— Leadership —

Direction & story.

Director
Demetrius Parham
The voice that shaped every line, and the quiet hand behind every choice.
Writer / Scenario
Mackenzie Beyer
Six endings, three acts, and the thread that holds them all together.
Editor
T. John Kovak
The careful eye that shaped the final cut.
— Art —

The painted world.

Background Artist
Li Weichen
Hand-painted scenes across Seoul, Kodachi, and beyond.
Background Artist
Zaila Castillo
One of the architects of the game's painted look.
Character Artist
Majii
The hand behind the characters we come to know.
Character Artist
Margaux Belleza
Character designs that carry the emotional weight of the story.
Character Artist
Casey Ardison
Part of the international art team behind the cast's final look.
Character Artist
Madeleine Lerggios
Part of the international art team behind the cast's final look.
— Music & Audio —

The original score.

Composer
Martin Gonzalez
Seventeen tracks, moving between longing and quiet wonder.
Vocals
Kitsui Akira
Original vocals for the soundtrack.
Lyricist
Vocalistami
Words set to the original score.
Sound Engineer
Phineas Brady
Audio engineering and mixing.
Sound Engineer
Rachel Hachem
Audio engineering and mixing.
— Engineering & Design —

Building the worlds.

Video Engineer
Alejandro Coitinho
Visual engineering and in-game presentation.
Unity Developer
Christian Aldaco
Engine work for the game's multi-platform release.
Unity Developer
Danny Demeure
Engine work for the game's multi-platform release.
UI / UX Developer
Rena Chen
The interface between the player and the story.
— Quality Assurance —

Polish & platforms.

QA · PS4 & PS5
Demetrius Parham
PlayStation quality assurance.
QA · Android
Johnny Barthell
Android platform quality assurance.
QA · Windows
Osvaldo Llapno
Windows platform quality assurance.
— Contributors From —
United States Philippines Japan South Korea New Zealand Mexico United Kingdom Canada Taiwan Hong Kong China

The Kickstarter

Where the Stars Brought Us was crowdfunded on Kickstarter by twenty-four backers who believed in the work before it existed.

The campaign raised $1,442 of its $13,000 goal. The team chose to continue anyway — scaling where they needed to, and keeping the hand-painted art, the full voice cast, and the original score as non-negotiable pieces of the work.

On October 27, 2022, three years later, the game was released.

A painted scene from the game

"Eleven countries. Twenty-four backers. One quiet story. We kept going because the work was worth finishing."

— Demetrius Parham, Director