Everything you need to know about Anvil Drop

Who we are

When we as a team first sat down and typed up our first “Who Are We” pitch, what resulted was an eloquent arrangement of buzzwords and hyperbole similar to what you might see surface from your typical fancy-pants insurance firm — but that just isn’t us. We’re gamers first and foremost, not faceless suits looking to pummel you with a hard sell. We’re passionate about our work, and more so: our incredible fans.

So we threw out the hollow sales jargon and collectively agreed to be entirely open and honest about who we are and what our products represent. We’re a close group of friends whom share one clear goal: to create awesome games and have fun while we’re at it.

Our Philosophy

We’re ambitious and not afraid to take crazy risks in order to push the creative limits of what’s possible. We wholeheartedly believe that it will be our unique ideas and commitment to excellence that will set our games apart from the crowd.

What we’re working on

Anomaly 1729 is our released debut title — an innovative puzzle platformer with a unique world-rotation mechanic that’s flourished from a university project into a fully fledged game. It’s the result of a hard-working team pouring their hearts and souls into a vision they believe in. Anomaly 1729 is our dream come to life.

Anomaly 1729 was officially released on Steam on December 31, 2015.


Paul Winegardner

Co-founder, CEO, Producer & Game Designer

Renown for big ideas that seek to push the boundaries of game design. I primarily handle the business aspects of Anvil Drop, but you’ll also find me on the front lines, getting my hands dirty and crafting exciting new digital worlds for our fans to explore.

If I’m not busy building and expanding the company, I’ll be researching new ways to innovate and inspire through our games.


Jeff Verba

Co-founder & Lead Systems Engineer

I’m primarily responsible for ensuring that those endless lines of code translate effortlessly into exciting and immersive gameplay, but my passion for game design means that I’m just as eager to brainstorm wild new ideas to incorporate into our current and future games.


Donald Young

Co-founder & Design Director

Ambitious, hard-working, and ever optimistic, I’m the guy that makes the puzzles, scripts the levels, and builds the ambitious worlds of the games we produce. And, yes, that’s a giraffe in the background.


Contracting Team Members

Alex Nelson

Level Designer

Travis Cogburn

3D Artist

Jennifer Mendez

Lead Writer

Nick Thornburg

Illustrator & Concept Artist


Chris Bezold


Mitch Davis

Audio Designer

Marcus Vinci

3D Modeller

Mackenzie Diedrich

VFX Artist

John Costello

Environment Artist

Steve Powell