

Developing-duo and UoP alumni, Daniel Kershaw and Faybia Jex-Rippon talk entrepreneurship, inspiring others and the future of indie games
5 min read
After graduating from BSc (Hons) Computer Games Production and BSc (Hons) Computer Games Technology, alumni Daniel and Faybia started Rubber Ducky Snacks - an indie game development company. In this Once Upon A Time Alumni feature, the 2023 graduates share their experience of entrepreneurship and hopes for the future of indie game development.
What are some of your favourite memories from your 成人抖阴 experience?
Daniel - For me, it was a trip to Guildford Games in 2023, a game development showcase, learning and networking event. We listened to independent developers and industry professionals. I remember sitting in the audience at talks and feeling inspired by their journey, the games they made and their business sense. Now, a couple of years later, I'm having coffee, meetings and collaborating with these same people.
Faybia - Every conversation with the lecturers on the course was encouraging and insightful! When I wasn鈥檛 confident in my skills or was feeling the pressure, just talking to them helped me immensely. I also loved the climbing wall at Ravelin Sports Centre, and would go three times a week!

Between the two of us, we had everything we needed to get started.
Faybia Jex-Rippon, BSc (Hons) Computer Games Technology, 2023
Can you tell us about how your business came to fruition?
Daniel - I started university with the goal of making games for larger companies. However, after choosing a self-directed placement year in 2022, I decided I wanted to set up a company. We decided to work together after collaborating on a large group project in our third year. Being accepted into the UKGF Tranzfuser program - an opportunity for recent graduates to form a studio and turn a game idea into a title over the summer - cemented the idea, and we鈥檝e committed ourselves to the business since October 2023.
Faybia - I found myself learning many skills, but never truly specialising. The larger games industry looks for individuals who are very good at one thing, but indie game development felt like it was made for game developers like me. Between the two of us, we had everything we needed to get started. We chose the business name 鈥淩ubber Ducky Snacks鈥 because it is a combination of our online aliases, the duck (Daniel) and the jaws (Faybia). It's always a challenge to explain the name, especially to those who don't play games. But it stands out and gets people asking questions.
What does a standard working day look like?
Our routine often includes programming in the engine, mini-playtesting, and collaborating with our contractors. On any given day, we might also be working on motion capture - either for our own game or for clients - updating our website, planning events, or tackling general game development tasks. Of course, there's also our favourite activity...filing VAT returns too!
On the visual side, we spend time working on client projects, 3D modelling, creating concept art, and doing general art practice to continue developing our skills. For instance, this week we鈥檝e been building 3D props for our game environment, contacting print companies to prepare merchandise for an upcoming exhibition, and working on our game development document with research for the game setting.
We usually wrap up each day with some forward planning. Lately, we've been fortunate to focus full-time on our game, thanks to support from the .

We had constant assistance from many of our friends, fellow indies and industry veterans, and being a part of such a wonderful community is a great achievement too.
Daniel Kershaw and Faybia Jex-Rippon, Founders of Rubber Ducky Snacks
What do you consider Rubber Ducky Snacks鈥 biggest achievement so far?
Securing our spot on Dundev, a 4-week program to help early-stage games studios, and receiving prototype funding from the UK Games Fund! During the program, you learn about running a business and get vital feedback on your game from professionals and successful businesses within the UK Games industry. At the end of the program, you pitch for 拢30,000 of additional funding. We鈥檙e one of 12 companies ever to receive it - it has supported our hunt for publishers and reinforced our confidence.
This is the biggest stepping stone for our company's progress, but to get to that point, we had constant assistance from many of our friends, fellow indies and industry veterans, and being a part of such a wonderful community is a great achievement too.
In previous years, we鈥檝e balanced client work, day jobs and more. With prototype funding from UK Games Talent and Finance Community Interest Company, we can invest full-time in bringing the game to market, ready for publishers or an early access release. The fund also covers a significant proportion of our costs, making our business more appealing to publishers.
We鈥檝e also been selected as part of the DMCS Create Growth Programme - a fund designed to help startups scale up, primarily through funding, but also support networks and an introduction to investors. These programmes are important to startups as they allow us to test ideas with support. For Rubber Ducky Snacks, it gave us the time to develop a working motion capture service, funds to travel and set up pilot tests with local companies we wanted to support.
We also like to give back, and have supported young people and indie game developers in the East of England. We teach game development engines to young adults and children. It鈥檚 important to share our startup experience, as the job market has become more competitive. Teaching others entrepreneurship enables them to invest in themselves, improve their CV and go to events with purpose, instead of waiting for a response from their applications.
Where would you like to see Rubber Ducky Snacks in the future?
We are working on a multiplayer game, set in a world where WW1 never ended. Fighting has gone underground, and you have been sent down the mines to complete objectives and secure old equipment. We're aiming for a release either this year or early 2026.
We are looking to grow the studio sustainably. We鈥檙e proud to have brought on a new part-time contractor this year and hope to expand to 3-5 new employees next year. We鈥檙e aiming to become one of Norfolk's top B2B games support businesses, moving into services such as motion capture, 3D scanning, and Unreal Engine support.
We are also looking to create our first two video game titles by 2027, both with different gameplay, visuals and target platforms. We don't want to be stuck as a one-genre games studio and want to explore more game mediums!
Lastly, we have a plan to create the 鈥淣orfolk Dev Den鈥. This would be office space dedicated to game development in the region, a community-run project to promote indie companies, game charities and individuals.
To learn more about Rubber Ducky Snacks, visit their .
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