Where this started
I’m Southers. I don’t come from a conventional game-development background. My working life has crossed sales, marketing and finance, while games were the thing I kept returning to outside it.
During Covid I started modding Hearts of Iron IV out of curiosity. That changed the way I looked at games: I wanted to understand the machinery behind them, not only play them.
Learning the hard way
I spent a couple of years learning Unreal Engine and C++, taking courses and making prototypes. Much of that work taught me what not to do. I later moved to Godot for Sovereign Tides, then to browser technology for Field of Command and Convoy Duty.
There have been false starts, over-scoped ideas and plenty of mistakes. I am still learning. Fieldcraft should be a place where that is visible, not a studio site that pretends everything arrived fully formed.
Why I build in public
Working alone makes it easy to disappear down the wrong path. Releasing previews and listening to the people who play them gives me a much better chance of making the games stronger.
Building in public does not mean promising every idea on the board. It means showing the state of each real project honestly, listening carefully and being open about what changes.
What Fieldcraft is for
Fieldcraft is the home for historically grounded games that put the player inside decisions before the outcome was known. I am interested in command, survival, limited information and consequences, not in treating history as a fixed sequence of facts to reproduce.
History will be the main source, not a boundary. A game can leave history behind and still belong here if it shares the same interest in responsibility, uncertainty and consequence.
I make these games around work and family life, one project at a time. Some will be small and free. Others will take years. I would rather share something playable and speak plainly about it than make the studio sound bigger or further ahead than it is.

