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Animus Interactive

Game Development Agency

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About Studio

The word Animus in Latin meant Soul, spirit, mind, pride and courage. We couldn’t think of a better name to represent all the qualities this company would need in order to succeed.
by Frank Cefalu / CEO

Animus Interactive is an independent gaming studio and self-publisher with its offices based on the East Coast. Animus Interactive was created with the goal of trying to create next generation Real Time Strategy games.

In 2016, Animus Interactive released their first title Avalon Lords into Early Access on Steam. It was their first game to represent the companies direction. Avalon Lords is expected to have a full release first quarter for 2017.

Our Games

Avalon Lords: Dawn Rises

A Medieval Real-Time Strategy game combining classic RTS elements with modern fast-paced, epic scale single and multiplayer battles across beautifully rendered 3D maps.

Jump To Avalon Lords

Ascendancy

Ascendancy is our newest project in the RTS World. More to come soon about this project.

Jump To Ascendancy

Our Team

Frank Cefalu

Founder / CEO

For 2000 years Frank has been on this earth defending it from evil. Every day he has fought against the nightmare whose face is represented by an army of kittens. That is right. The cute and cuddly face is a cute and cuddly face of evil. Frank has been on this earth fighting them ever since for the world's protection.

Chris Schoolcraft

Game Director

The wise, old man of the team, Chris spends far less time with the former and seems to concentrate on the later. Gaming since Pong was all the rage, he has been working on home computers since the glory days of Commodore. A true geek at heart, Chris is also a long time tabletop RPG and strategy war gamer. Once he's had his fill of long walks on the beach, smelling the flowers and licking the windows, he enjoys crushing in some orc skulls while he relaxes with good friends, soggy pizza and a cold beer.

Justin Rettberg

Art Director

Justin is a visual developer from Kent, Ohio, and is currently an art director for Animus Interactive. He is interested in the incorporation of painterly and loose brushwork in his designs. He can often be found painting landscapes or playing his favorite video games in his free time.

He likes puppies, old women, and pants that have fruit on them.

John St. John

Musical Director

John was born in 1983 to loving human parents amid the height of the designer dog craze. He began playing video games in 1986. It was during this time that he decided he wanted to be involved with dog grooming, breeding, and showing. After several failed attempts at having puppies, and no dogs to show for it, in 1989 John began the arduous task of learning to master the ways of dog grooming. In 1994 John's parents left him to meet their creator. On an unrelated note, they arrived with fabulous hair. At the tender age of 13, John was already an accomplished soap and shampoo mixer and could wash and wax a dog in under 13 seconds. His dream was the perfect wash, the infamous "Wanton Furball." Such a wash was elusive to him until 1999 when he learned about it on the internet.

Thomas Caplan

Lead Game Engineer

A genetically engineered creature developed in total secrecy in the mountains of Northern Virginia at an underground facility known as the priory - a private sector laboratory only accessible by subterranean tunnels located in the depths of Mount Storm. Raised among a group of children also engineered by the priory, Thomas and the others underwent a rigid grooming process designed to not only identify strengths and weaknesses but break them mentally, making them more susceptible to optogenetic commands and other forms of brainwashing. Few survived the process.

Ryan Scahill

Project Manager

After sailing the seven sea’s in search of whiskey and purpose Ryan settled in Long Beach California. A born leader ready to conquer the digital realm steering this ship through spreadsheets and a keen eye for keeping his crew’s heads above water and enjoying the ride that is life in game development. While He is still working on his sea legs on this new horizon of the digital sea’s, he has a thunderous laugh sailing into the storm.

Ryan Collins

SFX Engineer

A deity worshiped by the feline-people ('feople') deep within a mountain in the Amazonian rain forests, Ryan sought to briefly escape and live the humble life of a mortal for the span of a single man-generation. He quickly became enthralled by the customs of the hairless man-beasts, engaging in the more enigmatic aspects of their culture such as art and entertainment. He speaks to his people still today by placing hidden messages within the video games that the man-beasts consume, using frequencies so high that only the beasts' household feline messengers can hear.

Jean Pierre

Interface Specialist

I'm a mix of an artist and a developer. Also, I like to think of myself as a curious person. When not working on awesome game projects I love to do graphic designs, 3D modeling, folding origami animals, read a good book about science, baking a sweet chocolate cake, listening to some energizing J-Pop or commenting in a random Facebook group to put my argumentation skills to test.

Vlada Monakhova

Concept Artist

Vlada Monakhova is a versatile artist with a passion for creating stories, characters, and worlds. Stranded in the frozen Alberta prairies, she works as a freelance illustrator and chips away at a variety of personal projects when the local wildlife allows for a break.

Raphael Madureira

Concept Artist

He is a Designer and Illustrator from Rio de Janeiro, Brazil. Worked as Graphic and Product Designer for a few years after graduating from the Superior School of Industrial Design | UERJ, but decided in 2015 to change the direction of his career and run after his childhood dream of working with art, and nothing better than the world of games for it! Super Nerd, is in love with the gamer universe, heroes of comics, cinema, series, his lovely wife and a good and beautiful pizza at the end of the week.

Moneeb Mohammed

3D Modeler

This is my thing (born out of his homeland blooming like a flower in the desert comes this guy looking like a prisoner working hard studying and sacrificing his sleep to help creating the new miracle of gaming never giving up failing more than he succeeded armed with experience and passion our 3D modeler bringing those paper works and 2D drawing into breathtaking models fighting his way up while secretly trying to take over the world using games he'll keep annoying Justin and take his place then taking over animus interactive proceeding to take over the world this summer the new 3D artist will start his plan will you help him ) he's still nice so don't worry the world under his command will be a beautiful place to live

Ray Pollack

3D Modeler

Sharath Kumar

Rigger And Animator

In 1643 Isaac Newton was born, in the same month, after 349 years and two weeks, a Creature was born. Destined to be a philosopher. At the age of 3, he dissected a Grasshopper. His early endeavors yielded only pain, ripped his tongue in half, broke his head a dozen times. By the time he turned 6, he was classifying flora and pursuing advanced clay-sculping. But soon Issac was forced to use low-end Computers and pump out Assignments every week. The next two decades No One remembers what happened. But everything came back when he started drawing, The intense desire to imagine and create after 20 years was invoked. Now he Dreams, Creates and Words Worlds

Positions All Filled

LEAD DEVELOPER [ FILLED ]

Animus Interactive is looking for a lead developer to help rally the game development on its new project. The requirements of the position is as follows.

  • At least 5 years experience with C#
  • At least 2-3 years experience with Unity
  • Able to work and communicate effectively with an on-line, distributed team
  • Ability to manage team members, and delegate work.
  • Ability to work in an Agile Environment
  • Minimum 15 Hours A Week Availability
  • Experience With Jira
  • Experience With GIT

This position is indeed rev-share, but may be able to offer a small base if it helps your involvement.

PROJECT MANAGER [ FILLED ]

Animus Interactive is looking for a project manager to help rally the game development on its new project. The requirements of the position is as follows.

  • At least 3 years experience managing projects.
  • At least 2 years experience with Jira
  • Able to work and communicate effectively with an on-line, distributed team
  • Ability to manage team members, and delegate work.
  • Ability to work in an Agile Environment
  • Ability to run Scrum
  • Minimum 15 Hours A Week Availability
  • Experience With Jira
  • Having Any Sort of PMP Certification Nice To Have

This position is indeed rev-share, but may be able to offer a small base if it helps your involvement.

email fcefalu@animusinteractive.com