Back when we first started (in 1992 - can you believe it?), there was no "indie"... now, over twenty five years later, "indie" is nearly flippin' everybody! And, while they may not be wearing suits these days, the money-men are definitely driving the "indie" scene, which really does not sit well with us; we love making games, having fun and entertaining people, not grubbing over loot boxes and microtransactions! We're just "ordinary" guys, all about making our games for people to enjoy... we're grassroots.
Ben heads up code development for Bullion, and also handles much of the project planning. Instigator of the C.V. incubator program and developer of eight previous Leda titles, Ben is also known for attempting to solve every problem with post-it notes.
Paul is the brains behind the AI engine that will drive Bullion's characters, but is far from a one-trick pony, having created six previous Leda titles singlehandedly. Thanks to his BAHA, he is also the team's resident cyborg.
About the time we started our grassroots journey, we began to notice that there's a whole lot of untapped talent out there - some very skilled people trying to break into the games industry, but stuck behind the "must have a published title/experience" wall. And since we wanted to be about people, how better to go about it than trying to give these guys a hand? So the C.V. Incubator concept was born - we get to take Leda Entertainment games to a new level, they get their C.V.s primed for that dream job, and our players get a great new game to play - everyone wins!
Matthew joined in the development of Bullion following working with Ben P at Global Game Jam 2016. His outstanding character designs and animations are surpassed only by his knowledge of random game and animation facts.
Hailing from the USA, Ben H met Ben P (confused yet?) at an indie meet-up while studying in the UK, and joined up to create Bullion's audio shortly after. Being the only team member using a Mac and located in the USA, keeping his copy of the project working is an interesting experience...
1992 - 1995
We learned how to make games and released our first titles on the Atari ST
1996 - 2008
We had to grow up, get jobs and didn't really have time to make games... but we tried!
2009 - 2010
We discovered XNA and Xbox Live Indie Games, and decided to get our act together...
2011 - 2014
We thought that mobile might work well for us... but so did everyone else!
2014 - 2015
Expo audience feedback shows us a new path; the "indie" market state makes us choose it
We go grassroots with an aim to have fun making games and help develop developers
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