Our Story
River Redoubt Games began with a conversation between two coworkers and a shared love of games. Sean introduced Asa to miniature wargaming while working together in retail, and what started as casual discussion quickly turned into years of debate, critique, and design thought. Sean brought ideas—dozens of them—while Asa brought scrutiny, breaking systems apart to see what worked, what didn’t, and why.
When Sean presented the project that would become the debut game of River Redoubt Games, something clicked. Instead of dismissing the idea as they had done countless others, they found themselves refining playtests, questioning assumptions, and imagining what the game could be. That moment marked the shift from theory to commitment, and the decision to form a studio together.
At its core, River Redoubt Games exists to push back against the over-simplification of wargames. We believe rich, thoughtfully written systems can reward critical thinking, player personality, and meaningful command decisions without slowing play. By writing rules that are intuitive, logical, and grounded in real-world considerations, we aim to create games where depth emerges naturally—and where every battle tells a story worth remembering.
Our Team
Sean Mcphee
Sean has been passionate about miniature wargaming for over two decades, starting with model kits and eventually diving into systems like Mordheim and Flames of War. His early experiences working at Games Workshop on the retail side, where he explored everything from Warhammer Fantasy Battles to Battlefleet Gothic and Middle Earth, shaped his enduring love for rank-and-file infantry games and narrative-driven play.
Sean is drawn to the narrative potential of the tabletop. He thrives on creating mechanics that let players express themselves and shape their armies according to their own vision—even if that means choosing the “niche” path. Infantry-heavy armies are his signature, reflecting his fascination with the everyday soldier and the dramas of the battlefield. Sean believes that players should never be punished for embracing the story and flavor of their forces, and that every piece on the table should have a logical, meaningful place.
As River Redoubt Games’ lead designer, Sean generates the studio’s core ideas, rules, and narratives. He oversees playtesting and community engagement, while collaborating with Asa to refine and balance the systems so they are both rich and intuitive. Sean developed the core rules for RRG’s debut game—the very project that convinced Asa to join him—and continues to push the studio toward inventive, story-driven experiences.
Co-Founder - Lead Designer
Asa has been immersed in tabletop games for over a decade, beginning his journey into miniature wargaming with Mordheim and quickly falling in love with the hobby (despite his shoddy painting skills) due to the blend of tactics, chance, and shared storytelling. While he gravitates toward sci-fi and modern-era games—especially those featuring heavy vehicles and armored warfare—his tastes remain broad, with a lasting fondness for fantasy themes like knights, pirates, and the occasional dinosaur.
What draws Asa most to game design is the sense of command. His rules are written to make players feel like battlefield commanders, reacting to unfolding situations, weighing imperfect information, and outmaneuvering an opponent through planning and timely decision-making. He believes miniature wargames are uniquely suited to telling emergent stories through play. To Asa, every legendary (or disastrous) dice roll is part of a shared narrative that gives battles meaning beyond simple victory or defeat.
At River Redoubt Games Asa draws on his decades as a gamer who enjoys dissecting what makes games work to help focus the studios vision into a cohesive tone and player experience. His background in graphic design also helps him manage the studio’s branding and visual identity.
Co-Founder - Creative Director