About

Frosty Wren Studios

We make interactive physics simulations, games, and the software engines behind them. Crafted systems. Curious minds.

Everything we make has an interesting problem inside it. In the Labs it is the physics: what a black hole, a pulsar or the sky near light speed would really look like, calculated rather than drawn. In Defense of Kyrath it is the systems: balance, pathing, progression, and art computed by our own engines. In our tools it is making that work fast and repeatable.

We come from math, physics and scientific computing: numerical PDE solvers on supercomputers, machine learning for inverse problems, applied research, and production systems in big tech. We bring that to everything we make, from GPU ray tracing through curved spacetime to deterministic asset pipelines and headless test harnesses.

We like to show how things work. Each simulation carries its method, tests and references on the page, and the Dev Journal explains how our games and tools work.

Frosty Wren Studios was founded in 2026 by Jason Smart.

Kiln assembling doors, windows and stairs into a house, and houses into a town
Kiln, our 3D engine: components build a house, houses build a town.

How we work

Our standards

  1. Calculated and checked

    Simulations come from the equations and are tested against separate reference code. Numbers on our pages trace back to a calculation or a cited source, and limits are stated.

  2. Tools first

    We build the engine before the content. Procedural pipelines and automated testing let us make ambitious work quickly and change it safely.

  3. Modern tools, used openly

    We build with AI coding assistants, currently Claude Opus 5.5, and say so on the pages they helped build. The work stands on being correct and checkable.

Get in touch

Contact

Questions, feedback, corrections to a simulation, or just want to say hello?