The Studio Without Walls
In 2023, at the first all-team retreat across every entity in the Endless ecosystem, I showed the team a photograph. A rocket at dawn. A long curved streak of light arcing into orbit against a fading sky. Along the...
Published July 4, 2026

In 2023, at the first all-team retreat across every entity in the Endless ecosystem, I showed the team a photograph. A rocket at dawn. A long curved streak of light arcing into orbit against a fading sky. Along the streak, spaced from bottom to top, I had placed three words.
Contracts. Community. College.
The contracts were the booster. They take you through the lower atmosphere, the soupy thick part where the air fights back hardest. Most of the fuel burns here. Most of the noise happens here. We would chase profitability, rather than venture capital, and grow with the fuel it earned us. The booster would buy us the patience to do things our own way.
The community was the second stage. It was also the heart of the company. Everything we built in phase one was scaffolding for this. The programs we ran, the tools we created, the partnerships we signed, the team we hired across three continents. All of it was preparation for one thing. A place where game makers and students from anywhere in the world could come together and build. Not a Discord server. Not a school. Not a freelance marketplace. Something that contains all of those and is more than any of them. The studio without walls. That is what this chapter is about.
The third phase, at the top of the arc, was the moonshot. The pinnacle of education in the AI age. A simple, infinitely scalable college degree that anyone in the world could afford. In ASU's parlance, Realm 5. That has always been the destination. The community is the vehicle that takes us there. It’s the way that we achieve both quality and affordability.
All of it takes place in a common community.
What Community Actually Means
When most people hear “community” they think of a Discord server. A forum. A subreddit. A place where people post things and other people reply. That is not what we mean.
What we mean is a studio. Or rather, ten thousand studios.
Picture not one studio but a long horizon of them. Each one starts small. Three people. Five. Each one building its own game. Each one with its own creative direction. Each one building in the open, allowing other people to contribute, to join their team. The best games grow their communities. They become better as they get bigger, which makes more people join.
This is what we mean by community. Not a chat room. Not a forum. A working ecosystem of tiny studios building millions of games inside a shared home.
Games are typically built behind walls. The players are recipients of what eventually gets thrown over that wall. In this world there are no walls. People can peer into what is being built and, if they want, step into it. We are building the home for this to live.
When I describe this platform to different people, I find myself reaching for different metaphors. The metaphors are not contradictions. They are angles on the same object. Rotate it and the face changes.
From one angle, it is a social network for game makers. A place where you find your tribe. Where you post the screenshot of the level you just finished, and someone halfway across the world tells you the lighting is wrong, and a third person tells you why, and a fourth helps you improve it.
Rotate it. From another angle, it is GitHub for games. A place where large collaborative projects live in the open. Where hundreds of contributors can work on the same world. Where the work of making a game is visible, version-controlled, and shareable.
Rotate it again. From a third angle, it is Fiverr for games. A marketplace where an indie studio can post a bounty for a character model, a soundtrack, a side quest, a UI pass, and a student anywhere in the world can answer the bounty, earn XP and maybe even get paid.
Rotate it again. From a fourth angle, it is Kickstarter for games. A place where the community rallies behind a project. Where a studio building something ambitious can show the work in progress, gather an audience, and convert that audience into supporters.
Rotate it one more time. From a fifth angle, it is an LMS for the AI economy. A place where you arrive without the skills the new economy demands and leave knowing how to use AI to make things, ship things, and earn income by doing that.
Find your people. Build together. Earn from your skill. Ship to the world. Learn what the next economy will require of you. Five faces. One object. One platform.
If you put all five faces down and look at what they share, you find the same underlying shape every time. It is a two-sided marketplace. On one side are students. They are here to learn. They are here to have fun. They are here to build games and discover what they are good at and who they are. On the other side are game makers. They are here to ship. They need talent. They need an audience. They need a way to build their dreams.
In the middle is the platform. The platform is how the two sides find each other, work together, get paid, get credit, and ship. The social network is two sides finding each other. The collaboration layer is two sides building together. The marketplace is two sides exchanging value. The bounty layer is two sides rallying around a project. The learning layer is fueling the next generation of talent for the next generation game studio.
Strip everything else away and this is what we are building. One group of people learns by building. Another group of people ships games with their help.
