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# Logic Dev Studio on Otite Reborn, self-funding and building games from Port Harcourt
- URL: https://www.isakaba.com/logic-dev-studio-on-otite-reborn-self-funding-and-building-games-from-port-harcourt/
- Published: 2026-10-02T13:08:25.000Z
- Updated: 2026-10-02T13:18:33.000Z
- Description: "One of the biggest opportunities is that the game development space here is still less saturated, so there is not as much competition."
- Author: Isa Muhammad
- Tags: Interview, LogicDev Studio, Otite Reborn

Nigeria’s games industry is growing, but building a studio outside the country’s biggest hubs still comes with challenges. Port Harcourt-based [Logic Dev Studio](https://www.isakaba.com/logicdev-studio/) is trying to carve out its own space while developing games and taking on client work to fund them.

The seven-person team is now focused on [Otite Reborn](https://www.isakaba.com/otite-reborn/), its most ambitious project yet, while also developing smaller projects such as Blind Spot on mobile.

We caught up with Logic Dev Studio co-founder and lead developer Chibuzor Armstrong Ifediogor to discuss Otite Reborn, self-funding, building games from Port Harcourt and the studio’s plans for 2026 and beyond.

**IsaKaba: Can you tell us a little bit about Logic Dev? How did the studio come about?**

**Chibuzor Armstrong:** Logic Dev Studio was founded in 2019 by me and my brother, Mack Chinwieke Ifediogor. We were both driven by our love and passion for playing video games, which inspired us to learn how they were created. 

After graduating from secondary school, I decided to learn game development programming using Unity, while my brother taught himself Blender to create game-ready characters and props. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/unnamed--2--1.webp)

**Blind Spot game*

That was the beginning of our game development journey. In 2020, we experienced a major learning curve. Due to the pandemic, everyone had to stay at home, which gave us more time to properly learn, understand, and explore game development. During this period, we were also able to build our first project. 

**How big is the team currently, and are all members based in Port Harcourt?** 

In 2022, we welcomed a new and promising member, Precious Abraham Otite, my best friend from university. He also developed an interest in game development and focused on programming with Unreal Engine, using C++ and Blueprints to build impressive gameplay mechanics. 

Due to his advanced skills and strong problem-solving ability, he became an asset to the team and was eventually promoted to co-founder of Logic Dev Studio, bringing the number of co-founders to three. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/Screenshot_2026-10-01-12-29-57-59_965bbf4d18d205f782c6b8409c5773a4-1.jpg)

**LoicDev Studios team*

Over time, our team continued to expand, with talented members such as Chinimdu Don-Paul, a professional 3D prop artist and 2D illustrator, and NK Victor, our gadgets and technology specialist, among others. We currently have seven active developers, five based in Port Harcourt and two in Lagos. We also collaborate with external developers and teams when needed to help accelerate development. 

**You've developed games for PC (Steam) and mobile. How do you decide which platform to target for a new game?**

We decide on the platform based on the type of game, the target audience, and the experience we want to create. We also consider the technical requirements and accessibility of each platform. For example, Blind-Spot is a mobile game currently available on the Play Store. 

We chose mobile because more people have access to smartphones than gaming PCs, allowing us to reach a wider audience. It was also part of our goal to grow the studio’s global reach and create more opportunities to connect with publishers. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/S_IWEB-1.png)

**Otite Reborn*

On the other hand, OTITE Reborn, currently [available on itch.io](https://logicdevstudios.itch.io/otitereborn?ref=isakaba.com), was designed for PC because of its large-scale technical requirements and detailed graphics, which would be difficult for mobile devices to handle. We wanted the game to use its visuals, mechanics, and gameplay to tell its story, so PC was the better fit. 

**Escape Protocol was one of your earlier projects. What did you learn from making the game that has influenced how you approach your newer projects?**

Escape Protocol was one of our early mobile games and was available on the Play Store in the early part of last year. Unfortunately, we were unable to continue with regular updates, so we decided to take the game down for confidential reasons. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/LOADING-SCREEN.png)

However, it played a major role in inspiring Blind-Spot. The two games also share a related story, and there may be a crossover in the PC version, which we have yet to start developing. 

**Otite Reborn is your biggest and most ambitious project yet. Talk to us about that. When did development begin, and what stage is the game in right now?**

Indeed, it is our most ambitious project yet, mainly because of its cultural heritage and the level of detail we have put into it over the years. Development of Otite started in 2023 using Unity. As the project grew, we realized Unity was not the best fit for the level of high-quality graphics we wanted to achieve. 

