.
Concept through engine integration, owned end-to-end or at any single stage, with a range of stylized character experience. Players, NPCs, Enemies - all leading into animation-ready output that we can polish to ship.
Explore→Expertise in both Unreal and Unity and where our team can dive really deep. Expressive animations packed with characterization, and technical gameplay animation for: locomotion, NPC behavior, emotes, facial mocap, and in-engine cinematics.
Explore→When scope pushes beyond characters, our team is passionate about creating compelling worlds. With a mindset for story and IP development, we carefully craft concept art through 3D environments, level design, and in-engine lighting. Full game-art coverage, or any one slice.
Explore→How We Work
Based in Irvine, California - we communicate quickly and efficiently at the scale you need. We can confidently jump into your production and collaborate cross-departmentally to ease internal management commonly needed for outsourcing. We built our best practices around fixing the specific things that go wrong.
No revolving door of strangers. You work with the same senior animators, artists, and leads from kickoff through launch. Continuity is the whole point.
Each Well Told principal is both your lead contributor and your producer. No Well Told PM, no translator layer, no telephone game — the person you brief is the person doing the work and running the pod.
You can trust us to pull in specialists or manage bulk work when it's needed. While staying lean with core-contributors, we can orchestrate a rigging specialist for three days, or a half-dozen animators for a 1-month sprint. We adapt to be as flexible and efficient as your production calls for.
Featured Work
Full white-label co-dev for Night School / Netflix — character pipeline, narrative, and in-engine cinematics from vertical slice to launch.
Embedded animation for Night School — large emote suites across a wide cast, each tailored to character personality.
Broadcast-quality trailer on a tight timeline. VRDB Best Sport Game of the Year — full narrative and cinematic direction.
What Studios Say
"Clear, concise communication, high-quality output and reliable production processes are vital to Night School as an agile storytelling studio. The team at Well Told has delivered on every front. I am not exaggerating when I say we trust their crew with just about any facet of our games' production."
"I can't recommend Well Told highly enough. They delivered an outstanding trailer for SkyStrikers — meeting tight deadlines without sacrificing quality. From day one they were receptive, intuitively grasped our game style, and bent their scope to make every detail align."
Services
We've been embedded in AA and indie productions for ten years. We know what the handoff problems look like — and we built our whole model around preventing them.
Plug us in end-to-end, or at any specific stage. Indie, AA, or AAA — we adapt to where you are and what you need.
Where most engagements start. From first concept sketch to a fully integrated, animated character in your engine — or plug us in at any single stage. Modular rigging, facial mocap, and animation-ready output that lands in your build.
Flexible engagement — end-to-end pipeline leadership, or step in at any stage: model to rig, rig to animation, animation through engine integration.
Pipeline — click to expand
Character design, style guides, expression sheets, and visual development. Cohesive identity aligned with your art direction.
High and low poly modeling optimized for your target platform. Game-ready topology, UV mapping, and LOD setup for Unity or Unreal.
Modular rig systems built for scalability across large character casts. Facial rig setups for mocap and blend shape workflows.
Full animation suites — locomotion, combat, emotes, expressions, and cutscene performance. Mocap integration and cleanup.
Asset setup, animation state machines, blend trees, and in-engine testing in Unity or Unreal. We stay in until it's working right.
Character animation — Next Stop Nowhere
Character expression — Next Stop Nowhere
Character rig — Next Stop Nowhere
Where we really shine. The full real-time animation ecosystem that makes characters feel alive in-engine — locomotion, controller work, NPC behavior, expressive emotes, and in-engine cinematic storytelling. Deep, opinionated, and battle-tested across a decade of shipped titles.
Flexible engagement — full animation ecosystem, or focused systems: locomotion only, emote suites, or cinematic production as a standalone scope.
Pipeline — click to expand
Responsive, game-feel-forward controller systems. We work with your gameplay programmer to define the animation side of movement.
Full locomotion sets — walk, run, sprint, strafe, jump, land, transitions. Procedural blending and root motion setups.
Animation support for NPC AI states — idle cycles, awareness, reactions, and crowd behaviors tied to AI system requirements.
Expressive character animation suites for multiplayer, narrative, and social gameplay. Full expression sheets and facial animation.
Storyboarding through final in-engine implementation. Real-time cinematics, in-game cutscenes, and narrative gameplay moments.
Character reactions — Afterparty
Emotes & expressions — Afterparty
