

Burnt Out Games, LLC
An indie studio with three titles on Steam.
Co-Founder & Game Engineer · 10 developers · Apr 2024 – Present
2 shipped · 1 approved for release · Unreal Engine 5 · Unity 6
Overview
Type
Role
Team
Founded
Engines
Tools
Output
Indie Games Studio (LLC)
Co-Founder & Game Engineer
10 signed developers, 4 additional on contract
April 2024
Unreal Engine 5 (5.3-5.8), Unity 6
Perforce, Git, AWS EC2, Steamworks, Figma, C++, C#
2 titles shipped, 1 approvedfor Q3 2026
Why We Incorporated
We founded Burnt Out Games to publish Kawai’ian Isolation and Burning Out, and kept it because being an entity changes what you're allowed to do.
Most doors in this industry need one. Festivals, showcases, funding, and publishing all ask for a legal entity before they ask anything else. Steam gives you legal protection you don't get as an individual.
The other reason was positioning. Conner and I both wanted to be developers, not student developers. Our games are meant to reach people, and "student project" is a box that decides how far something travels before anyone has played it.
We also wanted to be in the business of the business. You learn the industry faster as a verified contributor inside it than as someone studying it.
Conner is a business major and handled the legal side with the UCI law clinic. We're a full entity, Schedule Bs and all.
What I Built
The output. The problem it was all built against is in Designing for Sustainability, below.
The Technical Side
Studio Logistics
Conner and I drafted the revenue model. Developer share is points-based:
Revenue splits 45% to developers, 40% to the company, 10% to business administration, and 5% across everyone involved in the project and related ones.
Pitching Exo
I build the publishing materials for our games. For EXO that's a full pitch package:
Assembling that package is its own education. Three comparables forces you to say honestly which games yours sits beside, and a budget ask forces you to price your own remaining work.
Brand and Identity
I build the publishing materials for our games. For EXO that's a full pitch package:
Assembling that package is its own education. Three comparables forces you to say honestly which games yours sits beside, and a budget ask forces you to price your own remaining work.
My side was directing that work and then applying it everywhere the studio shows up:

Brand Guide

Business Cards

Merch Run
How Incorporating Changed the Work
The output. The problem it was all built against is in Designing for Sustainability, below.
A commercial release has to hold a player past two hours, because that's Steam's refund window. That single number shapes scope, pacing, and what counts as finished.
It also means positioning the game on a market it has to survive in, which is why marketing and branding stopped being optional for the games and for the studio.
It changed how we work with people. Non-studio members joining a project sign NDAs and contracts now.
Conner and I drafted the revenue model. Developer share is points-based:
Revenue splits 45% to developers, 40% to the company to keep it running, 10% to business administration, and 5% across everyone involved in the project and related ones.
Building that model meant deciding what contribution actually means when nobody is drawing a salary. Seniority, tenure, and showing up were the three things we could measure without arguing about them later.
Where It’s Taken Us
Incorporating made us findable. The same work posted as a studio reaches people it didn't reach as students.

Touring Riot Games

Boothing Burning Out

Boothing Exo
Open to Summer 2027 internships and new-grad gameplay engineering & design roles.
malachykennedy1@gmail.com
github.com/malachek
linkedin.com/in/malachykennedy


Burnt Out Games, LLC
An indie studio with three titles on Steam.
Co-Founder & Game Engineer · 10 developers · Apr 2024 – Present
2 shipped · 1 approved for release · Unreal Engine 5 · Unity 6
Overview
Type
Role
Team
Founded
Engines
Tools
Output
Indie Games Studio (LLC)
Co-Founder & Game Engineer
10 signed developers, 4 additional on contract
April 2024
Unreal Engine 5 (5.3-5.8), Unity 6
Perforce, Git, AWS EC2, Steamworks, Figma, C++, C#
2 titles shipped, 1 approvedfor Q3 2026
Why We Incorporated
We founded Burnt Out Games to publish Kawai’ian Isolation and Burning Out, and kept it because being an entity changes what you're allowed to do.
Most doors in this industry need one. Festivals, showcases, funding, and publishing all ask for a legal entity before they ask anything else. Steam gives you legal protection you don't get as an individual.
The other reason was positioning. Conner and I both wanted to be developers, not student developers. Our games are meant to reach people, and "student project" is a box that decides how far something travels before anyone has played it.
We also wanted to be in the business of the business. You learn the industry faster as a verified contributor inside it than as someone studying it.
Conner is a business major and handled the legal side with the UCI law clinic. We're a full entity, Schedule Bs and all.
What I Built
The output. The problem it was all built against is in Designing for Sustainability, below.
The Technical Side
Studio Logistics
Conner and I drafted the revenue model. Developer share is points-based:
Revenue splits 45% to developers, 40% to the company, 10% to business administration, and 5% across everyone involved in the project and related ones.
Pitching Exo
I build the publishing materials for our games. For EXO that's a full pitch package:
Assembling that package is its own education. Three comparables forces you to say honestly which games yours sits beside, and a budget ask forces you to price your own remaining work.
Brand and Identity
I build the publishing materials for our games. For EXO that's a full pitch package:
Assembling that package is its own education. Three comparables forces you to say honestly which games yours sits beside, and a budget ask forces you to price your own remaining work.
My side was directing that work and then applying it everywhere the studio shows up:

