Small, Mighty, and Magical!
A small, newly forming game studio based just north of Atlanta, dedicated to creating high-quality, cooperative, and inclusive gaming experiences.
Inspired by the legendary game developers of the 90s, we believe in making games that bring people together whether through couch co-op, intuitive gameplay, or innovative design.
With a focus on efficiency, creativity, and accessibility, our team will be built to be evergreen, staying small yet powerful. Our namesake came from these ideals.
Backed by industry experience both as a developer and player. With connections to Nintendo’s third party managers. Adding in a clear development roadmap, we’re here to deliver unforgettable games that stand the test of time.

Why is this studio so important now?
The industry is at a crossroads and AA/Indie titles will be the avenue of getting it out of the funk it is in.
Millennials and Gen X, the largest demographics in game purchasing, want to experience games with their family and friends just as they did growing up…together in the same room.
At Gnomes of Georgia, we design games that aren’t just fun, but are meant to bring people together. In an era where modern gaming often prioritizes online only and solo experiences, we focus on the magic of playing side by side.
There is a reason games like Mario Party, It Takes Two, and even board games continue to sell. So let’s get everybody back onto the couch together and create more of those experiences for the next generation.
Why Gnomes of Georgia?
At Gnomes of Georgia, our mantra is simple:
“We don’t just create games… We create memories.”
Our goal is to craft experiences so unique and impactful that they become the stories people tell for decades to come. We want our games to spark conversations, nostalgia, and a lasting emotional connection with players.
Why should we trust you?
I’ve spent the majority of my life dedicated to understanding, designing, and creating memorable gaming experiences. Since 1996, I knew that games weren’t just entertainment, they are an art form capable of shaping someones life and can create a life defining moment.
My career has taken me from a passionate kid designing games at 12. To an independent developer, to an industry professional at EA. Now I have a Nintendo of America approved game design document.
Looking even beyond my resume, what truly sets me apart and why this is a sure bet. My relentless drive and ability to execute under any circumstances.
I’ve faced challenges most people can’t imagine, and I’ve never backed down. Whether it’s battling cancer and relearning how to talk. Breaking into an industry I love, or assembling a talented team from the ground up. I’ve always proven that I follow through and deliver on my promises.
This industry has helped create a vast amount of lasting memories and I hope to continue that. With Gnomes of Georgia LLC. this isn’t just a business venture for me; it’s a lifelong mission.
Trust me with this opportunity, and I won’t just meet expectations, I will crush them.
Kindest Regards,
Frank Holstein - Studio Head of Gnomes of Georgia LLC.
Road Map of Titles and Target Platforms
With access to PlayStation and Nintendo Development, we are also looking into focusing on the following platforms:
Apple and PC - through Steam and Epic stores
Nintendo - Through the eShop
PlayStation - Through the PlayStation store
October 2025 – August 2026 • Two-week sprints • Team of 2 designers and 3 artistsDeath Ball Sprint Roadmap
Sprint
Dates
Focus
Key Deliverables
Sprint 0
Oct 2025
Setup
Hiring, equipment, office, and project kickoff
Sprints 1–4
Nov–Dec 2025
Core Foundation
First level blockouts, prototype systems, style guide, initial characters
Sprints 5–8
Jan–Feb 2026
Gameplay Systems
Physics, scoring, hazards, early animations, vertical slice prep
Sprint 9
Mar 2026
Vertical Slice
Playable showcase level with core systems and placeholder art
Sprints 10–15
Mar–May 2026
Content Expansion
Whitebox and iteration on multiple arenas, environment concepts, polish of first level
Sprint 16
Jun 2026
Alpha
All levels blocked out, core systems functional, Circus near art complete
Sprints 17–19
Jun–Jul 2026
Polish & Expansion
Iteration on additional arenas, secret level whitebox, character polish, UI improvements
Sprint 20
Aug 3–14, 2026
Beta
All arenas playable, QA begins, art and lighting passes, balance tuning
Sprint 21
Aug 17–28, 2026
Final Polish
Bug fixes, content lock, disc build candidate
Release Targets
Starting with our Pinball inspired adventure game, our goal is to have an annual release to ensure steady income for the company.
Check out the game designs here
Investment and ROI Timeline
Financial Overview
Funding Request
$1,500,000
Development Time: 12 months
Buffer Remaining: ~$466,561 (31%)
This reserve is intentionally set aside for QA, marketing, and post-launch support, ensuring smooth delivery and growth after release.
Investor Takeaway
- Lean and Efficient: 65% of spend goes to payroll for a 6-person team.
- Strategic Collaboration: Contracted music (Grant Kirkhope) adds visibility without overhead.
- Disciplined Spending: ~$466k reserved for QA, marketing, and unforeseen costs.
- ROI Ready: Break-even at 67,500–101,250 units sold, ROI expected 90 days post-launch.
Estimated Spend
~$1,033,439
Core Team: 6 Employees + Contracted Music
Total Core Development Spend: ~$836,736 (83.7% of budget)
Budget Allocation
- Team & Payroll: $650,000 (65%)
- Benefits & Taxes: $63,039 (6.3%)
- Technology & Equipment: $37,968 (3.8%)
- Software & Tools: $6,311 (0.6%)
- Music Contract: $50,000 (5%)
- Lease, Utilities & Operations: $29,418 (2.9%)
Investor Takeaway
Death Ball is designed to minimize risk and maximize upside. With a lean team, proven track record, and a polished roadmap, we achieve efficiency without sacrificing creativity.
Even at conservative sales projections, the game breaks even in the first holiday quarter. At base or stretch targets, revenue delivers significant ROI within 12–15 months.
This is a low-risk, high-visibility opportunity for investors seeking a bold, market-ready IP.
Projected Net Revenue by Quarter (Oct 2026 Launch)
Net per unit ≈ $20.25 • Distribution: Q4 2026 35%, Q1 2027 15%, Q2 2027 15%, Q3 2027 15%, Q4 2027 20%
Quarter | Conservative (200k) | Base (350k) | Stretch (500k) |
---|---|---|---|
Q4 2026 (35%) | 70,000 | 122,500 | 175,000 |
Q1 2027 (15%) | 30,000 | 52,500 | 75,000 |
Q2 2027 (15%) | 30,000 | 52,500 | 75,000 |
Q3 2027 (15%) | 30,000 | 52,500 | 75,000 |
Q4 2027 (20%) | 40,000 | 70,000 | 100,000 |
Total | 200,000 | 350,000 | 500,000 |
Revenue begins in Q4 2026 (October launch). September 2026 is gold master (no revenue assumed here).
Break-even at just 67,500 units — comfortably achievable in the launch quarter alone.