When you need more than animation. We cover the full visual layer that wraps your game world — 2D concept and IP development through 3D environments, level art, and in-engine lighting. End-to-end, or any single slice.
Flexible engagement — full visual production from scratch, or targeted support: concept art only, environment art, lighting passes, or narrative & IP development as a standalone.
Pipeline — click to expand
Character bibles, world lore, story arc design, and thematic tone documents. The emotional and narrative foundation of your game world.
Environment concepts, key art, atmospheric paintings, and prop design. Style-guide aligned and ready for 3D handoff.
Game-ready 3D environments built for your engine. Modular asset kits, hero locations, and world-space set dressing.
Level layout, environmental storytelling, pacing design, and player guidance. Narrative integrated into space.
Lighting passes, post-processing, atmospheric polish, and final performance optimization in Unity or Unreal.
Environment & lighting — The Foglands
World & narrative — Sky Strikers
An experimental side of our business. We partner with design- and engineering-led indie teams who already own the foundation but need a senior creative pod to bring it to life.
We don't usually take revenue-share work — but for the right indie team, where engineering and design are already underway and what's missing is the creative layer that makes the world feel real, we'll partner on backend terms.
Minimal upfront cost in exchange for a backend percentage. Senior animation, character pipeline, environment art, and full visual production for projects we believe in.
Best fit: a strong gameplay foundation, design ownership, and a tight team that just needs the visual layer to come together fast. Availability is extremely limited and depends on aesthetic fit.
Read moreWork
We work with teams all over the world, in genres from narrative-driven to VR sports. A selection below — there's more in the reel.
Creative Co-Development
How we've helped clients project by project — from end-to-end creative direction to hyper-specific pipeline and asset deliverables. Read the project briefs below.
Character animation, locomotion suite, and design support.
Animation systems & cinematics support. More to come.
Creative direction · Animation · Narrative · Cinematics
Character animation · Emotes · Environmental storytelling
Active engagements we're not yet permitted to announce. More details to come once we're cleared to share.
NDA · Unannounced
More details to come once we're permitted to announce.
NDA · Unannounced
More details to come once we're permitted to announce.
More details to come once we're permitted to announce.
Additional engagements in flight. Names to follow.
Blog Posts
Process, philosophy, and learnings from the team — character guides, facial performance pipelines, narrative under permadeath, and worldbuilding the weird west. Filed under Work because it is.
Self-Published Games
Games we've developed, produced, and shipped ourselves — and the learnings we've brought back to client work.
Original IP · Roguelike · PlayStation partner
Original IP · Game development
Additional Projects & R&D
R&D, side scopes, and trailer / cinematic support services we've delivered alongside core co-dev work.
Trailer production · VRDB Best Sport Game
Pixel-art trailer production
Cinematic production
Short-form animation
Full creative, narrative, and cinematic direction for an Apple Arcade exclusive — from pitch package to playable.
Next Stop Nowhere was an ambitious narrative road trip through space, blending stylized visuals with heartfelt story beats and cinematic storytelling. Night School Studio brought us in to take the reins as a full white-label team — providing creative, narrative, and animation direction from early development through release.
Night School came to us with a compelling pitch and early funding, but with their staff split across other projects, they lacked the production power to get it off the ground. The initial character sketches and environment concepts were strong — a wild road trip through space with futuristic diners, roadside attractions, and all the trappings of charming retro-Americana. Oh, and bounty hunters. It became Well Told's job to take that loose idea and, under Night School's direction, make it into a whole game.
Our art and animation teams built an unconventional, highly optimized character workflow using simple but effective "face cards" — allowing the game's colorful cast to be vibrant and expressive on low-end devices. We worked closely with the writer and concept artist to give each character a full expression sheet and animation guide.
Night School's writers provided the initial loose concept and the final dialogue. Well Told filled in everything in between — a full draft of story beats, significant in-game locations, and moment-to-moment interactive narrative design across the full story. We wrote and designed everything with Night School's distinctive quippy dialogue style in mind, building design documents ready for a final dialogue pass.
Well Told produced every cinematic storytelling moment in Next Stop Nowhere — from storyboarding through final in-engine implementation. The real-time cinematics add texture to the gameplay and bring players closer to the characters.
