The Playdate team is a small part of Panic, itself a small business that’s been around since 1997. We all chip in on Playdate in some way, but here are the people responsible for Playdate and your Playdate developer tools!
Dave built the original Playdate prototype from scratch, both software and hardware, and went on to design many of our APIs, write our compiler, build our Simulator, and more. He’s generally busy making sure the low-level code interfaces with the hardware.
Dan wrote the Playdate OS and all System “apps”, like Settings, Games, and First Launch. He also designed many of our APIs, including collision and animation. Whenever you notice something delightful in Playdate’s software, that’s probably Dan’s doing.
Arisa is the primary point of contact for our Season One developers, and is also in charge of our community, like our Developer Forum, making sure developers feel supported.
Marc is responsible for the low-level firmware that keeps the Playdate running, bug reporting, charging, and more, but Marc also created the Playdate Mirror tool that allows you to stream your Playdate to your PC.
Neven designs the visuals and the user features for the SDK. As a novice programmer, he tries to make sure it's approachable, friendly, and maybe a little bit fun to use.
James helps package, distribute, and test the Playdate SDK in all of its various forms, making sure it's as fast as possible to get you up-and-running.
Kyle writes the backend services that keep Playdate running, including our WOPR system which drives Playdate Accounts, and the very website you are looking at right now.
Andy is a new addition to the Playdate WOPR team, working on a variety of server features—from your play.date account to game storage and delivery.
As the most platform-agnostic among us, Will has contributed to the Simulator, primarily improvements to the Windows and Linux ports.
Logan creates Nova, our friendly and powerful Mac code editor, including its debugging support for the Playdate.