Rogues Studio is an independent game studio by a team of industry veterans from leading companies, including Blizzard, Gameloft and more, with founders with 40+ years of experience and millions of game downloads.
Founders & Team
Morgan Page, CTO
A game developer with 30+ years game development experience. One of his first games, Isle Survive, received more than 1.4 million mobile downloads. He also has over 118,000 game dev students at present. Having built on 5+ blockchains and being a master of many coding languages, Morgan’s is well positioned to deliver the next generation of gaming.
https://www.linkedin.com/in/morganjpage/
Anna Stoilova, CEO
Linkedin Top Voice, 3x founder, global speaker and product thought leader. Anna has 13 years experience in product management, with a deep understanding of web3 onboarding and how to bring in the next generation of players. She has sold educational gamified products used and piloted by the World Health Organisation and multiple hospitals, while students in the US are still using her products to learn how to save lives in a fun way. She has also helped many businesses in the UK launch and find product-market fit.
https://www.linkedin.com/in/annastoilova/
Team & Community:
The extended team includes Alexis Gresoviac, ex-Managing Director of Gameloft Japan and ex-MD of Blizzard Entertainment, Korea;
Simone Silva, Head of Art and Derek Luna, Head of Community.
Community
The founders and team are fully dedicated to Rogues. The founders Morgan and Anna have been working full-time on Rogues for the past 2 years, together with their Head of Art, Simone Silva. Simone’s art style is a defining IP-asset, that leads the Rogues universe and creates strong community engagement. By rapidly implementing ideas and assets from the community in the game, we’ve proven the process and feasibility of working with the community in an efficient way (for example, it is <1 day to get a wearable item created by a community member, to a fully functional item in the game), creating the foundations for a UGC pipeline. Thus, while being a small team, we’ve shown the ability to deliver a vast output of new mechanics and art assets.