"The team at Well Told has delivered on every front with flying colors. I am not exaggerating when I say that we trust their crew with just about any facet of our games' production."
Character animation & design support for Night School's narrative sequel — building a full traversal-driven locomotion suite that matches the leads' personalities at every distance.
Once our work on Next Stop Nowhere wrapped, Well Told was brought onto Night School's next game, Oxenfree II. Although we supported many departments, a significant amount of our contribution was as a character animation team. They needed a crew that could quickly understand their project, character, and pipeline needs — and having worked together on several titles, they knew we were a reliable choice.
Our diverse experience working across game engines meant we onboarded fast: on the repo, animators set up with rigs and supporting assets, and exporting game-ready animation in a matter of days.
The main item we were tasked with was the full locomotion suite for the leads — a substantially more extensive set than Night School's earlier titles, including walking, running, jumping, vaulting, and omni-directional climbing animations that all blended together seamlessly.
Each animation also needed to be expressive of the personalities of the two main leads. Riley's focused, purposeful stride was very distinct from Jacob's more relaxed nature — and that distinction had to read in every transition, not just the hero poses.
Traversal was such a prominent part of the title that the animations had to feel reactive — not pre-recorded. This meant working closely with the design team on character controller behavior and input mapping, so animations had weight and adapted naturally to the wide variety of traversal types. Without that, immersion breaks; with it, the player stops noticing the system and just plays.
Like other Night School games, Oxenfree II is an emotionally charged, dialogue-centric narrative game. The biggest hurdle for an animator on a project like this is that the characters are pretty tiny on screen. Since the camera rarely punches in close enough to see their faces in detail, our job was to make personality come through movement and body language alone.
Every animation got reviewed twice — up close and from afar — to make sure the action read at gameplay distance, not just in a beauty pass.
"The team at Well Told has delivered on every front with flying colors. I am not exaggerating when I say that we trust their crew with just about any facet of our games' production."
Embedded animation support — large suites of character emotes for Night School's stylish trip through hell.
With our extensive experience collaborating on game projects in different engines, we adapt quickly to new pipelines and understand each game's unique needs. Afterparty was already deep in production when Night School brought Well Told on board — they needed help building out large suites of character emotes for a wide cast. We quickly understood both the technical animation pipeline and the stylistic art direction of Afterparty's special version of Hell.
Lola and Milo are two best friends who couldn't be more opposite — Lola confident, sarcastic, and assertive; Milo timid and skittish. Our aim was to build emotes for each character in a way that made those personality differences shine. There's real appeal in contrast, and we leaned into it fully.
Having met in college, we were perfect candidates to capture the vibe of two kids partying their way through hell. Our team — built of people with genuinely differing personalities — pulled all kinds of actions and mannerisms from video reference. Animation Director Jen Re, notably introverted, was perfect for finding the timid nature of Milo. Other animators on the team knew exactly what pose to strike for a confident demon sinking the last ball in beer pong.
In narrative games, world building matters. Crafting story moments not just within, but around the main cast, is key to good environmental storytelling. On this project we got to animate some of the bite-sized moments that helped immerse the player in this world and its story.
A Well Told philosophy on character development for Apple Arcade & Night School Studio's Next Stop Nowhere.
Appealing characters are the core of a great story, but how do you create appeal and communicate that to an entire game development team? At my studio, Well Told Entertainment, we have developed a process of developing, defining and communicating exactly who a character is so that they come across clearly to the player. I decided to share our process with you all, incase there are some creatives and developers out there who could use a little guidance on character guides.
Hey there! My name is Jennifer Re, and I’m the Animation Director and a Co-Founder of Well Told Entertainment. I’ve always loved animation as it gives an opportunity to introverts (like me) to act and tell stories through characters. It also lets me be an observer of everything around me, making me a forever student of life. If you’ve somehow stumbled upon this blog, then you must be interested in animation too. Today I’m going into what I think is the most important stage of the animation process, developing a guide for a character.

