Interview with Co-Owners and Co-Creative Directors at iam8bit Jon Gibson and Amanda White About their 20th Anniversary Celebration
iam8bit is a team that has been at the forefront of the game’s industry since 2005. In the last two decades, they’ve pressed 300+ albums and millions of records, published three games, and much much more to influence games, art and pop culture.
The team recently celebrated their 20th anniversary with an in-person art exhibit highlighting 70+ artists including: Alex Pardee artist, illustrator and apparel designer who designed the artwork for Zack Snyder’s Sucker Punch, Keita Takahasi the acclaimed creator of the Katamari Damacy series, Wattam and To a T, Natalie Andrewson an illustrator, comics artist and Risograph printmaker known for The Nutcracker and the Mouse King: The Graphic Novel.
We got the opportunity to send some interview questions over to Jon Gibson and Amanda White the co-owners and co-creative directors at iam8bit to discuss their anniversary and their accomplishments over the last two decades.
The team also shared photos of a few of the pieces showcased at the event as well as exclusive photos from the event itself which took place on November 8th and 9th, 2025. We’ll be sharing those below!
Thanks so much to Jon and Amanda for answering our questions.
Congratulations on your 20 year anniversary! This is truly an incredible achievement. I’d like to start off simply by asking how exactly iam8bit got started twenty years ago. Did you have a solid plan at the beginning at what you hoped the company would become and what you would accomplish?
Jon: Thank you! iam8bit began 20 years ago as the first art show blending the best of games, pop culture and entertainment, where we asked hundreds of artists to interpret their memories of video game icons in sculptures, paintings and other media. The name stuck with us, and we have continued to build the iam8bit brand over the last 20 years. We were the first to usher in a new wave of pop culture blended with retro gaming.
Amanda: It’s pretty amazing to think back on - after we started this trend of remixing IP through art, Nintendo, Capcom, PlayStation and other industry names came to us to add our original takes on their games. Over the years, we’ve worked with Disney, Warner Bros. and HBO and other entertainment brands to really build up engagement.
Jon: Our goal this whole time has really remained the same. iam8bit exists to punctuate the importance of engaging with fans directly. Whether it’s via events, vinyl, physical games, our published indie titles or beyond. Everything we design is made with the hope that it will make you smile and feel like it’s something that’s made specifically for you. Our team doesn’t put things out into the world that we’re not satisfied with. Some things are bigger uphill battles than others, but our philosophy is simple, do it right or don’t do it at all.
The team hosted a 20th Anniversary Art Show in LA last weekend. What inspired the team to put on their first live art show back in 2005? What has reception been like for the public at these shows? What kinds of benefits have you seen come from bringing together so many artists in one place at an in-person event like this?
Amanda: Back in the mid 2000s the gallery scene didn’t really have much to offer for younger people looking for affordable art. There also weren’t any avenues for classically trained artists to celebrate and share their fandom outside of high-end galleries.
Jon: Like the music and video games we’d go on to create physical vinyl, discs and cartridges for, we wanted to jump in and fill that niche. The art show ultimately exploded way back then in 2005. It put us on the path to where we ended up today.
Amanda: We think people loved it then and will continue to love it now. Celebrating art in-person and with tangible goods you can hold is so special today. It was special back then too but in a post Covid world, we’re especially amped and proud to be doing an art show again after a bit of a break.
Jon: Speaking to the artists themselves, we’re actually still friendly and continue to work with some of the artists who were at our first show in 2005. Their lives have changed tremendously since then but their passion remains the same. We hope we can continue to give them a platform that helps them shine as many have helped us over the years get to where we are today.
iam8bit isn’t just a place for gamers and artists to come together over their love for all aspects of the industry, but the team has also published three original games. What was the process like getting started working on games publishing?
Jon: It’s challenging but just as rewarding. Producing Day of the Devs together with our partners at Double Fine and producing the hands on portion of Summer Game Fest: Play Days are ways for us to say that games mean the world to us. iam8bit Presents gives us our own platform to support great teams and create a library of experiences in the indie gaming space that touch on the things we’ve been doing for 20 years.
Amanda: We’re quite proud of the catalogue we already have after a few years of producing indie titles. The award-winning Escape Academy, Simpler Times and Garbage Pail Kids: Mad Mike and the Quest for Stale Gum are each really unique experiences that speak to different audiences. They all come from great studios that have been a joy to work with and we’re continuing down this path in 2026 with some really exciting additions.
Jon: Fans can expect to hear a lot more about Escape Academy 2: Back 2 School and Petal Runner in 2026. We’re really excited to be working with Coin Crew Games on something that’s a really fantastic evolution of their first game. The two-person team at Nano Park Studios also has something so special on their hands with Petal Runner. I can’t wait for people to get their hands on it next year.
The team has been involved with many games industry events over the years - co-founding the Day of the Devs indie showcase with Double Fine, collaborating with AIAS on Game Maker’s Sketchbook and many more. What do you think the importance of these events is for the industry and, more specifically, how do these events benefit indie game devs?
Amanda: It’s a lot of that same philosophy we spoke about with the art show. Day of the Devs is free to participate in for independent developers. It gives them a chance to have their games in front of hundreds of eyes, and not just media websites or content creators. Its also free for the public to attend, so accessibility on both ends of the process is really wonderful to be able to offer.
Jon: Similar events sometimes just look at the profits side of things but for us it’s just critically important to always support the independent creatives in games. The results of the event speaks for itself. We’re continuing on this year with our showcase around The Game Awards and we’ll have even more to talk about next year too.
iam8bit minted its first record in 2010, what made the team decide to start minting vinyl in a time when this medium hadn’t quite had its renaissance yet? What were the benefits and challenges involved with this?
