Cheonsa

NOT TRYING TO BE INDIE

Let's not mince words, it's a bold statement. But we believe that games shouldn't be defined by trivial labels like "triple A" and "indie." What do they really mean, anyway? Is it talking about the amount of money spent on production? The number of people involved? Is it a specific art style? Or have these titles just become a trite way to say, "Well my game is important because. . ."

Most people would label Jenito an "indie studio." And hey, you don't get much more "indie" than one man doing all of the design, storywriting, art, code, modeling, music, SFX, etc. But we have avowed not to use "indie" as an excuse. We'd rather just make a great game and let it do the talking for us.

ABOUT THE TEAM

Jenito was originally started in 2009 by Daniel Hall. He has served as the sole developer of Jenito since its inception, creating all of the art, code, music, sounds, stories, and experiences available in each Jenito release. He now has nearly 10 years of experience working as an independent developer, during which time his skills have steadily increased. With humble origins that included using like MS Paint he has developed (and often struggled intensely) to work his way up to large scale production using applications such as Unreal Engine 4, Adobe Photoshop, Blender, Kontakt 5, and Construct 2.

Thankfully, Jenito isn't still just a one man operation. In 2016 Jenito saw the addition of Tim Meyers, our Social Media Manager who sees to the daily upkeep of our presence all across the web, including Twitter, Facebook, Instagram, and YouTube. Tim also keeps tabs on various Steam, Itch, and Game Jolt pages and manages any other online presences such as on IndieDB. Together, Daniel and Tim combine to make the collective "we" that is Jenito.

DIFFERENT ON PURPOSE

We've never desired to be a "normal" video game company. From the beginning, Jenito has been bold in its own unique stance. We don't follow the regular conventions of the design process, and we don't mind being odd. During the production of The Grimsworth Reports we actually designed all of the in-game assets first - a unique, if not downright unorthodox, strategy. But it worked, and for us that's what matters most: making games that work.

During the last 10 years or so Jenito has intentionally tried wildly different art styles and game genres. We've made action shooters, horror labyrinths, point-and-click adventures, and even gotten into a little bit of 3D pizza delivery. We're also not ashamed to be boldly assertive in our production values and worldview. Since 2009 we've always unashamedly labeled ourselves as intense and personal followers of Jesus, and we've always stayed true to our walk in the games we produce. We're here to make games for all people from all walks of life while still staying true to what we are and giving players a new and unique perspective on the world around us. We don't just want to make games, we want to make memories, and we genuinely appreciate every player who has allowed us to be part of their entertainment choices.