There are five main reasons why I make Character Guides:



The process has evolved a lot over the course of the games we’ve made and varies from character to character, but here is the breakdown of one the first character guides I made. (I’ll start by describing each section’s intention, and follow it with a small sample from the character guide.) This was for our main man BECKETT, from the game, ‘Next Stop Nowhere’:
STEP 1: SYNC WITH COLLABORATORS
Narrative Theme: ‘Personal’ and ‘Road Trip’
Platform & Camera View: Mobile w/ Isometric Views
—’Personal’ infers that characters should have a wide set of emotive reacts.
— ‘Road Trip’ infers a wild ride, so golden poses should be lively and dynamic.
—Animations should be kept simple/readable due to the mobile platform and Isometric views.
Key Art Example:
— Fun, bright and graphic style reiterates what the narrative themes are telling us. Simplicity/readability and that it’s going to be a wild ride.

2. Next, grab a high level blurb of the character’s description along with three adjectives describing their personality. This will help align the writing with animated performances.
High level blurb from writers: ‘Beckett is a friendly, awkward, curious, tech-savvy teddy bear of a dude whose greatest weakness is a deep, echoing pit of guilt. When the opportunity to finally explore the galaxy (and attempt to escape that guilt) appears? Oh, he’s in.’
Three Adjectives (along with some of my personal notes):
1. Gentle Giant — Large in stature, but friendly and has delicate gestures.
2. Awkward — Reserved postures/posing. A little bit closed off, but in a sheepish way. When he gets really excited about stuff, that’s when his energy leaks out and his body language opens up.
3. Weighted Guilt — Deep sadness looming in the back of his head. Shoulders should be tilted down normally, arms hanging to show the weight he feels.
3. Grab as many kinds of character concepts as you can from the art team along with pose and expression sheets for reference. This will serve as a foundation for animation testing.
STEP 2: START SMALL ON YOUR SEARCH
The start of the research phase can feel overwhelming, so I like to start small. Start by building notes solely based on the info you got from Step 1. If your character is stylized in some way, this is the time to start finding reference to show how you’ll utilize those unique qualities in your animation.
Example 1: Beckett has angular, broad shoulders. We knew we could use his shoulders to show strong and clear emotes from far away. They’d also act as a great line of action.


Example 2: Beckett also has big hands. We wanted to make sure we kept the ‘gentle giant’ characteristic in mind, so we had to find some reference on hand posing that lend itself to more gentle mannerisms. Here’s some great reference we found on our search:

STEP 3: BRANCH OUT
Look for similar characters in film/tv or even within your own life, and search for fun quirks/timing in performances. This is how I categorize this section:
The best way to study animation is to reference life. Finding live action characters who fit the personality or body type will help with timing of movements and posing. Find stills along with gifs.
One reference I chose was John Candy’s character from ‘Planes, Trains and Automobiles’.
Context: (who is the character) An eternally optimistic, outgoing, overly talkative, and clumsy shower curtain salesman. Really just wants friendship and looking for a home. Has a heartbreaking past. (Sounds a lot like our Beckett)
What to Look at: (why this character) Candy has a really appealing contrast of movements. When he is feeling awkward or unsure of himself, he has very reserved poses, and more micro movements. When he is feeling excited, his movements are more animated and lively as if they’ve been building up waiting to burst open.



2. Animated Character Reference:
When in doubt, check in with the greats. Use old model sheets to see what makes their poses appealing. Grab stills from films/tv and draw over with notes to point out to the animators what to pull from each reference that aligns with your characters.
One reference I chose was Ralph from ‘Wreck-It Ralph’:
Context: Ralph’s job is to play a bad guy, but that’s only in the game. He feels isolated because people think he doesn’t fit in, but he just wants to be accepted.
What to Look At: Good shoulder line and amazing hand poses for someone with big hands. The use of shoulder rotation in Ralph helps push feelings of innocence, sincerity, or lack of energy. Reference him for posing reference, not so much timing.