Brand Guide

Business Cards

Merch Run
How Incorporating Changed the Work
The output. The problem it was all built against is in Designing for Sustainability, below.
A commercial release has to hold a player past two hours, because that's Steam's refund window. That single number shapes scope, pacing, and what counts as finished.
It also means positioning the game on a market it has to survive in, which is why marketing and branding stopped being optional for the games and for the studio.
It changed how we work with people. Non-studio members joining a project sign NDAs and contracts now.
Conner and I drafted the revenue model. Developer share is points-based:
Revenue splits 45% to developers, 40% to the company to keep it running, 10% to business administration, and 5% across everyone involved in the project and related ones.
Building that model meant deciding what contribution actually means when nobody is drawing a salary. Seniority, tenure, and showing up were the three things we could measure without arguing about them later.
Where It’s Taken Us
Incorporating made us findable. The same work posted as a studio reaches people it didn't reach as students.

Touring Riot Games

Boothing Burning Out

Boothing Exo
Open to Summer 2027 internships and new-grad gameplay engineering & design roles.
malachykennedy1@gmail.com
github.com/malachek
linkedin.com/in/malachykennedy
Overview
Type
Role
Team
Founded
Engines
Tools
Output
Indie Games Studio (LLC)
Co-Founder & Game Engineer
10 signed developers, 4 additional on contract
April 2024
Unreal Engine 5 (5.3-5.8), Unity 6
Perforce, Git, AWS EC2, Steamworks, Figma, C++, C#
2 titles shipped, 1 approvedfor Q3 2026
Why We Incorporated
We founded Burnt Out Games to publish Kawai’ian Isolation and Burning Out, and kept it because being an entity changes what you're allowed to do.
Most doors in this industry need one. Festivals, showcases, funding, and publishing all ask for a legal entity before they ask anything else. Steam gives you legal protection you don't get as an individual.
The other reason was positioning. Conner and I both wanted to be developers, not student developers. Our games are meant to reach people, and "student project" is a box that decides how far something travels before anyone has played it.
We also wanted to be in the business of the business. You learn the industry faster as a verified contributor inside it than as someone studying it.
Conner is a business major and handled the legal side with the UCI law clinic. We're a full entity, Schedule Bs and all.
What I Built
The technical side of three releases. Why it works this way is in How Incorporating Changed the Work, below.
The Technical Side
Studio Logistics
Conner and I drafted the revenue model. Developer share is points-based:
Revenue splits 45% to developers, 40% to the company, 10% to business administration, and 5% across everyone involved in the project and related ones.
Pitching Exo
I build the publishing materials for our games. For EXO that's a full pitch package:
Brand and Identity
We hired a professional graphic designer to build the studio's brand. Paying for that was a deliberate call: an identity is the one thing every future touchpoint inherits, and a student-made logo would have undercut the positioning we incorporated for in the first place.
What came back is a full guide: a main logo, secondary logo, and logomark, a six-colour palette, a pattern, type rules, and logo safety and sizing. The flame carries the name, and the uneven stems in the "U"s read as a fluctuating health bar.
My side was directing that work and then applying it everywhere the studio shows up:

Brand Guide

Business Cards

Merch Run
How Incorporating Changed the Work
Incorporating changed how we design, for the better.
A commercial release has to hold a player past two hours, because that's Steam's refund window. That single number shapes scope, pacing, and what counts as finished.
It also means positioning the game on a market it has to survive in, which is why marketing and branding stopped being optional for the games and for the studio.
It changed how we work with people. Non-studio members joining a project sign NDAs and contracts now.
Conner and I drafted the revenue model. Developer share is points-based:
Revenue splits 45% to developers, 40% to the company to keep it running, 10% to business administration, and 5% across everyone involved in the project and related ones.
Building that model meant deciding what contribution actually means when nobody is drawing a salary. Seniority, tenure, and showing up were the three things we could measure without arguing about them later.
Where It’s Taken Us
Incorporating made us findable. The same work posted as a studio reaches people it didn't reach as students.

Touring Riot Games

Boothing Burning Out

Boothing Exo
Open to Summer 2027 internships and new-grad gameplay engineering & design roles.
malachykennedy1@gmail.com
github.com/malachek
linkedin.com/in/malachykennedy