Built around
premier work,
not scale.

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 committed to staying lean, optimized, and specialized. The senior-contractor model is permanent — scaling up would mean averaging down quality. After ten years we're still excited about the work.

The leads.

J

Jen Re

Animation Director

C

Carsen Kelliher

Characters · Narrative

Z

Zara Abraham

Studio Manager

D

Derek O'Dell

Business Manager

Our extended team.

M

Michaela Nienaber

Concept Art

M

Marc Meler

Environmental · Design

Q

Quoc Nguyen

Character Animation

N

Nicholas Saucedo

Camera Animation

Our values.

01 — Story-Rich Design

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.

02 — Creative Agility

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.

03 — Senior-Only Output

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.

Things studios ask.

What engines do you work in?
Unity and Unreal. Our pipeline leads keep current on both. We also work with proprietary engines on a case-by-case basis.
Do you do programming or engine work?
No — Well Told is a creative co-development studio. Art, animation, character pipelines, world building, content authoring, and in-engine setup of visual content (state machines, lighting, sequencer / Timeline work). We don't write gameplay code, network code, or low-level engine systems. Where the work crosses into code, we hand off to your engineers cleanly and document for them.
Do you take on full pipeline ownership, or just contribute as freelancers?
Either. We can embed a senior lead to run the entire non-code pipeline, or contribute as specialists into your existing team. The model is flexible.
What size studios do you work with?
Best fit is funded indie teams and AA studios with shipped titles. We also take specialized senior scopes inside AAA pipelines when the work fits — but we don't pursue AAA broadly.
How long are typical engagements?
3 months minimum, 12–24 months typical. Continuity is the point — we don't do drop-in work, and we'd rather pass on a short scope than dilute one.
Where are you NOT the right fit?
Bulk-execution work where price is the deciding factor. Hyper-realistic AAA, military shooters, and gore-forward content. 50+ contributor scopes or 24/7 follow-the-sun coverage. Pure vendor relationships where contributors aren't expected to bring creative input. We'd rather tell you up front than try to be something we're not.
Do you do royalty-only or rev-share work?
Rarely. Our model is paid retainer. We've done equity arrangements with strategic partners but it's not the default.
What's your turnaround on initial reviews?
Same week for a discovery call. 1–2 weeks for a scoped proposal once we understand the project.
How early should we bring you in?
Ideally during vertical slice or pre-production, when narrative direction and visual tone are being defined. We've also come in during later production for animation and set design support, or post-launch for story-driven trailers.
Do you work with international teams or non-English IPs?
Yes. We've collaborated with teams in Asia, Europe, and beyond — helping local stories resonate with Western audiences through adaptive storytelling, cultural pacing, and world design.

Want to work
together?

Get in Touch
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