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Exploring Life & Business with Albert Romiel of Idessa

Today we’d like to introduce you to Albert Romiel.

Hi Albert, so excited to have you on the platform. So before we get into questions about your work-life, maybe you can bring our readers up to speed on your story and how you got to where you are today?
I came to this backwards. I spent a decade as a working guitarist, and before that I’d started computer science and left after one semester.

What never changed is the making. I’ve always been fascinated by creation, by inventing something that didn’t exist before. With music the hope is that someone feels something. With software the hope is that someone’s problem quietly goes away, usually a problem I had first.

That’s Idessa, my studio. We build software with soul: apps that provide for you instead of begging you to subscribe forever. People are exhausted by that, and almost no one is building the alternative. I’d rather solve the problem and let you own the thing.

Can you talk to us a bit about the challenges and lessons you’ve learned along the way. Looking back would you say it’s been easy or smooth in retrospect?
No. Technology was always the thing I loved most, and for a long time I couldn’t get to where I wanted to be.

From 2010 to 2015 I was making games in GameSalad, a drag-and-drop tool, because that was as far as I could go. I started a computer science program, and in my web design class the professor’s own website looked like it hadn’t been touched since the late nineties, one long unstructured page of hyperlinks. I remember thinking, how am I supposed to learn this from someone whose site looks like that? I couldn’t see the path from where I was to the things I wanted to build.

So I went to music. It was a passion, but it was also a way to disconnect from the thing I loved most, because I couldn’t reach it. Ten years is a long time to stand outside a door.

Eventually the tools caught up to the way I think. I learned by needing things, one problem at a time, the way I’d learned guitar. The struggle now is knowing how much I still don’t know. I’ve stopped letting that decide whether I build.

We’ve been impressed with Idessa, but for folks who might not be as familiar, what can you share with them about what you do and what sets you apart from others?
Idessa started as an app idea in early 2025. Over that year it turned into something I couldn’t put down, and in April 2026 I made it official and threw my hat in the ring. We’re an independent studio in Connecticut, and the idea underneath everything we make is the same: technology should provide for you, not beg from you. No subscriptions you forget about, no features held hostage. You get the thing, it’s yours, it works.

Right now we’re building Arkade, a collection of original arcade games with a shared neon retro feel. We’ll be showing it at the Portland Retro Gaming Expo this fall, alongside an arcade controller we built to play it on. That controller is the first hint of where this goes. Software is the start; we want to make hardware too.

We also do web development and IT for small businesses, which keeps us close to real problems.

What I want readers to know is that Idessa is looking for people. I want to build the kind of studio early Apple and Atari were: a small group of engineers, designers, and tinkerers who care more about making something great than making something safe. If that’s you, I’d love to talk.

Where do you see things going in the next 5-10 years?
The hardware is going to change shape. Screens are going to leave our hands and move onto our faces and wrists; AR, VR, and wearables are going to stop being novelties and become the default way people meet software. I think that’s exciting. The rectangle we’ve all been staring at for twenty years was never the end of the story.

What worries me is what we do with the tools underneath. The next decade will make it very easy to let technology handle the creative part: the idea, the taste, the decision about what something should be. When that happens, everything starts to look and feel the same, and I think that’s when things get bleak. Not because the tools are bad, but because we’ll have handed over the one part that was ever ours.

So the shift I’m hoping for is a quieter one. As the hardware gets more immersive, the studios that matter will be the ones that still insist a human decides what it’s for.

Contact Info:

Person sitting on ground playing guitar outdoors with trees and plants in background.

Young man with guitar and older man holding a magazine, standing together in a colorful indoor setting.

Man wearing sunglasses and a hat playing guitar on park bench with people in background, trees, and buildings.

Mobile game screen showing a hexagon pattern, score, and a spaceship at the bottom, with a coin count and insert coin button.

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