Our passion
is games
An international game development team from all over the world, working on a 1880s Western passion project.
Nitro
Team
Les Majszki
Creative Director, 3d artist
Tomasz Zackiewicz
lead developer, programmer
Scott Jevons
Meta-human, 3d artist
Joseph Wiginton
cgi, vfx, main animations
Jun Yen
3d artist, Meta-Human artist
Will Minnaar
Environment, Level Design
Vincent Zaalberg
Audio, Cinematic Compositions
David sitar
developer, programmer, UI
Les Majszki
Creative Director, 3d artist
I’m a 3D environment artist and game developer with over 25 years of experience in 3D modeling, specializing in buildings and props. My work is rooted in creating detailed, believable assets that bring depth and authenticity to game worlds.
I worked extensively in Cinema 4D, and in the past two years, I’ve transitioned to Blender to take advantage of its evolving toolset and flexibility.
I believe that great games are built on strong atmosphere and storytelling, and I aim to create environments that feel lived-in, grounded, and true to their time.
I believe that great games are built on strong atmosphere and storytelling, and I aim to create environments that feel lived-in, grounded, and true to their time.
I’m a 3D environment artist and game developer with over 25 years of experience in 3D modeling, specializing in buildings and props. My work is rooted in creating detailed, believable assets that bring depth and authenticity to game worlds.
I worked extensively in Cinema 4D, and in the past two years, I’ve transitioned to Blender to take advantage of its evolving toolset and flexibility.
I believe that great games are built on strong atmosphere and storytelling, and I aim to create environments that feel lived-in, grounded, and true to their time.
I believe that great games are built on strong atmosphere and storytelling, and I aim to create environments that feel lived-in, grounded, and true to their time.
Tomasz Zackiewicz
lead developer, programmer
Known on the team as “The Professor,” is the lead developer behind the technical foundation of the project. With over 25–30 years of experience in C++ and C#, he brings a deep understanding of systems design, performance, and scalable architecture.
extensive expertise in both Unreal Engine and Unity, allowing him to approach development with flexibility and precision across different pipelines. He is also highly skilled in Linux-based environments, where he manages and configures game servers to ensure stability and performance.
extensive expertise in both Unreal Engine and Unity, allowing him to approach development with flexibility and precision across different pipelines. He is also highly skilled in Linux-based environments, where he manages and configures game servers to ensure stability and performance.
Known on the team as “The Professor,” is the lead developer behind the technical foundation of the project. With over 25–30 years of experience in C++ and C#, he brings a deep understanding of systems design, performance, and scalable architecture.
extensive expertise in both Unreal Engine and Unity, allowing him to approach development with flexibility and precision across different pipelines. He is also highly skilled in Linux-based environments, where he manages and configures game servers to ensure stability and performance.
extensive expertise in both Unreal Engine and Unity, allowing him to approach development with flexibility and precision across different pipelines. He is also highly skilled in Linux-based environments, where he manages and configures game servers to ensure stability and performance.
Scott Jevons
Meta-human, 3d artist
As the project’s lead MetaHuman and character artist, bringing over 20 years of experience in 3D character creation. With a strong focus on realism and detail, he specializes in crafting high-quality digital characters that align seamlessly with the visual and narrative goals of the game.
His expertise spans the full Unreal Engine character pipeline, including MetaHuman workflows, animation rigging, and hair grooming. Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
His expertise spans the full Unreal Engine character pipeline, including MetaHuman workflows, animation rigging, and hair grooming. Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
As the project’s lead MetaHuman and character artist, bringing over 20 years of experience in 3D character creation. With a strong focus on realism and detail, he specializes in crafting high-quality digital characters that align seamlessly with the visual and narrative goals of the game.
His expertise spans the full Unreal Engine character pipeline, including MetaHuman workflows, animation rigging, and hair grooming. Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
His expertise spans the full Unreal Engine character pipeline, including MetaHuman workflows, animation rigging, and hair grooming. Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
Joseph Wiginton
cgi, vfx, main animations
Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
Graduate of CG Pro’s Advanced Blueprint and Filmmaking course, with strong skills in gameplay mechanics, level design, tech art, and optimization. ocused on delivering innovative, immersive experiences and contributing to teams pushing the boundaries of game development, virtual production, and real-time visualization.