Amanda: I’ve been collecting vinyl for a really long time now - vinyl speaks to me as a nostalgic art form that we’ve worked hard to bring into the modern era. I love the way records sound, the depth and warmth of the sound, and the experience of sifting through albums and listening to music together with friends. It’s an incredibly tactical experience that has stood out in my life as a touchpoint for reflection and relaxation, so it has always been important for me to bring that same love of vinyl to the rest of our products.
Jon: When you first start doing anything, especially selling products to people, you’re sometimes not sure how those things will be received. We have always been confident in our creative direction on vinyl projects and I think our partner list speaks for itself so many years later. iam8bit played a huge role in that vinyl renaissance you mentioned, and we’re really proud to have such a strong library of records based on big and small IP, that fans can spin forever. People are always hungry for a premium way to celebrate their favorite soundtracks in games, movies, Television, anime and more. And we’re here to scratch that itch!
The team is known for creating extremely high quality products with premium art work, special pressings and more rather than producing a more “standard” product. What kind of process goes into the creation of these products? What are some of the steps that have to happen before a product is made available for purchase?
Amanda: We really have to be on top of the whole process, from concept to production, because we found it so important to have our hands in every stage of the design process to guarantee that we are creating high quality products.
Obviously there are a lot of literal moving parts as the product takes shape, and we love working with partners who share the same enthusiasm for bringing the details of these products to life.
We worked closely with Remedy to celebrate its 30th anniversary with a line of exclusive merchandise across its most beloved series’, from Control, Alan Wake, Death Rally and the recently released FBC: Firebreak and the iconic Max Payne from Rockstar Games. We brought back the Oh Deer Diner thermos for Alan Wake fans, a Cold Casey lunchbox and Night Springs VHS that actually does play in a VCR. It was an incredible experience really working closely with the Remedy team to design a capsule collection that celebrated items from each one of their iconic titles.
In the same vein of the previous question, what made the team decide to create premium physical editions for games? Especially in regards to indie games, how have you seen the production of physical editions of indie games benefit developers and their teams?
Jon: We’ve always been inspired and enchanted by games, how the experiences stay with us long after the credits have rolled. It’s been important to the iam8bit philosophy that we give fans a premium, physical item that pays homage to and celebrates the characters, music and stories they love. We want people to proudly display unique collectibles that show off the games they love, for a beautifully designed item to spark a conversation or incite a memory.
Amanda: Over the years we’ve collaborated with so many amazing developers and gamemakers to create collectors’ editions and physical releases that look, feel and sound special. We’ve found that one of the most special parts of these collaborations is that the developers get the wonderful benefit of making their legacy tangible. Someday in the future, they’ll be able to reach over and grab a special item we created together off of a shelf and talk about how it came to be, as a gateway into explaining their passion for games to their grandchildren.
This might be a tough one but, who are some artists you’ve loved working with over the years? Is there anyone that you were starstruck by?
Amanda: It’s hard to choose just a few artists. We’ve loved working with Mark Borgions - so many amazing Joystick Jazz and other vinyl jacket designs. Ghostshrimp who we worked with for our Grammy Nominated package design on Gravity Falls vinyl.
Jon: Picking favorites is gonna get us in trouble! We both adore Scott Campbell (aka Scott C). We’ve collaborated on so many projects with him over the years, from Psychonauts products to art shows to even our iam8bit holiday card one year. Actually, it was cooler than a card - it was an advent calendar. Shout out to Gabe Swarr who, fun fact, designed the very original iam8bit logo way back in 2005.
If there was one video game world you could visit for a day, no danger involved, no repercussions, which would you choose?
Amanda: Parappa The Rapper
Jon: Burger Time
What is one thing you are the most proud of that you’ve accomplished in the last 20 years? And if you could give your past selves one piece of advice, what would it be?
Amanda: I’m most proud of the team we’ve built and the amount we’ve learned individually, as business partners and as a company. So many lessons and so much evolution. It’s really amazing to look back on and I’m excited for what comes next!
Jon: Amanda said it perfectly. Hard agree.
Amanda: I’d say, “Keep going, don’t worry, it’s all going to be fine!”
Jon: Hmmm… “Be vulnerable. Be Open. It’s how you invite the best things in”
This is a question that we often ask the indie devs that we work with for our showcases. We always get a different answer every time and that’s why we like to ask it. So, what does “indie” mean to you?
Amanda: To me, indie means anti-corporate, a free wheeling spirit, pulling oneself up by one’s bootstraps, uninhibited creativity.
Jon: The Last Crusade. Definitely the best Indy movie.
Looking to grab some of the amazing pieces from the show? Select pieces are available to purchase now via iam8bit.com.
Highlights from the collection include:
TCG-GB 14 Pikachu by Drew Wise ($8.00)
Green Glow Yoshi by Andrew Kolb ($25.00)
Very Unsuspicious Handheld Gaming Devices by Stay Okay Studio ($30.00)
Snack Time by Keita Takahashi ($40.00)
Link’s Awakening by Haley Bbanditt Wakefield ($60.00)
Peach’s Secret by Jose Emroca Flores ($125.00)
Golden Mario by Anna Chambers ($1,400.00)
Catharsis by Charles Lushear ($50,000.00)
The pieces are available until Jan. 5, 2026, and ordering in advance guarantees items will ship before the holidays. You can find much more of the collection here.
Another huge thank you to Amanda and Jon for answering our questions. Here’s to another amazing 20 years for iambit!