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INFORMATIONAUG 14 · 2026 · 3 min read

Why We Started Bad Kids Games

AMFJ

Alexsandro M. F. Junior

Director of Operations

Why We Started Bad Kids Games cover art

Bad Kids Games was founded in 2025 with one basic principle – to develop the type of games that people wanted to play.

The company was founded by Joshua Tulloch, who is a game and software developer of high repute. He has a vast experience in developing technology on behalf of Technicolor, Google, Accenture, and Mobile Premier League among others. Over the years in software development, interactive experience, and games, he has come to realize that the best ideas were not always those that fitted someone else's brief.

So Bad Kids Games was born.

We're not interested in making games because a market report says a particular genre is trending. We're not interested in stuffing every project with systems simply because other games have them. And we're definitely not interested in making something safe just because safe is easier to sell.

We'd rather make something memorable.

That doesn't mean every game needs to be enormous, experimental, or completely bizarre. Sometimes the best idea is a simple one executed exceptionally well. What matters is that there is an idea behind the game — something worth building, something worth experiencing, and something that could only have come from the people who made it.

That's what we're trying to preserve.

Making Games Without the Committee

A lot of modern games are incredibly impressive. They're enormous, technically sophisticated, and capable of providing hundreds of hours of entertainment.

But bigger isn't always better.

We're interested in the spaces between those experiences. The strange little ideas that might never survive a traditional production process. The atmospheric horror game that only needs 90 minutes. The mechanic that sounds ridiculous until you actually play it. The environment that exists for five minutes but is the part of the game you remember years later.

Those ideas are worth making too.

Bad Kids gives us the freedom to pursue them.

Why “Bad Kids”?

Bad Kids are curious. They're stubborn. They ask why. They take things apart just to see how they work. Sometimes they break things. Sometimes they build something better afterward.

That's the mentality we want the studio to have.

Well, there's no surprise in the fact that we tend to get in a bit of trouble or not fit in with corporate work environments and ideas. We refuse to automatically accept the rules of how things are 'supposed' to be made.

Joshua Tulloch, Founder

We're a small independent studio, and we're perfectly comfortable with that. Being small means we can move quickly. We can experiment. We can change direction when something isn't working. Most importantly, we can stay close to the actual work.

There isn't a room full of people whose job is to convince us an idea is marketable before we're allowed to build it.

There's just the idea, the work, and the question:

Is this actually worth making?

What's Next

Our first projects are an extension of that philosophy.

Neon Riot cover art

Platform Ultra, for example, isn't trying to compete with a 40-hour blockbuster. It's a focused psychological horror experience built around atmosphere, environmental storytelling, and the feeling that something is fundamentally wrong. It's deliberately small because the idea doesn't need to be bigger.

That's the kind of game we want to make.

Games with personality. Games with atmosphere. Games that take a risk because the risk makes the experience better.

But we're not here to build a studio that simply gets bigger and starts making the same games everyone else is making.

We're here to build the games we couldn't stop thinking about.

The games nobody else would let us make.

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