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BULLETFARM IS A NEW GAME STUDIO THAT SEEKS TO REDEFINE WHAT IT MEANS TO MAKE AND PLAY AAA ACTION-ADVENTURE EXPERIENCES.
Growing new games entirely from scratch is arduous work. We take our time to craft compelling experiences made by artisans who take pride in and own their work. Our games will be made in a reasonable amount of time and using an appropriate number of developers.
We believe gameplay should come with the game—not battle passes. We won’t do annualized releases. Our games are standalone entertainment designed to be played with your friends.
We always operate with the highest integrity—this is a zero-BS environment. We hold ourselves and each other accountable for living out our values. Sincerity isn’t an add-on; it’s a key to our success.



BulletFarmers are free to create with guard rails. Game makers do their best work when they are excited about what they are creating and understand how their work contributes to the game’s vision.
We take risks on ideas, working methods, and even on people. Nobody has shipped successful games until given the opportunity.

BulletFarmers are free to create with guard rails. Game makers do their best work when they are excited about what they are creating and understand how their work contributes to the game’s vision.
We take risks on ideas, working methods, and even on people. Nobody has shipped successful games until given the opportunity.
DAVID VONDERHAAR
Studio Head and President of Propaganda
My job is to create an environment where the team can do the best work of their life. I’ll also probably dabble in some game design and direction.
CHRIS COWELL
Creative Director and Chief Bonfire Officer
My job is to set the vision for the game, and ensure we ship that vision.
PAUL WATKINS
My job is to bring our vision of the game to life on the screen, find the path to "yes, we can make that happen", and keep the bytes from getting out of line.
Technical Director and Purveyor of Dreams