This is the lens that organizes everything Endless Studios does. Every program, every contract, every studio partnership, every game we ship, every line of code we write serves one of three purposes: 1) Creating more supply of talent. 2) Creating more demand for that talent. Or 3) building the vehicle by which the two meet.
That is the whole company in one sentence.
How We Build It
The first instinct of a young company building something ambitious is to build everything from scratch. That is a mistake. The internet is full of excellent tools. Discord is excellent at chat. GitHub is excellent at version control. Itch.io is excellent at indie game distribution. Our principle is simple. Use what exists. Build only what we must. Underneath that principle is a rule that runs deeper. When something is essential to your mission, you own the technology stack that delivers it. You cannot rent the thing that makes you you.
For Endless, the thing that makes us Endless is the connective tissue between learning, game development, bounty-based contributions, game creation tools, and student progress. No single third-party tool sits at that intersection. So we built that part. We are part LMS, part bounty platform, part portfolio site. We sit at the intersection of all of those things.
That intersection lets us do something none of the underlying tools could do alone. We know how people are progressing. We see what they have learned, what they have built, what they have contributed, and what they have shipped. In some cases we can attribute academic credit to that progress. In some cases we can pay them for it. In some cases we can connect them to a studio that needs exactly the skill they just demonstrated.
The integration is the value. The platform is the integration.
Where AI Fits
This is a book about AI. This chapter has been mostly about community. The contrast is deliberate.
The popular story right now is that AI will transform education by replacing teachers, replacing curriculum, replacing schools. The infinitely scalable AI chatbot. We do believe that AI will transform every layer of education, but the irony is that the engine that makes everything that we do scale is not AI. The engine is community.
A network effect is when a product gets better as more people use it. It is the secret sauce of the entire internet. Google, YouTube, Instagram, GitHub, Wikipedia, Reddit, Discord. Almost every platform that has scaled to hundreds of millions of users runs on the same loop. More people show up. The thing gets better. Which brings more people. Which makes it better still. That loop has shaped the last twenty-five years of the internet.
It has almost never been applied to education.
Schools do not get better when more students enroll. Online courses do not get better when more people watch them. Education scales by replication, not by network effects. Every new student and every new classroom has a cost. Quality and affordability have always been in tension, because the model is linear. To get more of one, you give up the other.
The studio without walls breaks that trade-off. Every new maker on the platform makes it more valuable for every other maker. More people to learn from. More projects to join. More bounties to earn. More feedback to give and receive. More reputation to build against. The platform is not a building we have to scale by pouring concrete. It is a network that scales by the same logic that scaled GitHub and YouTube. Every new student is not a cost. They are part of the engine. They are part of the reason that everyone else comes there.
This is how we deliver a better education at scale. Not a cheaper one with worse outcomes. A genuinely better one, because the people learning on it are surrounded by other people learning the same thing, building on the same projects, evaluating each other's work, and earning real money for the skills they pick up along the way.
What is AI in this world? AI is the tool that we teach them to wield. They learn to use it in our community. The community is the engine that teaches it at a massive scale.
Beyond The Transcript
Every student on the platform builds a portfolio. Not a static page they decorate for college applications, but a living record of everything they have done. The games they have shipped. The contributions they have made. The bounties they have completed. The projects they have led. The people they have worked with.
What gives the portfolio its weight is what surrounds it. Three streams of assessment, running constantly, that turn the record into something more useful than any transcript.
The first stream is traditional measures of progress and contribution. The difficulty level of the tasks a student takes on. The XP they earn. The badges they unlock. How often they show up. How actively they contribute to other people's work. These are the metrics any game already tracks, applied to the work of becoming a game maker. They are mechanical, but they are honest. They are the input layer everything else builds on.
The second stream is AI evaluation. I was talking recently with the founder of one of the most affordable online degree programs in the world. I asked him what his biggest cost was. He said student acquisition. I asked what came after that. Without hesitation he said evaluation. Grading. Reviewing work. Checking whether a student had actually learned what the course claimed they had learned. The single most expensive part of running an affordable degree, ironically, was evaluating the people the degree was for. AI changes that math. Probably better than a human can, in fact. AI can assess every student in the cohort against an identical rubric, with no drift, no fatigue, no favoritism. The same criteria applied to fifty thousand submissions returns more normalized signals than fifty graders ever will. The teacher whose attention used to be consumed by grading is freed to do the thing humans are actually good at. Mentoring. Coaching. Caring.