STEP 4: ANIMATION TESTING
Once you have a good handle on your character, animate some tests to see what works and what doesn’t stylistically. Drop them in game to see if they feel and look good. Here are some early Beckett tests:


Also test technical parts of rigs that might differ from ordinary controls. We had to make face cards for Beckett instead of building eyes into the geo (mostly for optimization purposes). Here’s a test we did to see if the shapes were readable and appealing:

Overall, there are a lot of ways to go about planning, and this is just one format. Be a dry sponge and soak up as much info as you can. After researching, you’ll know the best ways to categorize your reference and make the research work for you and your team. Even if you think there’s no time to actually develop the character, MAKE TIME. It makes animating a lot easier and you’ll save a lot more time that way. It’s the best way to flex animation creativity within the constraints given from other departments. And lastly, it will give you the chance to get to know your character. You want to invest a great deal in your character so you know how to get players to invest in them.
If you feel like you need help developing characters and other story-related aspects of your game, our studio Well Told can be a great resource to bring your characters, environments and storytelling to life.
Thanks so much for reading, and happy developing!
❤ Jen Re
How to Build a Character Guide was originally published in Well Told Entertainment on Medium, where people are continuing the conversation by highlighting and responding to this story.
How an indie studio attempted facial performance — pipeline, tools, and tradeoffs.
Howdy! My name is Jen Re, and I’m the Animation Director at Well Told Entertainment. Today I’ll be diving into the facial animation pipeline I put together for our latest game, The Foglands. Specifically, we’re going to focus on one of our main characters, Ursa, and how we crafted her emotive and reactive performance.

The main goals of determining the pipeline were:
Now, as I mentioned, Well Told is a tiny studio. We did not have the manpower to hand animate all the facial animation, nor did we have the funds for mocap stages or expensive equipment. Fortunately, Faceware had some more affordable headsets and software options.
The aim was to only capture and utilize the lip sync and some minor brow data. Eyes and emotive brow posing would be implemented in a different way. Utilizing Faceware’s Indie Cam, we were able to capture facial performance while recording our VO for Ursa. And through a custom and very scrappy lighting setup, in a small meeting room of our office — the studio was able to secure some great capture.


There were two pieces of software we relied on from Faceware to get our initial results — Analyzer and Retargeter.
Analyzer was where we brought in our capture. We essentially created a data set for Analyzer to learn the face of our actress, so that it could then use that data to analyze the rest of the footage. And Retargeter, a plugin for Autodesk’s Maya, was where we did the setup of our rigged character and created a pose library for Retargeter to pull from.
I utilized Faceware’s batch scripts for their Analyzer and Retargeter tools, this way I could do a lot of the work up front and let the scripts do the rest. I also spent a lot of time making a custom script that utilized tools from Animbot’s API, in order to batch edit curve values across all the animations while the data was being mapped onto Ursa.
For instance, if I wanted Ursa’s jaw to hinge a little to one side so she favors that side of her face, I could blanket add ‘x’ amount of rotational value to her jaw control in each Maya file. I could also use custom scripts to apply certain curve filters across each performance!


Blinks are one of the major components of facial performance that bring a character to life. What people don’t realize is that humans blink much more frequently than an animated character. Blinks are meant to be placed with intent, so I wanted to make sure I had some level of control over their frequency.
What we did was create a standard blink animation in Maya for the character, this way I could get the timing, squash/stretch in the lids and brows, and overall feel, just right. That blink was then dropped into a system created by our engineers that set the blinks to trigger every ‘x’ seconds. And if we hand placed a blink notify anywhere in one of her animations, the system would note a blink was placed, and reset its timer for the next one. This gave her a more naturalistic look!

The last piece of the system was emotive layering. This is where the brows and lids come into play. What we did was create 7–8 different one frame facial poses that could be additively layered over any facial performance. If she had a line that was on the gloomier side, we’d add a notify to layer over her ‘sad pose’, where her brows and mouth corners would slightly droop. And if she was supposed to be upbeat, we’d add a ‘happy’ notify where her brows and mouth corners would peel up.
Here’s some examples of the same base performance I made during a very early test capture, with varying emotive poses layered on top:



