Skip to content
About

F2I Studios

F2I is the name we build under. It started with a game jam and stuck — not as a “we’re a giant studio now” story, but as a practical banner for the work we want to keep shipping over time.

We’re programmer-led and we learn by doing: building prototypes, testing them, and tightening what feels good. Different people take point depending on the project, but the approach stays the same.

The long-term goal is simple: make games that feel good to control, scale well across hardware, and have worlds worth spending time in — without turning the process into theatre.

Motto
Break it until it works

Our shorthand for iteration: get ideas into a playable state early, find what breaks, then make the surviving parts stable and intentional.

In practice
  • Prototype the smallest playable version
  • Playtest immediately (clarity + fun)
  • Refine + stabilize (consistency, performance)
Snapshot

How we operate

A few concrete truths about how we build — kept short on purpose.

Based
Europe

Mostly remote, forming up around projects.

Tools
Godot • Unity • Unreal

We started in Godot; we use what fits the project.

Writing
Technical devlogs

Larger updates when there’s something real to share.

What we aim for

Controller-first feel where it fits, sensible scaling (graphics presets + resolution scaling), and worlds that support the experience without getting in the way of play.

Team

The people behind F2I

Roles shift depending on the project. Here’s what each person usually covers.

OH

Oliver H. Holmes

Founder & Tech Lead

Leads engineering direction and builds core gameplay systems.

DL

David Lantz

Design & Gameplay

Shapes mechanics and game feel — design decisions through implementation.

VL

Vilson Lleshi

Controls & Animation

Bridges code and motion — implementation plus animation and technical content.

AS

Albin Sadiku

Production & Asset Support

Supports production with assets, animation help, and coordination.