The studio
We make the games
we grew up wanting
Infinite Evil Studios is an independent game studio in Toronto, Canada. We make story-driven superhero games with real stealth, comic book worlds and heroes who win by thinking.
Why we exist
The games we missed
We started Infinite Evil because we missed a certain kind of game: the slow, tense stealth of the 2000s, and superhero games that made you feel clever instead of just strong. Nobody was putting the two together, so we did.
Our games share one universe, built from the ground up and wholly our own. Sage, Krad City and Phantom Division, the black-ops superhero team she works for, all belong to a wider world of heroes and villains we’ve already written, and plan to spend years exploring.
We’re a small, senior-led team that grows people as fast as it grows the game. Graduates and early-career developers ship real features alongside our leads, and every discipline has a voice in design.
What we value
Our values
Four values, written down early and used often. They decide what goes in the game, who joins the team and how we work together.
Player first
Every feature has to earn its place with the player.
We design from the player’s side of the screen. In Sage, a mechanic stays only if it makes you feel sneakier, more psychic or more like a spy. If it doesn’t, we cut it, no matter how long it took to build.
Growth mindset
Play it early, listen hard, get better.
We put builds in front of players long before they’re pretty, and we treat what we hear as the most useful thing we’ll get all week. The same goes for people: early-career developers ship real features here, alongside leads who mentor them.
T-shaped specialists
Deep in one craft. Fluent in the rest.
Our programmers sit in design reviews and our artists sit in playtests. Everyone goes deep in their own discipline and knows enough of everyone else’s to make the whole game better, which is how a small team builds something that feels bigger.
People over product
Good games come from teams that look after each other.
The game matters, but the people making it matter more. Everyone who contributes is credited, and our contributor agreements put that in writing. We build teams where people from every background do their best work, and we look after them.
How we make games
Built to punch above our size
We work in Unreal Engine 5 with tools usually reserved for much bigger teams: professional motion capture stages, recording booths for full voice-over, and a college partnership that brings artists, programmers and researchers onto the team, mentored by our leads.

- 01 / Design
Systems before set pieces
Our stealth is built on systems that react. Guards perceive, investigate and call each other in, so every room becomes a puzzle you can solve more than one way. Levels are open and non-linear, and no route is ever locked behind a single ability.
- 02 / Performance
Captured, not just keyframed
We direct motion capture and voice sessions with our animators, actors and audio team. Our first project shipped with 26 pages of recorded, directed dialogue. Performance is how a comic book world starts to feel alive.
- 03 / Look
A style we built ourselves
Inked outlines, cross hatching and flat painted colour, rendered by a cel-shading pipeline we built in Unreal Engine 5. Light is part of the design: it’s both the danger and the guide.
- 04 / Production
Playable, every milestone
Every milestone ends in something you can pick up and play. We plan in sprints, track every asset, and test the build constantly, which is how our first team went from an empty project to an 18-minute playable game in four months.
The team
Who we are
Our leads, supported by a wider crew of 2D artists, 3D modellers, animators, designers and voice actors.

Mahir Muhammad
Founder, Creative Director & Producer

Aleksei Erdakov
Lead Programmer

Oleksandra Pylypiva
Programmer

Vika Gnatenko
3D Character Artist

Monica Botelho
Audio Director
- Sabrina LeungArt Director
- Michael ScullyLevel Design & Level Art
- Hayley MullenComposer
- Amen ClavioAudio Programmer
- Soffia SchwartzVoice of Sage
Founder and creative director Mahir Muhammad brings production leadership from Operation: Ghost Town and years of enterprise delivery in tech. More about Mahir.
Our story so far
From spinoff to flagship
- 2025
Infinite Evil forms around its first project, Operation: Ghost Town: 38 developers, 7 team leads, four months.
- Jan 2026
Sage, one of Ghost Town’s two heroes, gets a game of her own. Sage: Psychic Spy enters pre-production.
- 2026
The Sage: Psychic Spy Steam page and teaser trailer go live. Players in more than 30 countries add it to their wishlists.
- Oct 2026
Infinite Evil joins Interactive Ontario’s Futures Forward program for emerging Ontario studios.
- Now
Sage Part 1 is in production. The warehouse level is playable and the Selva Dourada Casino is coming together.
We’re proud to be part of Toronto’s game community, with partnerships with George Brown College and Sheridan College, and as part of Interactive Ontario’s Futures Forward program.

Careers
Love stealth games and comic books?
We don’t have open roles listed right now, but we always like hearing from people who share our values. Send us your portfolio or reel and tell us what you’d want to make with us.
