
When I founded Vandalia Softworks, the goal was straightforward: build interactive experiences, take on interesting technical challenges, and turn ambitious ideas into functional software.
Over the years, running an independent studio has meant wearing a lot of hats. My work has naturally spanned a mix of commercial game releases, software architecture, and private engineering consulting:
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Commercial Game Publishing: Releasing Perspectrum was a major milestone. Taking an original game all the way through commercial storefront requirements, platform QA, and launch taught me the real-world operational side of shipping games from start to finish.
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Technical Consulting & Architecture: Between public game projects, much of my time has been dedicated to software architecture, custom engineering, and technical consulting. Solving complex, high-reliability problems for clients not only kept the studio agile and sustainable, but it also forced me to constantly level up my engineering standards.
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Modernizing the Pipeline: Game tech and development workflows have moved fast over the last several years. I’ve taken the lessons learned from demanding engineering work—around performance, modular architecture, and tooling—and rebuilt my internal development pipeline from the ground up.
What I’m Working on Now
Today, I’m channeling that technical background directly back into game development.
I’m currently in active production on a smaller, solo 3D project built in Unreal Engine 5. Stepping back into full-time creative development with a modern engine and a fresh perspective has been incredibly rewarding, and I’m genuinely excited about where the project is heading.
Development is moving along smoothly, and I’ll be sharing occasional devlogs, technical breakdowns, and work-in-progress screenshots right here as everything comes together.
To everyone who has followed and supported Vandalia Softworks from the beginning: thank you. I look forward to sharing more soon.
— Jordan Hallow
Founder & Developer, Vandalia Softworks