Normandy Rings

We build worlds worth fighting over.

Raging Bear Interactive — an independent games studio

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The Sunken Sands

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.

Players first

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.

No crunch

People over deadlines

Great games come from rested, respected teams. We build sustainably and we mean it.

In the open

Honesty over hype

We share the journey — the wins, the cuts, the late-night fixes. Transparency is the point.

Comms Station CP-01

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.

The Tunnel Run

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.

Aerial arcade combatRing racingUnreal EngineMultiplatform
Follow development

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.

The Lone Bunker

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.

Sunlit Mesas

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

© 2026 Raging Bear Interactive. We build worlds worth fighting over.