We are crafters of immersive worlds with engaging content…

Founded in 2014 by game designer Branden Sloane, Zugalu Entertainment is an independent video game studio based in Calgary, Alberta, Canada. Born from a passion for reviving the magic and immersive storytelling of gaming’s golden era, Zugalu creates games that blend innovation, nostalgia, and commercial appeal, delivering captivating experiences to a diverse and global audience.
Zugalu initially established itself through engaging indie titles that laid a strong foundation for growth and creativity. Today, our portfolio proudly includes flagship titles such as Thrive: Heavy Lies the Crown, a medieval fantasy city-builder acclaimed for its impactful decision-making and real-time combat, and Sovereign Syndicate, a narrative-driven Victorian steampunk RPG praised for its intricate storytelling and immersive gameplay.
In 2025, Zugalu further strengthened its narrative focus by acquiring Edmonton-based Crimson Herring Studios, known for their dedication to profound storytelling and unique narrative-driven game experiences. This strategic merger unites some of Alberta’s finest gaming talent under one banner, enhancing Zugalu’s ability to deliver deeply engaging narratives combined with refined gameplay mechanics.
Our diverse and experienced team now spanning over 30 talented individuals with expertise ranging from indie to Triple-A game production is driven by creativity, passion, and technical excellence. At Zugalu, we believe in the power of games to transport players into extraordinary worlds, offering meaningful escapism that resonates more deeply than ever before.
In addition to developing our own innovative titles, Zugalu actively collaborates with external partners, providing specialized services from conceptualization, narrative development, prototyping, to full life-cycle game development. Whether developing original IPs or assisting partners in realizing their visions, Zugalu Entertainment remains committed to crafting unforgettable gaming experiences that captivate, entertain, and inspire.
Life is challenging enough let’s have fun along the way!
Zugalu Team Leads

Branden Sloane
CEO
Branden is all about building strong client relationships and delivering perfection. He and his team bring creative visions to life with precision and impact, driven by a passion for video games, and a deep understanding of what makes a captivating title. Whether you need seamless execution or a partner who truly gets your goals, Branden ensures every project is not just great—but unforgettable.

Isaac Otway
COO
Isaac brings his fiscal and business acumen to every project he touches. His experience is cross-departmental, with his knowledge in human resources, accounting, and project management making him a valuable asset to those in need of guidance and stability. Isaac ensures that the budgetary concerns of any project can be navigated with ease, so that great IP can be fully realized and brought to market.

Garret Hau
CTO
Zugalu’s Chief Technology Officer, Garrett Hau, is a master of analysis and time management. He carefully examines all facets of a project, from conception to launch, catching details that may be overlooked, and asking in-depth questions. Garrett is solutions-driven, and has yet to meet a problem he cannot solve. He is a beacon of calm for the studio, throughout all phases of a game’s development.

Andre De Rosa
Lead Programmer
Andre is devoted to the technical aspects of any game project. His wide knowledge base as Lead Programmer instills confidence in the team. He knows that rapid iteration is essential to progress, and nothing brings him as much joy as delving deep into code. No matter the game, Andre makes certain that its core mechanics and systems function with ease, so that immersion is paramount.

Greg Forsyth
Game Designer
Greg is all about the functionality and feel of a game, and is always keen to conduct playthroughs. While playtesting, he is quick to observe what works, what doesn’t, and what adjustments should be made in order to best serve both the product and the market. Greg relays the desires of the player to developers, and believes adaptability is essential to a game’s successful lifecycle.

Scott Penner
Creative Director
As a Creative Director, Scott is consumed by the ways in which players engage with IP. His technical and cinematic art background informs his ‘big picture’ analysis of any project, aiming for cohesion, brand recognition, and precise visual direction. Scott knows that a game’s aesthetic must be captivating and clear in order to win an audience. When projects are under his guidance, players take note.

Kat Aylor
Narrative Designer
Kat is devoted to creating new worlds, and the enriching lore that shapes them. She is ever mindful of a project’s scope and vision. She believes in working with what you have to surpass expectations, and that knowing one’s constraints allows for true exploration. Kat ambitious nature, combined with a passion for storytelling while remaining fiscally aware, makes her a valuable asset to the team.

Tarik Boussekine
Art Director
Tarik’s Art Direction is built upon compelling visual storytelling. His breadth of experience leaves a strong impression upon every project with which he is involved, from early conceptual work through to final polish. Games are a visual, immersive medium, and Tarik knows that players experience them eyes first. With strong visual guidance, he believes that any IP can captivate, engage, and grow an audience.

Chris DeChamplain
Lead Game & UX/UI Designer
As both a Game and UX/UI Designer, Chris is all about a project’s fit. He reflects on how the mechanics, level designs, and UI of a game should work in tandem to immerse the player, and iterates accordingly. Satisfaction only finds Chris when a game’s technical and visual systems are ready to launch. He strives for perfection, and eagerly iterates until he finds it.