Graduate of CG Pro’s Advanced Blueprint and Filmmaking course, with strong skills in gameplay mechanics, level design, tech art, and optimization. ocused on delivering innovative, immersive experiences and contributing to teams pushing the boundaries of game development, virtual production, and real-time visualization.
Known for his precision and efficiency, he plays a key role in ensuring that character assets meet both visual standards and performance requirements, contributing significantly to the overall immersion and quality of the experience.
Graduate of CG Pro’s Advanced Blueprint and Filmmaking course, with strong skills in gameplay mechanics, level design, tech art, and optimization. ocused on delivering innovative, immersive experiences and contributing to teams pushing the boundaries of game development, virtual production, and real-time visualization.
Graduate of CG Pro’s Advanced Blueprint and Filmmaking course, with strong skills in gameplay mechanics, level design, tech art, and optimization. ocused on delivering innovative, immersive experiences and contributing to teams pushing the boundaries of game development, virtual production, and real-time visualization.
Jun Yen
3d artist, Meta-Human artist
A 3D artist contributing to both character development and wildlife creation for the project. A 3D college graduate with 5 years of professional experience, he focuses on building realistic digital characters and bringing the game’s wildlife to life.
Working within the Unreal Engine pipeline, Jun specializes in MetaHuman character creation as well as advanced hair grooming techniques for animals. His work plays a key role in achieving believable wildlife, with careful attention to fur detail, movement, and overall realism. By combining technical skill with a strong eye for natural form, he helps ensure that both human characters and animals feel authentic and cohesive within the game’s world.
Working within the Unreal Engine pipeline, Jun specializes in MetaHuman character creation as well as advanced hair grooming techniques for animals. His work plays a key role in achieving believable wildlife, with careful attention to fur detail, movement, and overall realism. By combining technical skill with a strong eye for natural form, he helps ensure that both human characters and animals feel authentic and cohesive within the game’s world.
A 3D artist contributing to both character development and wildlife creation for the project. A 3D college graduate with 5 years of professional experience, he focuses on building realistic digital characters and bringing the game’s wildlife to life.
Working within the Unreal Engine pipeline, Jun specializes in MetaHuman character creation as well as advanced hair grooming techniques for animals. His work plays a key role in achieving believable wildlife, with careful attention to fur detail, movement, and overall realism. By combining technical skill with a strong eye for natural form, he helps ensure that both human characters and animals feel authentic and cohesive within the game’s world.
Working within the Unreal Engine pipeline, Jun specializes in MetaHuman character creation as well as advanced hair grooming techniques for animals. His work plays a key role in achieving believable wildlife, with careful attention to fur detail, movement, and overall realism. By combining technical skill with a strong eye for natural form, he helps ensure that both human characters and animals feel authentic and cohesive within the game’s world.
Will Minnaar
Environment, Level Design
With over 30 years of experience in game development, Will brings a deep understanding of environment creation, level design, and Unreal Engine development to Nitro Game Studio. Throughout his career, he has contributed to a wide range of projects, combining technical expertise with a strong artistic eye to create immersive and believable game worlds..
In addition to his Unreal Engine expertise, Will is an accomplished 3D Studio Max artist with decades of experience creating high-quality 3D assets and environments. His knowledge of modeling, level composition, lighting, optimization, and cinematic presentation helps ensure that every location within Montana Gold 1885 is both historically authentic and visually compelling.
In addition to his Unreal Engine expertise, Will is an accomplished 3D Studio Max artist with decades of experience creating high-quality 3D assets and environments. His knowledge of modeling, level composition, lighting, optimization, and cinematic presentation helps ensure that every location within Montana Gold 1885 is both historically authentic and visually compelling.
With over 30 years of experience in game development, Will brings a deep understanding of environment creation, level design, and Unreal Engine development to Nitro Game Studio. Throughout his career, he has contributed to a wide range of projects, combining technical expertise with a strong artistic eye to create immersive and believable game worlds..
In addition to his Unreal Engine expertise, Will is an accomplished 3D Studio Max artist with decades of experience creating high-quality 3D assets and environments. His knowledge of modeling, level composition, lighting, optimization, and cinematic presentation helps ensure that every location within Montana Gold 1885 is both historically authentic and visually compelling.
