By Paweł Jarosz on Jan 03, 2026
Tagged as: Creator spotlight, Interview, Madewithdefold, Steam
In the Creator Spotlight posts we invite Defold users to present themselves and share a bit of their background, their work and things that inspire them. It is an excellent opportunity for the community to come together, to recognise achievements and to share some of the great work done by Defold users.
In this Defold Creator Spotlight we invited Koen Bollen to tell us a little bit about himself and his latest Defold project - Sprint City - a competitive platformer from the original creators of SpeedRunners now being developed with Defold!

Hello! My name is Koen Bollen, or Kaji in-game. I’m the co-founder and lead engineer of the Second Stage Studio.
My favorite games, with a healthy amount of recency-bias are Half-Life: Alyx, Minecraft and Hollow Knight: Silksong.
Where to start? Well, I started tinkering with computers at the age of 11, breaking my parents’ computer often enough to get my own. I started making games at around age 21 whilst teaching gamedev and computer science. Later I did a lot of backend engineering, most notably at Poki (a web games platform) and I’ve been making Sprint City for about two years now.
The core of our game is movement and momentum, “got to go fast!”. When you race against others, you try to drain their clocks by finishing a lap first and clock them out! Or you time trial alone and set the world record on every track.

I’m responsible for all things tech-heavy: The backend, hosting, net-code. But also shaders, the render pipeline and designing more complicated game systems.
Casper van Est (the creator of Speedrunners) and I decided to do a week-long gamejam (just us, not a public event). The result of that was so much fun, and it inspired Casper to maybe make a new game or even a sequel. So we started a new studio and worked on our game, codenamed Playground.
In parallel, tinyBuild, who owns Speedrunners, got a proposal for Speedrunners 2 and went ahead with this. Because of this mismatch we decided to pivot into a new IP, Sprint City!
The main thing we want to carry over is the feel of movement; you need to be flying through the city. Just traversal on its own should be fun, other gameplay is just extra.
Something we wanted to improve on is waiting in menus to start playing the game (while waiting for matchmaking for example), so in Sprint City you are always gaming! At the end of a race, you just stay in the game and can hang around with friends and show off your moves.

Ha. Not a lot of thought went into this. This is the second game studio for both Casper and me, and we like space and rockets. “Second Stage Studio? As in the second stage of a rocket? Sounds good!”
We are focusing on Steam during development and early access. This platform is the easiest to update on frequently. When the game is fully released we plan to launch on the major consoles as well.
A couple of things came together for this idea. We wanted to support cross-play between platforms. I had a lot of experience with WebRTC (the browser network technology that Discord and Zoom use). And Defold has excellent support for the web.
And we feel it’s super fair if you can have your friends play without having to convince them to buy and download/install it first.

Three categories:
Our artists and animator just work in our Git repository, they use Defold to add images to atlases and use our in-game level editor to place decals and other visuals like shadows. Then they make a pull-request (PR) and one of the coders checks their work before we merge it. We also have a bunch of automated checks (like naming conventions on animation names and no capital letters in filename).
Super useful feature: We use a github Action to automatically build a PR and host that somewhere, so we can play that version without having to pull it and build it locally.

The indie scene here is very nice and active, there are plenty of meetups and other get-togethers. We sometimes have people over to work from our office for a day. Sadly, there are not many AAA studios in the Netherlands.
I learned about Defold in my time at Poki. And I have a soft spot for web games. Defold is very light weight, 2D friendly and very flexible in extending. Making an extension was very important for our network stack, using (crossplatform) WebRTC was not possible in other engines (at least not super easy). Then having a build-server was a big plus for the rest of the team.

Mostly ease of use, and fast build speed. You just need to install Defold and you can build our project, even though we use a lot of custom extensions and C++ code. We don’t use the Defold editor a lot - we code in VSCode and only use the Defold editor for atlases, particles and GUIs, and we use it to build the game during development of course.

Wishlist the game on Steam: https://store.steampowered.com/app/4191250/Sprint_City
Join us on Discord: https://discord.com/invite/sprintcity