Independent game developer Based in Norway

A business mind.
A game maker's
curiosity.

I'm Pal Leksan. I left finance to build games full-time. Today, I run AnimaByte, a one-person studio exploring what makes a game worth coming back to.

Illustrated commando squad in the jungle, key art for Operation Red Hour
Operation Red HourTactical action / in development↗
Developer & studio founderanimabyte.com ↗

01 Selected work

Ideas you can
actually play.

Two projects from my studio. Different scales, different stages, the same curiosity about how systems become play.

Thousands of ants moving through a large-scale technical simulationTechnical exploration

02 / Research & experiments

Ants Army Attack

A small creature.
An enormous system.

An exploration of ant movement, colony behavior, and scale. The current build is a technical simulation, with the possibility of a game still to be tested.

It remains a potential next project while Operation Red Hour takes priority.

Explore the simulation

02 Background

A new chapter.
Experience intact.

I changed what I build.
I kept how I take responsibility.

Pal LeksanPal is pronounced like Paul.

Before games, I spent eight years in finance. That work taught me to understand people, earn trust, and take responsibility for the result.

During five years selling mortgage services, I spent three on full commission. More than 90% of my clients came through channels I built myself: my network, website, blog, YouTube, Facebook groups, and partners.

It was a career that worked. I chose to leave because I wanted to spend my working life making games.

Today I handle the development, testing, communication, and decisions at AnimaByte. The studio is small, and I intend to keep its projects focused enough to finish.

8 years

Working in finance

90%+

Clients from channels I built

03 Practice

Make it work.
Then make it worth it.

I like building. I also know how easily a promising project can become too large. This is how I keep the work grounded.

Hands-on, from the first build.

I work with TypeScript, Phaser, Unity, and AI-supported tools. Prototyping, debugging, playtesting, and product decisions all belong to the same job.

I'm happy to do the work around the work, too. Research, outreach, documentation, or repetitive fixes matter when they help a project move forward.

TypeScriptPhaserUnityAI-supported production
Project evidence & planning Detailed studio documentation, in Norwegian.
  1. 01

    Build the playable core

    Make the smallest build that lets someone experience the idea.

  2. 02

    Find the right players

    Test with people who already enjoy the kind of game I'm making.

  3. 03

    Watch, listen, improve

    Look at what players do, hear what they say, and fix the most important problem.

  4. 04

    Decide what deserves more time

    Continue, reshape, reduce, or stop. Set limits before expanding.

  5. 05

    Finish and ship

    Expand a tested idea into a finished game, then learn from its release.

04 Beyond the work

Still a technology geek.
Now with two kids.

I'm a husband, a father of two boys, and someone who has been curious about technology since childhood. Family gives me a reason to build something that lasts.

I'm calm, optimistic, and comfortable with direct feedback. I enjoy learning, helping people, and seeing a difficult thing get a little better. Progress makes me happy.

I've made YouTube content before, and I'm bringing that experience into devlogs and conversations with other game developers.

05 On my desk

The work continues.

What I'm concentrating on at the studio.

Development

Getting ready for players.

Stabilizing Operation Red Hour's core missions and recruiting adult PC players for a focused external playtest.

Interested in testing?
Conversations / in preparation

Learning from other developers.

A Polish interview series about what gets built, what breaks, and what it takes to finish. It's in preparation; my earlier videos are on the channel.

Visit my YouTube channel

06 Say hello

Good work starts
with a conversation.

Feedback on a build, a playtest, a developer conversation, or a project worth discussing. I'd like to hear from you.

palll@pm.me