Here
for the Fun.

And the Adventure. And the Action. And the Thrills. Oh, and the humour.

“The best games come from teams that can try ten ideas in the time it used to take to try one.”

— Joe Nickolls

Timbre Games was founded on a simple belief: great games should be for everyone. We're a small, focused team building experiences that are joyful, surprising, and genuinely fun to play. Being independent means we make decisions based on what's right for the game and the player — not a quarterly report. That freedom is something we protect fiercely.

Timbre is a game studio that pairs years of experience with modern tooling, so we can iterate, experiment, and find what works faster. We take games from first idea to launch, because we're here to make great games.

What We Stand For

  • Iteration is the most crucial phase of a quality game. We get there sooner.

  • Systems-first design, whiteblock validation, and next-gen tooling that experienced devs steer.

  • Senior game, art, and tech direction from people who've shipped at scale.

  • Built to run distributed, cohesive teams across the world.

Leadership Team

  • Joe Nickolls, Co-Founder & President

    Co-Founder and President of Timbre Games, Joe's a 28 year veteran of the games industry, a former VP at Maxis leading The Sims, former GM of Capcom Vancouver, longtime EA exec. His superpower: Knowing everyone in the games industry.

  • Geoff Coates, Co-Founder & Creative Director

    Co-Founder and Creative Director at Timbre Games. Geoff's been making games for over 30 years in Vancouver, mostly as Art Director at EA, Relic, Capcom, and other studios, before starting Timbre with Joe in 2020. His superpower: drawing eerily accurate cartoons of Joe.

  • Campbell Dixon, Technical Director

    Technical Director at Timbre Games. Campbell's an industry vet whose former roles have been at Relic Entertainment and other studios. Campbell's ability to tackle any technical challenge is a huge part of how Timbre's small team can do as much as it can. His superpower: His ability to turn a vague idea into a working prototype over a weekend.

  • Kyle Jensen, Lead Designer

    Lead Designer at Timbre Games. Kyle's experience includes BBI, Relic, and others. His focus is on building great moment to moment gameplay, and defining the elements of a great gameplay experience. His superpower: his lightning fast gameplay prototyping and iteration speed.


Games We’ve Worked On

Getting To The Fun Faster.

Timbre's focused on using the right tools, empowering our team to make better games faster.

We use our own tech to prototype in days instead of months. We use it to scaffold code, create placeholder assets, and get a controller in our hands faster. Because the sooner experienced developers play the game, the sooner they can apply their craft to making it better.

Let’s Talk Games.