Mitch Sabbagh
QA Lead
Michel Sabbagh brings a sharp eye and nimble fingers to his work as Lead QA. His detailed analysis and feedback have found many a bug or localization error that needed fixing, and his thorough documentation makes it easy to address issues in a timely fashion. Michel values narrative and gameplay in equal measure, and devotes himself to noting anything that might compromise player immersion.

Jackie Li
Technical Artist
Jackie is the bridge between art and development, bringing technical expertise to the game elements he crafts. He is keen to analyze the requirements and limitations of a game project, along with intended technologies to be used, and provides impressive solutions that defy expectations. Jackie is quick to note potential roadblocks and eager to quickly resolve them, making him essential to any game’s success.

Aaron Bilawchuk
Lead Animator
As Lead Animator, Aaron gives games motion and flow. His devotion to his craft is reflected through the quality and ingenuity of his work. No monstrous beast, possessed object, and humble NPC can escape his technical finesse and execution. Aaron knows that the ways in which the world moves around the player are as important as how the player themselves moves through the world.

Branden Sloane
CEO
Branden is all about building strong client relationships and delivering perfection. He and his team bring creative visions to life with precision and impact, driven by a passion for video games, and a deep understanding of what makes a captivating title. Whether you need seamless execution or a partner who truly gets your goals, Branden ensures every project is not just great—but unforgettable.

Isaac Otway
COO
Isaac brings his fiscal and business acumen to every project he touches. His experience is cross-departmental, with his knowledge in human resources, accounting, and project management making him a valuable asset to those in need of guidance and stability. Isaac ensures that the budgetary concerns of any project can be navigated with ease, so that great IP can be fully realized and brought to market.

Garret Hau
CTO
Zugalu’s Chief Technology Officer, Garrett Hau, is a master of analysis and time management. He carefully examines all facets of a project, from conception to launch, catching details that may be overlooked, and asking in-depth questions. Garrett is solutions-driven, and has yet to meet a problem he cannot solve. He is a beacon of calm for the studio, throughout all phases of a game’s development.

Andre De Rosa
Lead Programmer
Andre is devoted to the technical aspects of any game project. His wide knowledge base as Lead Programmer instills confidence in the team. He knows that rapid iteration is essential to progress, and nothing brings him as much joy as delving deep into code. No matter the game, Andre makes certain that its core mechanics and systems function with ease, so that immersion is paramount.

Greg Forsyth
Game Designer
Greg is all about the functionality and feel of a game, and is always keen to conduct playthroughs. While playtesting, he is quick to observe what works, what doesn’t, and what adjustments should be made in order to best serve both the product and the market. Greg relays the desires of the player to developers, and believes adaptability is essential to a game’s successful lifecycle.

Scott Penner
Creative Director
As a Creative Director, Scott is consumed by the ways in which players engage with IP. His technical and cinematic art background informs his ‘big picture’ analysis of any project, aiming for cohesion, brand recognition, and precise visual direction. Scott knows that a game’s aesthetic must be captivating and clear in order to win an audience. When projects are under his guidance, players take note.

Kat Aylor
Narrative Designer
Kat is devoted to creating new worlds, and the enriching lore that shapes them. She is ever mindful of a project’s scope and vision. She believes in working with what you have to surpass expectations, and that knowing one’s constraints allows for true exploration. Kat ambitious nature, combined with a passion for storytelling while remaining fiscally aware, makes her a valuable asset to the team.

Tarik Boussekine
Art Director
Tarik’s Art Direction is built upon compelling visual storytelling. His breadth of experience leaves a strong impression upon every project with which he is involved, from early conceptual work through to final polish. Games are a visual, immersive medium, and Tarik knows that players experience them eyes first. With strong visual guidance, he believes that any IP can captivate, engage, and grow an audience.

Chris DeChamplain
Lead Game & UX/UI Designer
As both a Game and UX/UI Designer, Chris is all about a project’s fit. He reflects on how the mechanics, level designs, and UI of a game should work in tandem to immerse the player, and iterates accordingly. Satisfaction only finds Chris when a game’s technical and visual systems are ready to launch. He strives for perfection, and eagerly iterates until he finds it.

Mitch Sabbagh
QA Lead
Michel Sabbagh brings a sharp eye and nimble fingers to his work as Lead QA. His detailed analysis and feedback have found many a bug or localization error that needed fixing, and his thorough documentation makes it easy to address issues in a timely fashion. Michel values narrative and gameplay in equal measure, and devotes himself to noting anything that might compromise player immersion.

Jackie Li
Technical Artist
Jackie is the bridge between art and development, bringing technical expertise to the game elements he crafts. He is keen to analyze the requirements and limitations of a game project, along with intended technologies to be used, and provides impressive solutions that defy expectations. Jackie is quick to note potential roadblocks and eager to quickly resolve them, making him essential to any game’s success.

Aaron Bilawchuk
Lead Animator
As Lead Animator, Aaron gives games motion and flow. His devotion to his craft is reflected through the quality and ingenuity of his work. No monstrous beast, possessed object, and humble NPC can escape his technical finesse and execution. Aaron knows that the ways in which the world moves around the player are as important as how the player themselves moves through the world.
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