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.
Our shorthand for iteration: get ideas into a playable state early, find what breaks, then make the surviving parts stable and intentional.
- Prototype the smallest playable version
- Playtest immediately (clarity + fun)
- Refine + stabilize (consistency, performance)
How we operate
A few concrete truths about how we build — kept short on purpose.
Mostly remote, forming up around projects.
We started in Godot; we use what fits the project.
Larger updates when there’s something real to share.
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.
The people behind F2I
Roles shift depending on the project. Here’s what each person usually covers.
Oliver H. Holmes
Founder & Tech Lead
Leads engineering direction and builds core gameplay systems.
David Lantz
Design & Gameplay
Shapes mechanics and game feel — design decisions through implementation.
Vilson Lleshi
Controls & Animation
Bridges code and motion — implementation plus animation and technical content.
Albin Sadiku
Production & Asset Support
Supports production with assets, animation help, and coordination.