This gave us a huge range of possibilities for the different line reads, and let us easily change her emote mid-line by using Unreal notifies. It also helped extend our body animation library whilst getting more control in stylizing her facial performance!
And with all those layers, we have our final facial performance! Here’s an example of one the conversations in the game:
Thank you so much for stopping by! We hope you enjoy our game and interacting with the characters we’ve loved creating! : )
Approachable Facial Performance for Character Driven Games was originally published in Well Told Entertainment on Medium, where people are continuing the conversation by highlighting and responding to this story.
Notes from writing The Foglands — narrative under permadeath, branching, and player agency.
Roguelikes have been highly en-vogue in the 2020s: their procedurally-generated looping structure is a fantastic mechanism for storytelling, but can also pose a real challenge when it comes to designing and implementing a narrative. And when your team hasn’t made a roguelike before? It’s a real “build the plane as you’re flying it” kind of experience. Thankfully, our maiden voyage was a success, but like making any game — it required some real problem solving along the way. Here’s just a taste of what those challenges looked like, and the tools and strategies we used to get good.
There are a few traditional narrative MOs that video games tend to follow. You might be the most familiar with the “3 act” structure with its inciting incident, rising action, and falling action. But when the gameplay loop is, well, looping, it can make progression throughout an overarching story complex to design. Toss in a procedurally generated world where you still expect characters to turn up, and you can run into some real progression blockers. So like many roguelikes, we have a central “hub” space of The Lookout that the player can return to. This cozy spot is where they can edit their loadout, do some target practice, and speak with any recruited/befriended characters in a space where they can reliably turn up. This guarantees that the player can have conversations with NPCs which advance the story, rather than endlessly searching for them in a Run. Additionally, we have several in-Run rooms or locations that can pop up within designated biomes: such as a specific campsite or roaming market, so the player can always know where to find friendly (or not so friendly) faces in an ever-changing world.

The big trick to organizing how looping stories progress lies in variables and their conditions. For this, our team relied on the combined powers of Unreal Engine 5 and Articy Draft 3. Unreal is our game engine of course, but Articy is our dialogue editor where we write and organize the various conversations. It also keeps track of the variables and conditions that tell Unreal what conversations are available to play or have already been heard. Articy’s ability to juggle multiple variable sets at once was invaluable to our implementation, and our engineers and tech designers built us a tool that parses all of these into Unreal. This is how we’re able to make sure that the player can progress through the story in the proper order of the beats, regardless of how their last Run went.
But outside of dialogue with characters, we also have variables that are “listening” to the world of the Foglands around them. These sorts of variables keep track of what might have killed the player on their last Run, who the player may recently have spoken to, or which collectible keys have been picked up. When these variables are “called” in Unreal, it may allow the Stranger to say something sassy about your last cause of death, or for Shandeen to tell an anecdote about a Runner of the past. We wanted the world to feel reactive in this way, and to give the idea that something is always watching.

However, one of the greater challenges when working with variables in a looping structure is pacing: that is, having various plot moments feel like they are occurring at the “right” time, and making sure there aren’t any prolonged periods where nothing (or too much) happens. We tried to map out pacing through a variety of techniques, using everything from spreadsheets to flowcharts, but ultimately good ol’ fashioned trial and error helped us create a progression that felt right… and it turns out the narrative of our game was longer than we expected!

There’s lots to dive into even with our small ensemble cast, and we can’t wait for you all to experience it. You can preorder The Foglands on the PlayStation Store,or on the platform of your choice!
Get Good: How to Write a Roguelike GameWithout Losing Your Mind was originally published in Well Told Entertainment on Medium, where people are continuing the conversation by highlighting and responding to this story.
Reimagining the western for The Foglands — building a weird, atmospheric world that isn't just dust and revolvers.
The Foglands by Well Told Entertainment comes to PS5, PSVR2, and Quest 2 later this year.

The Foglands is an upcoming atmospheric roguelike that puts you at the reins of a tall tale. In a mysterious world covered with thick Fog, humans have been driven into sparsely-populated strongholds to survive. Runners are the brave few who step outside the Hold to scavenge for materials and resources… that is, if they make it back. You play as Jim Womack, a fresh recruit for the Runners who makes a deal with a mysterious Stranger when a great and terrible creature awakens in the Fog.
But we at Well Told Entertainment also went on a journey while making this game: we set out to make a Western, but throughout our research and collaboration, we found The Foglands to be much more at home in the subgenre of the anti-Western. But don’t let the name fool you: the “anti-”doesn’t mean it’s the polar opposite — it’s still very much a Western! However, since the anti-Western is a response: let’s take a look at how the Western came to be… and all the baggage that comes with it.
How the history of the United States and the Western are intertwined, but not synonymous.

