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 direct connections to Nintendo’s third party managers Ariko Kimoto and Todd Buechele. 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 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.

The Game

Synopsis

Code Title: Project Lava Escape

Platforms: Nintendo Switch & Switch 2

Budget Request: $2Million

Estimated ROI: 90 days post launch

Project Lava Escape is an up to 4 player co-op platformer where teamwork isn’t an option, it is essential. Designed for Nintendo Switch and Switch 2, this game blends the exhilaration of “the floor is lava,” escape room puzzles, and 3D platforming into a unique experience for all players.

Key Features:

  1. Dynamic Gameplay: The environment constantly changes forcing players to think fast and move even faster.

  2. Co-op Puzzle Solving: Work together to unlock doors, activate switches, and manipulate physics based obstacles just to start.

  3. No Text, Pure Communication: Designed with universal accessibility in mind, all interactions rely on player intuition, expressions, and the story is communicated through character body language.

  4. Innovative Controls: Motion controls, HD rumble, and one-handed accessibility options make the game enjoyable for all.

  5. Adaptive Level Design: Levels change dynamically based on the number of players, ensuring fresh challenges every time.

  6. Perfect for Couch & Online Co-op: Play locally or online, with each number of players providing a different experiences each time.

Whether solo or you team up with friends, Project Lava Escape is a pulse-pounding, laughter-filled challenge that embodies classic Nintendo-style fun with a modern twist.

The Single Player Experience Prototype Reel

Game Design Documents

The Game now has potential two narrative directions

Project Lava Escape is a unique title as I have had to change the theme to it once already. When I first posted about the game onto Linkedin, and how it couldn’t be funded by Nintendo, Behaviour entertainment reached out. Saying they would be interested if I could make the game horror themed.

I reworked the story and game design to fit the theme, and then never heard anything further.

You can check out the preliminary Game Design Documents for each of them by clicking their pictures below.

Budget & Timeline

  • Aiming for a price point of around $29.99-$39.99

  • Two Million Budget from beginning till 90 days after Launch

  • An ROI of 90 days post launch.

Focusing on a single console family, especially the one with the latest addition, allows our team to concentrate on one hardware ecosystem. This ensures AA quality, as our small team won’t be spread too thin. Additionally, porting up is preferable to porting down..

  1. We have already been given a Nintendo developer license based on this games preliminary design alone. That is how much faith Nintendo has in this product on their platform.

  2. Since the game was originally pitched to be a Nintendo exclusive, the game designed was based on their hardware.

  3. The game is designed to utilize the forgotten features of the Joy-cons. Putting a very diverse gameplay feel out into this crowded space. In addition it will lead to more interest of helping development from Nintendo as it can in turn help accessory sales.

  4. In addition development will start on Switch 1 because according to my reps at Nintendo, moving development onto the Switch 2 will be very simple. This will lead to an install base of over 100 million potential customers on day one. (see chart from 2022 on side, Switch is now over 150 million now as of January 2025)

  5. The Ability to grab Switches to demo the game for people at events at a relative low cost.

 

Why Switch & Switch 2?

Can it and will it be ported to other platforms?

Yes, while the intention was originally to be a Nintendo exclusive, motion controls can be found on other platforms. The design works well with the following: VR (PC/Meta/Possible Apple Vision), Playstation 5 (The new Dual Shock has the rumble and motion features needed to make the game work).

If deemed necessary we will be able to port these after the initial release giving us the time to concentrate to make each port the best it can be.

Note: Normal controls can be substituted if deemed necessary.

Software and Hardware we will be using to develop this title.

Main development will be completed on Dell’s Alienware PCs, not because of their branding but as they give the performance we need at, at the most cost effective price for our budget.

We have already been given access to Nintendo’s SDK for the Switch so development can begin immeaditly.

Why Unreal instead of Unity? Ease of use and possible porting off the platform. While it is true Nintendo has a good relationship with Unity, the first party developers have started to switch over to Unreal, as seen in Princess Peach and latest Mario and Luigi releases. After talking with Todd and Ariko at Nintendo, (this was the assumption before Switch 2 was unveiled) Unreal should be hard at work getting the tools setup for Developers to take their Switch projects to the Switch 2 with relative ease.

We will be using a robust lineup of software solutions to ensure the best quality experience for the players.

We couldn’t be happier than with our choice of Blender for modeling, as it just helped Flow win the academy award for best animated motion picture. In addition it works well integrating with Rokoko’s motion capture software, easing some of our development.

We have chosen Logic Pro for two reasons. It is a very robust and reliable piece of software, we will additionally be able to use the Mac Book we are acquiring for this project to do motion capture with the Rokoko suit.

As for the Rokoko suit we could not find a higher praised product at such a budget friendly, and learning entry point.

Why are one handed controls so important to me and so many others!

While major games have started offering one-handed accessibility through custom settings, Project Lava Escape is built from day one to be naturally playable and fun with one hand. This is such a vital option for recovering players, young kids, amputees and the casual audiences, it’s not just possible it’s a great service to provide..

While I was going through chemo, I couldn’t bend my arm. So playing games suddenly got hard.

Because one of my arms could not receive the iv’s, the other arms took the brunt of the pokes. In short after a few weeks it was not possible to bend that arm to play games because of the iv’s placement. But Nintendo’s Joy-Cons changed that. I could hold just one, lean back during treatment, and still play. That small detail made a huge difference during some of the darkest days of my life. It really stuck with me, I kept asking myself, “Why don’t we make more games designed around the idea of one hand controls for situations like this. “

To be clear I know about and truly appreciate adaptive controllers, but I realized this was a way for more people to get involved with gaming by potentioally not having to buy special controllers.

That’s why Project Lava Escape is being built with one-handed play in mind from the start. Oh course we will also include standard two handed play, in fact I am going to try and support all of the controllers made for the Switch (N64, SNES, Genesis, NES). But I want people who are recovering, or who face challenges every day, to still be able to connect and share joy through this game and not worry about the how? That’s what this game is about.