We decided that Unreal Engine would be a better fit, so we had to restart the project from scratch in 2024\. The new version was heavily inspired by Sekiro at the time and was called Otite: Liberation of the Fallen. By the end of 2024, we successfully created our first build for exhibitions and playtests. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/2lfiT9.png)

Although it was one of our best builds at the time and people loved the visual style, we received a lot of feedback about the gameplay and optimization. The game also had very low frame rates, even on proper gaming PCs, which showed us that there was still a lot of work to do. 

In 2025, we decided to start fresh again, this time using the feedback from our previous playtests. This helped us create a better build with improved graphics, fewer bugs, and better optimization. We called this new version Otite Reborn. The game was later featured at events such as [Gamathon](https://www.isakaba.com/gamathon/), [Game Expo](https://www.isakaba.com/video-games-expo-nigeria/), and Nerdwork Comic-Con, as well as by several influencers. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/aADFBT-1.png)

We also released it on itch.io to reach a global audience. It has since gained over 1,000 downloads and received very positive reviews. Otite Reborn has also helped open new opportunities for the studio. The game has been featured by platforms and blogs outside our usual audience, including being used as a cover feature for some articles. 

We are currently working on feedback from our testers and looking for investors who can help us speed up development and take the project to the next level. We are targeting PC and consoles for the full release. 

**Blind-Spot on mobile is a big shift from Otite in terms of scale and ambition. What do you think makes Blind-Spot stand out, and what part of the experience do you most want players to enjoy?** 

While Otite is a large-scale PC project focused on detailed visuals, story, and world-building, Blind-Spot was designed specifically for mobile, with faster gameplay and easier access for a wider audience. It is a fast-paced horror, hybrid-casual action game where players survive endless waves of terrifying creatures, using light as both their greatest weapon and their greatest weakness. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/blind-spot-poster-2-1.jpg)

We want players to feel tension, excitement, and curiosity while playing. The goal is to make every encounter feel intense, while the story and world keep players wondering what will happen next. Most importantly, we want the game to be fun, easy to pick up, and difficult to put down. 

**In terms of support for game studios, what has been your experience navigating the funding landscape? How is development currently being funded?**

Development has been funded by us, the developers, from the salaries we get from where we work. So we are basically self-funded. Our own projects have not yet reached the stage where they generate a steady income, and we have not secured investors or publishers yet. But that does not mean we are giving up. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/otite-reborn-preview-1-1.png)

We decided to also work with other studios and clients, creating assets, gameplay mechanics, and other development services. This allows us to earn from our skills and use that income to support and fund our own projects while we continue looking for the right opportunities. 

Our goal is to build a sustainable model where client work supports the studio and helps fund our original projects until they can generate income on their own, or until we secure the right investors or publishers to help take them further. 

**What do you see as the opportunities and challenges of building a game studio in your current location?** 

One of the biggest opportunities is that the game development space here is still less saturated, so there is not as much competition. People are also very supportive of what we do, and the encouragement from our fans keeps us motivated. It gives us a chance to stand out and build something unique from Nigeria. 

![](https://storage.ghost.io/c/41/49/41499d0c-2aba-44d9-90ee-2f06884f30ea/content/images/2026/10/OTITE---11_09_2025-20_09_48-1-2.png)

The biggest challenges are poor electricity, inconsistent internet, and limited access to financial support. Community building, especially in Port Harcourt, where the gaming community is still relatively small, is another challenge. Many people are not familiar with game development or do not actively play games, which can make it harder to build a strong local community around our projects. 

**What are your plans for the rest of 2026? Are there any specific initiatives or projects we should look forward to?** 

Most of our plans for 2026 have already been accomplished. Our main goals were to work on the feedback from the Otite Reborn playtests and launch a mobile game on the Google Play Store, which we have successfully done. Another goal was to introduce our new PC title this year. 

However, based on our current progress, we have decided to push that to next year. We have already completed around 70% of the game's core mechanics, so development is moving forward. The title is called THUG LOVE. That is all we can share about the project for now, but we are looking forward to revealing more when the time is right.

For now, we are currently focused on advancing OTITE Reborn based on the feedback we received from previous playtests. We are also continuing to provide regular updates to Blind-Spot Mobile.