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Every great game begins as someone's obsession. Paragon Interactive exists to carry that obsession safely into players' hands. Our founder didn't start in a boardroom. Bryce began as a 3D artist on the founding team of a game most of the industry called impossible, Ready or Not. An uncompromising tactical shooter built by a small, stubborn team that believed players were starving for the real thing. They were right: it went on to sell more than 17 million copies, one of the defining independent success stories of the decade. Building it taught Bryce what shipping something extraordinary demands — not just talent, but trust, where everyone treats the project as if it were their own. He carried that into rooms most artists never enter: collaborating with Ken Levine's Ghost Story Games on Judas, and with Tim Schafer's Double Fine. From that side of the table he saw the same truth in reverse. Visionary creators don't need more vendors. They need partners they can hand their crown jewels to and trust completely. That gap is why Paragon was built, we're a global co-development, porting, and remastering studio with teams across Melbourne, Sydney, Canada, Germany, people who've shipped at the highest level, from breakout indies to AAA. We bring that craft to your vision: co-developing your most ambitious projects, bringing your game to every platform that matters, and giving beloved titles a second life done right. Recent work spans console ports of Mouse: P.I. For Hire, including Switch 2, alongside credits on DREDGE, The Casting of Frank Stone, and Conscript. But we're not building a work-for-hire shop. We're building the partner the industry has been missing — one that takes a game from first prototype to global release, in trusted hands. Because we've been the team betting everything on a game, and we've stood beside the creators who shaped the medium. That's the standard we hold. That's Paragon.

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Bryce Szandro is the CEO of Paragon Interactive.

23 people are employed at Paragon Interactive.

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