In addition to his Unreal Engine expertise, Will is an accomplished 3D Studio Max artist with decades of experience creating high-quality 3D assets and environments. His knowledge of modeling, level composition, lighting, optimization, and cinematic presentation helps ensure that every location within Montana Gold 1885 is both historically authentic and visually compelling.
Vincent Zaalberg
Audio, Cinematic Compositions
Based in the Netherlands, Vincent is a composer specializing in gritty hybrid music with hard-hitting percussion for action trailers and television shows. Delivering an eclectic blend of electronic, rock, and orchestral elements that build with explosive intensity.
After graduating from the Conservatory of Amsterdam in 2009, Vincent’s background as a musician laid the foundation for his career as a composer. Driven by a limitless fascination with distinctive, story-driven sounds, he developed a style that blends and transforms contemporary elements such as synthesizers and guitars with classical ensembles.
Vincent has been creating music for the sync industry since 2019. Writing for TV and streaming productions, commercials and trailers Vincent works with major publishers including BMG, Sony, Universal, Warner Chappell as well as international indie labels and Hollywood trailer publishers with music featured on channels and platforms ranging from Discovery and MTV to Netflix.
Vincent has been creating music for the sync industry since 2019. Writing for TV and streaming productions, commercials and trailers Vincent works with major publishers including BMG, Sony, Universal, Warner Chappell as well as international indie labels and Hollywood trailer publishers with music featured on channels and platforms ranging from Discovery and MTV to Netflix.
Based in the Netherlands, Vincent is a composer specializing in gritty hybrid music with hard-hitting percussion for action trailers and television shows. Delivering an eclectic blend of electronic, rock, and orchestral elements that build with explosive intensity.
After graduating from the Conservatory of Amsterdam in 2009, Vincent’s background as a musician laid the foundation for his career as a composer. Driven by a limitless fascination with distinctive, story-driven sounds, he developed a style that blends and transforms contemporary elements such as synthesizers and guitars with classical ensembles.
Vincent has been creating music for the sync industry since 2019. Writing for TV and streaming productions, commercials and trailers Vincent works with major publishers including BMG, Sony, Universal, Warner Chappell as well as international indie labels and Hollywood trailer publishers with music featured on channels and platforms ranging from Discovery and MTV to Netflix.
Vincent has been creating music for the sync industry since 2019. Writing for TV and streaming productions, commercials and trailers Vincent works with major publishers including BMG, Sony, Universal, Warner Chappell as well as international indie labels and Hollywood trailer publishers with music featured on channels and platforms ranging from Discovery and MTV to Netflix.
David sitar
developer, programmer, UI
A senior Unreal Engine developer with over 20 years of experience, contributing extensively to environment design, level design, optimization, and Blueprint systems. His broad technical knowledge and hands-on approach make him a key asset to the team.
He is responsible for shaping and refining in-game environments, ensuring they are both visually compelling and technically efficient. From level layout and flow to performance optimization, David focuses on delivering polished, immersive spaces that run smoothly across the game. With deep expertise in Unreal Engine and a strong understanding of production pipelines, he plays a critical role in bridging artistic vision with technical execution.
He is responsible for shaping and refining in-game environments, ensuring they are both visually compelling and technically efficient. From level layout and flow to performance optimization, David focuses on delivering polished, immersive spaces that run smoothly across the game. With deep expertise in Unreal Engine and a strong understanding of production pipelines, he plays a critical role in bridging artistic vision with technical execution.
A senior Unreal Engine developer with over 20 years of experience, contributing extensively to environment design, level design, optimization, and Blueprint systems. His broad technical knowledge and hands-on approach make him a key asset to the team.
He is responsible for shaping and refining in-game environments, ensuring they are both visually compelling and technically efficient. From level layout and flow to performance optimization, David focuses on delivering polished, immersive spaces that run smoothly across the game. With deep expertise in Unreal Engine and a strong understanding of production pipelines, he plays a critical role in bridging artistic vision with technical execution.
He is responsible for shaping and refining in-game environments, ensuring they are both visually compelling and technically efficient. From level layout and flow to performance optimization, David focuses on delivering polished, immersive spaces that run smoothly across the game. With deep expertise in Unreal Engine and a strong understanding of production pipelines, he plays a critical role in bridging artistic vision with technical execution.
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