WHAT OTHERS ABANDON
We take the contract.
Broken multiplayer. Failing launches.
Systems already written off.
We enter after the damage is done – when reputation is on the line and time is gone.
HOW WE FIGHT
No slogans. Only outcomes.
We don’t pitch. We don’t posture.
We execute.
Engines, netcode, failure containment.
If it survives us, it survives anything.
WHY WE’RE STILL HERE
Because walking away is how rot wins.
While others retreat to trends and safety,
we keep building.
Our own projects. Our own terms.
Funded in the trenches.
We step in when it gets delicate
When multiplayer collapses into layers no one wants to touch,
when no one else can help and deadlines stop being funny,
maybe you can hire info@trash-panda-games.com
industry veterans
In 2025, a AAA publisher defunded them
for a crime they did not commit.
They didn’t disappear.
They didn’t pivot to crypto or AI.
A crack team with nothing left to prove.
Now ready for hire.
We like engines
We think in systems.
We send love letters in C++.
We speak fluent multiplayer.
State, sync, replication, failure modes.
When things get delicate,
we don’t hand it off. We cut in.
The result isn’t flashy
No fireworks. No buzzwords.
Systems end up running
like ghost machines.
Stable under load.
Quiet under pressure.
Smoother than your excuses.
Meet the core team

Sam Balleck
Founder | CEO | Creative Director
Military veteran with operational experience in Afghanistan. Brings real-world tactical insight and leadership under pressure to game development. Has contributed battlefield expertise to AAA productions, including work with Electronic Arts, grounding creative direction in realism, systems thinking, and consequence-driven design. Real conditions. Real decisions.

Jérémie Mercier
CTO / Principal Engineer
Former corporate consultant specialized in systems architecture and cybersecurity. Leads the studio’s technical direction with a hands-on approach, covering gameplay systems, infrastructure, backend, and security. Focused on building reliable systems that scale cleanly and support long-term development without friction.

Alexandra Voss
Technical Artist
Bridges art and engine with a strong focus on shaders, tools, and performance. Turns complex visual goals into production-ready pipelines and keeps artists moving fast without breaking builds.

Chen Li
VFX & Lighting Artist
Specialized in real-time VFX, lighting, and particles. Strong eye for readability and performance, with a pragmatic approach to engine constraints and cross-platform consistency.

Chloe Wilson
Gameplay Programmer
Implements gameplay features, systems, and interactions with a strong emphasis on clarity and responsiveness. Reliable contributor across prototyping, polish, and production phases.

Marek Kowalski
Technical Artist | Slav
Technical artist focused on shaders, rendering workflows, and optimization. Known for solving visual bottlenecks and aligning art direction with engine realities.

Victor Alvarez
QA Analyst | BJJ dude
QA analyst focused on execution, verification, and production support. Strong at identifying edge cases, documenting issues clearly, and keeping feedback actionable for developers.

Luis Fernández
QA Analyst | Victor's best enemy
Hands-on QA analyst covering functional testing, regression, and reproduction of complex bugs. Detail-oriented, methodical, and well-versed in supporting distributed dev teams.

Natacha Goossens
Gameplay Programmer
Gameplay-focused programmer working on core mechanics, player systems, and moment-to-moment feel. Comfortable iterating fast with designers while keeping code clean and extensible.

Ryan Mitchell
Backend Engineer | Bit Anon
Designs and maintains backend systems for games and tools: services, APIs, persistence, and security. Focused on reliability, scalability, and long-term maintainability.
Trash Panda Games
We don’t advertise.
The people who need us always find us.
the others try
info@trash-panda-games.com