The third stream is peer feedback. The community assesses itself. Every project on the platform generates data on the people who worked on it. What someone was like to work with. How clearly they communicated. How reliably they shipped. How collaborative they were when the work got hard. How creative they were when the work needed creativity. These are the qualities every employer says they care about and that no transcript captures.
These three streams all run underneath a living portfolio.
Most students spend twelve years and then four more years building toward one transcript. A list of courses and a single number to summarize all of it. The studio without walls produces something different. Like GitHub, it is the full record of what a person has actually done, the AI-evaluated skills they demonstrated doing it, and the testimony of the people who watched them do it. A transcript tells you what someone took. A portfolio backed by these three streams tells you who someone is.
Scale To Millions
The game industry today employs about two hundred thousand people worldwide. It is a small industry by global headcount. The games it produces are loved by three billion players. That asymmetry between makers and players is the most extreme in any creative medium. Three billion people consume what two hundred thousand people make.
We do not believe that ratio is right. We do not believe it is fixed.
The tools are getting easier. The teams are getting smaller. The cycles are getting shorter. The skill floor is dropping while the skill ceiling stays where it is, all powered by AI tools. Millions of people who could not have made games five years ago will be able to make them in the next five. They need somewhere to learn. They need somewhere to find partners. They need somewhere to earn from the skills they pick up. They need somewhere to ship.
If we build the studio without walls right, that somewhere is here at Endless.
A teenager in Lagos with a laptop and a story to tell finds a student in Montreal who wants to bring that story to life. A college student in Phoenix earns three thousand dollars over a summer scoring levels for a small studio in the UAE. A professional artist whose studio just shut down lists herself on the marketplace and picks up bounties while she figures out her next move. A teacher in rural India runs a club where forty students build a single game together, and one of them sells her first asset to a studio in Seoul.
The economics of who gets to make games changes. The geography of who gets to make games changes. The number of people who get to make games changes. And the result is that all of these people learn what it looks like to be part of this modern software economy.
Get Out Of The Way
When Qualcomm invented CDMA in the late 1980s, no one wanted it.
The technology was better. Higher capacity. Better voice quality. More efficient use of spectrum. The math was right. The engineering was right. But nobody wanted to use it. Carriers would not adopt CDMA because no handset makers built CDMA phones. Handset makers would not build CDMA phones because no carriers ran CDMA networks. Each side was waiting for the other to move first. Qualcomm owned the technology that could change the mobile industry, and the industry would not pick it up.
So Qualcomm started a carrier business to prove CDMA networks would work. They started a handset business to prove CDMA phones would sell. They built both sides of the marketplace because nobody else would. It worked. The technology proved itself. Once it did, the rest of the industry followed. Carriers built CDMA networks. Handset makers built CDMA phones. And then Qualcomm got out of all of those businesses.
What remained was the thing that only Qualcomm could do. The intellectual property and the chips that sat at the heart of every cellular device. Today, Qualcomm is a company built almost entirely on that decision. Their fiscal 2025 revenue was $44 billion.
The lesson is the strategy.
Sometimes you have to build both sides of the marketplace to prove the innovation. Once the model is proven, you let others do those layers, and you focus on being the foundation that everyone else stands on. Endless today is vertically integrated by necessity. Endless Studios and Endless Access run game making programs and build their own games to prove that this is both a great way to learn and to build games. Endless Investments backs studios that build this way to prove the model scales. The platform sits in the middle of all of this, and the platform is the only one of these businesses we ever intend to run forever.
We do not want to be the largest game studio. We do not want to be the largest education provider. We want to be the platform that any game studio, any educational institution, any individual can build on. And then we want to get out of the way.
If we do this right, the platform will be running games we did not make, taught by teachers we did not hire, on curriculum we did not write, for students from countries we have never set foot in. The world will be making games on it. Educators will be teaching on it. Studios will be hiring through it. We will be the layer underneath all of it.
The studio without walls is not Endless. It is what comes after Endless. We are just the people who built the road.
That is what the second stage of the rocket looks like. The booster has fallen away. The atmosphere is thin here. The work ahead is different from the work behind. It is no longer about delivering contracts. It is about building a place where millions of people find their way in. There is no second-best version of this. If we build it right, everything we have ever wanted Endless to do becomes possible from here. If we do not, none of it does.
The future of the company is a million studios without walls.