We build worlds worth fighting over.
Raging Bear Interactive — an independent games studio
Why we exist
We make games that stay with you
We started Raging Bear to challenge how games get made — small teams doing big things, without burning out, selling out, or copying what came before.
Emotion over spectacle
We design for how a game makes you feel, not a feature list. If it doesn’t move you, it doesn’t ship.
People over deadlines
Great games come from rested, respected teams. We build sustainably and we mean it.
Honesty over hype
We share the journey — the wins, the cuts, the late-night fixes. Transparency is the point.
The team
Small studio. Serious pedigree.
Three founders, decades in games and the craft around them — and a habit of bringing people up with us.
01
Robert Skinner
Technical Lead · Studio Head
Twelve years training developers, ten leading teams. Mentored devs now at PlayStation, Gearbox, Frontier and Unity.
02
Caz Skinner
Art Director
Twenty years of commercial illustration for the likes of M&S and Hallmark. Defines the studio’s visual identity.
03
Nikolaos Kalarakis
Creative Director
Fifteen years of narrative design and community-building in the Warhammer ecosystem. Philosophy brain, player’s heart.

In development
Our first title — a stylised aerial arcade game. Mario Kart meets War Thunder: chunky wartime planes, pick-up-and-play dogfighting, plus a ring-racing mode for those who’d rather outrun than outgun.
The maps
Two ways to own the sky
01 / 06
The Gate Run
Golden gates strung between floating fortresses. Thread them clean or get left behind.
How we work
We bring people up with us
Good games come from good teams. So we’re building a studio worth working in, and opening real doors for the developers coming up behind us.
We come from teaching
Between us, decades spent training developers and artists. Mentoring isn’t a side project here — it’s how we’ve always worked, and it’s built into the studio from day one.
Junior means junior
Not “junior” code for three years’ experience and a portfolio of shipped titles. We take people at the start and give them real work, real ownership and the room to get it wrong.
A real way in
Work experience for college and university students, paid junior roles, and honest mentoring from people who’ve helped others land at PlayStation, Gearbox, Frontier and Unity.
Sustainable by design
No crunch, no death marches. You can’t bring people up while burning them out — so we set scope to the team, not the team to the scope.
Join the journey
Follow the studio
We’re pre-release and building in the open. Dev logs, concept art and first looks land on our socials first — that’s where the story unfolds.
Press, investor or partner? Get in touch — full pitch available on request