The Western might make you think of cowboys, gunslingers, outlaws, and shootouts. But what if it comes from somewhere else? (For example: the World Wars, or a shirtless, hunky Scotsman posing in front of a Highland backdrop?)
While stories have been set in the American Frontier since its colonization started, the Western as we know it today is mostly a product of 20th century “genre fiction”. That is: dime novels, pulp fiction, B-movies, and the like. Following the World Wars, women who joined the workplace to support the war effort were forced to give up their jobs for the returning soldiers. Increased automation at home and in the workforce meant people had more leisure time for activities like reading. (This is where the shirtless Scotsman comes in.) Enter: pop-fiction novels like romance, quenching the daydreams of now-unemployed American women one paperback at a time. The Western became a popular “masculine” version of pop-fiction, and gave traumatized veterans of the World Wars a uniquely American piece of media which affirmed their identity and values. This means there are clear-cut good guys, bad guys, and chivalrous, stoic protagonists. And having just survived the horrors of war like the world had never seen: it’s no surprise why this was so popular.
The Western is a genre about tension: between individuals and wider cultures, between the individual and the landscape, between the law-abiding and the outlaw. Its no-nonsense handling of themes like death, suffering, and existentialism were validating to post-War audiences. With the rise of radio dramas in the 20s, Hollywood in the 40s, and television in the 50s, the Western transitioned from “genre fiction” to mainstream success. When you think of Western titles, you’re likely thinking of things from this “Golden Age,” such as High Noon (1952), Butch Cassidy and the Sundance Kid (1969), or The Lone Ranger (1949–1957).
But the Western as Hollywood knew it was a “period piece,” a version of the American West that never existed. This fictionalized version was popular with its primarily White, American audience, but it sometimes completely erased or offensively depicted entire populations and completely chose to ignore (or even glorify) some unfortunate historical elements. But this wouldn’t go unchallenged.
The emergence of a sub-genre for a new age.
The anti-Western (which is sometimes ironically referred to as a “revisionist Western,” when the Western is in itself revisionist) is a subgenre about subversion and questioning the traditional Western. Whereas the Western praised “American values” like rugged individualism, freedom, and “righteous” violence, the anti-Western critiques capitalism, American exceptionalism, colonialism, and the very idea that there is such a thing as clear-cut “good vs. evil.”
The anti-Western tends to be more in touch with real American history, not shying away from things like colonization, greed, patriarchy, slavery, and genocide. It often does this by recentering stories of people from multiple backgrounds and genders, giving voices to those who have historically been excluded or depicted as stereotypes — but it’s a work in progress.
Between Indigenous people of many nations, White settlers from the eastern part of the country, Mexican ranchers, former slaves and members of the Black diaspora, and Chinese laborers: the West was much more diverse than it appeared on the silver screen. Women of all cultures, who are usually depicted as having domestic jobs, “soiled doves,” or as damsels in distress, also historically held similar roles in the community as men. Opening up the range of the cast allows for new voices and new stories to enter this American genre’s lexicon.
Anti-Western themes began to crop up in the genre in the 60s coinciding with the Vietnam War, but most see the subgenre as really hitting its stride with the release of Dances With Wolves in 1990. It continued to gain momentum throughout the 2000s and 2010s with movies like Django Unchained (2012) and Bury My Heart at Wounded Knee (2007). And just like in the “Golden Age of the Western,” they’re a box office hit. This fresh, new take on the genre shows that the Western truly a fixture of the American imagination and abroad. And truthfully, as a genre associated with tension: it only makes sense that the Western develops tension… with the Western.
What can we say: video games, developers, and players all love Westerns! And some elements of the anti-Western are already present in some games of the genre, such as the Red Dead Redemption series and Fallout: New Vegas (2010). As games continue to evolve as an art form, it feels right that they intersect with the emerging anti-Western. Now, there is no such thing as a perfectly-written Western, or a Western that is perfectly “correct.”
This is not to say that we did it “right.” This is just how we did it.
