Dive in to Cormorant Interactive

Cormorant Interactive is a small independent studio created as part of Algonquin College's Game Development Program. Formed in September 2025, our team of 13 hard at work on 'Honk! Ranger Rush', a third person roguelike that blends fast paced combat with an environmentally conscious message.

Cormorant Interactive logo

Dive in

Cormorant Interactive is a small independent studio created as part of Algonquin College's Game Development Program.

Formed in September 2025, our team of 13 have been hard at work developing 'Honk! Ranger Rush': a third-person roguelike that blends fast-paced combat with an environmentally conscious message.

Honk! Ranger Rush logo

Something's fishy in the Canadian Wildlife Services, and you've got to find out what!

Take a gander at the shenanigans your park's geese are getting up to and uncover their nefarious plot before it’s too late. Travel coast-tocoast to defeat their armies before the whole country gets too loosey-goosey!

Honk! Ranger Rush is a roguelike dungeon-crawler which sets the player out on a cross-country adventure to thwart an evil Goose uprising. Across three distinct biomes, players traverse procedurally generated levels to cleanse mutated wildlife and restore balance to Canada’s ecosystems.
Take a gander at what the geese are up to and uncover their nefarious plot before it’s too late!

Honk! is currently under development, with a planned release for PC, Mac, and Linux in Spring 2026.

The Team

We're a small team of programmers and artists, working around the clock to bring Honk! to life.

Get in touch with us below!

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Aimee Shields
Communications Contact, Programmer

Aimee's specialty is combining visual design with code implementation. With extensive training in a variety of visual art mediums and nearly a decade of programming experience, their ability to merge those fields lets them find creative solutions to any challenge.

Worked on: Project Organization

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Michael Vogl
Programming Contact

Michael is a Game Dev student and IT Technician passionate about software development. He leads teams and builds clean, reliable systems in Unity, C#, C++, and several self-taught languages. Outside work, he enjoys reading, cycling, photography and listening to music.

Worked on: Backend Architecture & Technical Frameworks, Combat System, Item System, Project Organization

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Aaliyah Pau
Art Contact, 3D/2D Artist

Aaliyah Pau worked on 3D modeling, environmental concept art, and 3D environmental modeling. As Co-Art contact, she has also delegated tasks, created documents necessary to the team, and overviewed several models to meet team standards.

Worked on: 3D modeling

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Noah Poirier-Feraud
Art Contact, 3D Artist

Artist for Cormorant Interactive. He worked on 3D models for the project, most notably the Moose boss, Walrus boss, and the Porcupine variations. Did the texturing for all those models and unwrapping.

Worked on: 3d models and texturing

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Félix Turgeon
Build Manager, Programmer

Félix Turgeon is going to put his description here in the morning 👍

Worked on: UI design and programming, engine optimization, systems programming.

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Thomas Rozon
Build Manager, Programmer

Thomas designs and programs the Enemy Behaviours and various Visual Effects found within the game.

Worked on: AI Programmer

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Daniel Azevedo
Programmer

Daniel is a very flexible programmer who works well in group dynamics. He has great organizational and communication skills. His passion for game development arose from his love of problem solving and programming.

Worked on: Main Menu UI, Particle Effects, Player Class and Stat Implementation

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Filipe Botelho
Programmer

Problem solver. Give him a problem to solve with a litre of coffee and he will get it done.

Worked on: Level Generation

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Jade Featherstone
2D Artist

Jade is a talented artist, specializing in concept art, texture painting, and foliage. Their artistic focus centers around creating worlds with grounded visual identity, blended with elegant, painterly composition.

Worked on: Textures and 2D art

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Lucas Gelinas
Artist

An artist for Cormorant Interactive. Came up with ideas and listed props that could be added in the game.

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S. Hogan
Programmer

Hogan is a skilled programmer who loves math and writing algorithms. They work well on a team in both leadership and following roles. They are capable of filling gaps in a team where there are any to help the team function as a single unit.

Worked on: Level generation and auto attack

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Theo Vienneau
3D/2D Artist

Theo worked on models, and textured a portion the props that are in the game. Additionally, he also created sprites that are used in the UI.

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Patrick McLaren
Programmer