Our Story

It started with a game.

We started by making the assets that make people want a thing. Then the work outgrew the name — twice. This is how a game studio became the studio behind the launch.

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Gingerdead House copies
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Funded campaigns
3 pillars
One in-house team
Tampa, FL
Backed by Brethren
Chapter 01  ·  The origin

Before we made anything for anyone else, we made a game.

A few of us got together under a studio called We Make Games and built Gingerdead House — a multiplayer tower-defense game about holding the line against everything that wants a piece of your house. We poured everything into it, launched it, and… people actually bought it. Around 5,000 copies' worth of actually.

Not a phenomenon. But real. And real enough to change everything that came next.

Chapter 02  ·  The pivot

The question that started a company.

After the campaign, people kept asking us the same thing — and it wasn't about the game. It was about the campaign. Who made your trailer? Who designed your page? Where'd those renders come from?

Our answer was always the same: we did. All of it. In-house.

Turns out that was the rare part. Plenty of people can make a great game. Far fewer can make people want it before it even exists. So we started doing that part for other creators — the video, the page, the renders, the whole pitch. We called ourselves We Make Teasers, because back then, teasers were the whole job.

Chapter 03  ·  The evolution

Then the job got bigger.

The work didn't stay in its lane. Creators who came for a teaser came back for a logo. Then a store. Then a whole brand. Then a 3D animation, an email campaign, a booth for the con. One skill at a time, we picked up everything our clients actually needed — until "we make teasers" just wasn't true anymore.

So we changed our name to match the work: We Make Treasures.

The name

Changed twice. The mission never did.

We Make Games where it started
We Make Teasers the studio is born
what it is now

A treasure is the thing worth chasing — the art on the box that makes someone reach for it, the trailer that makes a backer hit pledge, the brand a player remembers long after the Kickstarter ends. That's what we make now.

We've sat in your chair
Hand us your thing and we don't treat it like a project. We treat it like ours.

We've run the campaign. We've watched the funding bar at 2am. We've sweated the asset list, the fulfillment math, and the "is this actually good enough to ship" gut-check. We know what's riding on it — because we've had it riding on us.

Our parent agency

Backed by a full agency.

Branding Experience Design Rich Media

We're not a one-trick studio — and that's because we're backed by Brethren, our parent agency. Brethren is the engine behind the expanded toolkit: the branding muscle, the web and product builds, the rich media horsepower.

It's how a studio born making game teasers can now make just about anything you need to get to market — at a scale that keeps up with you.

Meet Brethren
Who's behind it

The people making the treasures

Bryce Walter

Co-Owner

Matthew Weits

Co-Owner

Allison Tomash

Rich Media Lead · Animator & Illustrator
What we believe

Three things we don't budge on

01 /

The work should make people want it.

That's the entire job. Every frame, render and headline earns its place by moving someone closer to yes.

02 /

No black boxes.

You'll always see exactly what you're paying for — clear scope, honest estimates, nothing hidden behind the curtain.

03 /

The honest version over the easy one.

We'd rather tell you the truth about what a launch needs than sell you the comfortable answer.

Let's make something
worth chasing.
A game, a toy, a book, a brand — let's make people want it.
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