The Foglands was originally a traditional Western: characterized by an individual honing their skills to exhibit dominance on the hostile, outside world. And sure, that’s a great setup for a lot of survival crafting games — but Well Told is a narrative-driven studio at heart, and that just didn’t have enough to say for us.
Two things really began to make themselves clear.
One: it’s about opposition to systems. Roguelikes, and games in general, are built on systems. They’re about patterns — they’re about “loops.” Much like in real life, the characters’ agency is defined by structures beyond their control. Structures that we — the developers — decide upon on Zoom calls and in Unreal blueprints. It became clear to us that just how the epitome of the Western is to clash with the Western… we had to make a Roguelike that would ultimately turn inward on itself. A roguelike that has tension with the roguelike.
Our character of The Stranger, initially dreamed up as a whimsical, cowboy-Merlin-like figure, was the one who created the systems under which the characters clash. If he held the keys to how the characters got locked into their situation… it meant he held the secret of getting them out, too. We ended up building an anti-Western because we as a team decided we were going to paradoxically challenge the very systems that games are built on… and into.
And two: we neither can, nor should, attempt to reexamine the Western without input from Indigenous contributors. In fact, we wish we had done this more and earlier! Sure, those of us who are non-Native can research, but research simply cannot compare to the knowledge and understanding that comes with lived experience. As we worked with Indigenous and Black members of our team to approach the above idea of opposing systems, it became so clear to us that our story would feature community-driven restorative justice. Just as the Land Back movement fights for restoring Indigenous sovereignty, the key to restoring harmony in the Foglands lies in Native stewardship. But there’s a lot of work to be done before any great monsters can properly be defeated…
What, you didn’t think I was going to give it all away, did you? You’ll just have to play to find out what happens! Like making any game, building The Foglands was a journey, and we’re really pleased with the result. We love the Western, but we wanted to tell a new story: a story that looks back at the past and tries to do better for the future.
Please check out The Foglands and wishlist it on PlayStation. We’re really excited about what we’ve been building and can’t wait for you to see.
This Ain’t Your Granddad’s Western was originally published in Well Told Entertainment on Medium, where people are continuing the conversation by highlighting and responding to this story.
About Us
Well Told is a creative co-development studio — art, animation, and content authoring for game teams. The visual and narrative layer of your game, not the code underneath. We started in 2015, and for ten years we've been embedded in other studios' productions: funded indie teams, AA studios with shipped titles, and the occasional specialized senior scope inside a AAA pipeline. We've shipped characters, worlds, trailers, and animation systems for PlayStation, Netflix, Meta Quest, Apple Arcade, and Steam.
We built Well Told around one conviction: the vendor model is broken. PM layers, quality drift, revolving contributor doors — we've seen what that does to a production. So we built the opposite: a tight network of senior and principal-level contributors who embed in your team, work in your tools, and stay through ship.
We're not trying to be a 50-person studio. We're committed to the senior-contractor model permanently — because scaling up would mean averaging down quality. The games we love tend to be a little weird. Scary but cute. Strange but polished. After ten years we're still excited about that.
Core Team
Jen Re
Animation Director
Carsen Kelliher
Characters · Narrative
Zara Abraham
Studio Manager
Derek O'Dell
Business Manager
Key Collaborators
Michaela Nienaber
Concept Art
Marc Meler
Environmental · Design
Quoc Nguyen
Character Animation
Nicholas Saucedo
Camera Animation
How We Operate
Story comes first.
Great gameplay and worldbuilding start with character, emotion, and story. Everything we build — from cinematics to concept art — serves the deeper narrative vision.
Lean teams, no PM friction.
As a small but senior team, we thrive in fast-moving environments. Direct communication, no PM layer. We adapt to your workflow, not the other way around.
No junior bench.
Every contributor has shipped multiple titles. We don't run a junior bench. The output reflects that — and so does the rate.
Common Questions
Get in Touch
We typically respond within 48 hours and start with a short call — not a pitch, just a conversation about your project and whether we're actually the right fit. If we're not, we'll tell you.
contact@welltold.io
Availability
Currently accepting new co-dev engagements. Best fit: AA studios, funded indie teams, and publishers looking for a reliable senior animation pod.
Based In
Remote — working globally.