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NameTitleDisciplineLink:contact emailYrs ExperienceGames worked onGames shippedTop areas of expertiseSignificant title credits
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Bailie, TeresaSr Producerproductionhttps://www.linkedin.com/in/teresabailie/193127Team management and facilitating cross team communication. Onboarding and mentoring team members. Planning and visualizing pipelines. Outsourcing management and planning. Project and sprint planning, task prioritization and risk management. PR/Marketing and Social media and finance experience. Worked on publishing side in Production and Sales Operations. Infamous Second Son & its DLCs Condemned series Fear series Scriblenaughts series.
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Bhandari, KavitaHR Directorhuman resourceshttps://www.linkedin.com/in/kavita-bhandari-8a210b94/kavitabhand@gmail.com15HR Strategy, recruitment, talent development, Compensation management, performance management, career planning, workforce planning, and personal well-being.
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Biro, GaryArt Outsourcing Producer/ Sr Environment Artistproduction / arthttps://www.linkedin.com/in/gary-biro-4891622/gbiro1@yahoo.com231511Enviro Art leadership/planning/management/outsourcing. Art optimization. Enviro Art/Prop and related art creation. Level layout work and especially love destruction work as well.Forza World Of Tanks Socom MAG Evil Dead
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Bodenbender, ScottPrincipal Programmerengineeringhttps://www.linkedin.com/in/scott-bodenbender-9425132/291915Game AI Programming Gameplay Programming Game Systems ProgrammingCS:GO Defense Grid Defense Grid2 Hypercade Witchblood Racoon Lagoon Kings Quest: Mask of Eternity Evil Dead: Regeneration Hoyle Casino Empire
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Boren, BrannonPrincipal Designerdesignhttps://www.linkedin.com/in/brannonboren/23manymanySetting/Character creation, narrative content and systems, story structure UX/UI design (not art or implementation) Monetization and engagement system designHalo (setting bible co-author), FarmVille & FarmVille 2, The Matrix Online, Crimson Skies, Star Trek Fleet Command: Kobayashi Maru, Stargate SG-1 (TTRPG)
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Brierley, ChristianLead Animatorarthttps://www.linkedin.com/in/cbrierley/cbrierley@me.com171816Lead Animator Gameplay Animation Cinematic AnimationNew World Mortal Combat X Yaiba Ninja Gaiden Z Lost Planet 3 Gear of War 3 Halo: Reach Grand Theft Auto IV God Of War 3
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Brown, GarrettLead Designer-Combatdesignhttps://www.linkedin.com/in/garrett-brown-2b36473/garrettkbrown@gmail.com1985Combat Design - I've done 1 v 1 fighters, beat'em ups, networked games, bullet hell shmups, and turn based battlers. It's what I love to do and what I'm best at. I have a specific focus on melee combat and hit feel; Making combos hit hard and feel powerful. Creating the feedback that players need for fun, clear, exciting combat Rapid Prototyping - Again, https://snarge.itch.io/ shows the diverse set of things I do when I'm not working professionally. You'll find beat'em ups, shmups, puzzlers, and experimental projects. While these are all made in Unity, I have a visual novel written in RenPy and the GAS Beat'em up in UE5 uploaded to this site as well, I just don't list them. There's a lot more at play than just Unity programming though. This is finding assets you can't make yourself and making them work in a game demo. Throwing up short promotional videos to social media to get a following. Organizing yourself, and occasionally others in Trello. Learning Blender and pixel art to fill in the gaps where you can't get an artist. Unity Programming - I'm very comfortable in C# / Unity, having shipped and worked on multiple projects- Marvel Ultimate Alliance 2 (Wii, n-Space) - Tron: Battle Grids (Wii, n-Space) - Might and Mayhem (Mobile, Kiz Studios) - Power Rangers: Legacy Wars (Mobile, nWay) - Breaktory (PC, Self)
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Cederskoog, KarinSr Level/Encounter Designerdesignhttps://www.linkedin.com/in/karincederskoog/112921Game design/scripting, AI design, quest/mission designthe Hunter: Call of the Wild (AI Designer & Scripter), Eastshade (Quest Designer & Scripter)
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Chapman, MaxLead Character Artistarthttps://www.linkedin.com/in/max-chapman-1534991/202315Most of the last decade or so I have been in charge of developing and contributing to AAA character teams, developing pipelines, collaborating with other disciplines as well as managing internal and external artists, as well as individually contributing However, I have done many different things in my career that may not be obvious. Arena Net I was hired as the character creature lead on a new GW console effort. After about a year, the AD was promoted to studio AD, and I was asked to basically be the assistant AD on that project. As well as running the internal character/creature team I was asked to manage the Prototype and Lookdev efforts with external environment efforts, which included internal animation and internal/external concept efforts. Twisted Metal Black (Production Road) Created a standalone remote team to work with Eat Sleep Play, from concept, track construction, vehicle & characters. Midway/Surreal : I led codev teams on several projects, at I was hired as the AD on Suffering 3, but it got canceled the day I arrived. So, I built an outsourcing department along with the Austin Studio at the time. I sourced vendors for props, concepts, characters, and the fleet of Midway vehicles, versions of existing vehicles. Wheelman was the biggest beneficiary of the vehicle fleet. Second, ran a self-contained level team for Area 51 where I created a team of internal artists as well as external and managed everything from concept, level construction, characters, and animation. I did all of this as well for “This is Vegas”, although I became the character lead on this later as well as the AD for a new Drakan title that later was canceled.. Junction Point: Before Disney, right after the demise of Ion Storm. Warren Spector started Junction Point with funding from CAA. I was asked to develop the Art department and I ran everything, as we only had one other artist and the budget wasn’t fully funded for a whole teams development efforts till a project was secured. We did a lot of prototype and development projects and I had to not only contribute but manage and source every discipline. We had created a Dragonage-type project with Bioware and were going to become Bioware South before it was decided that the company would develop for Disney. Character art Outsource management, including co-dev management of internal and external IP development with overall or specific discipline art direction.Ghost of Tsushima Infamous 2-3 including DLC Guild Wars console IP Twisted Metal Black Wheelman Area51 This is Vegas Soccom Original Deus Ex3
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Colaco, LloydAnimation Directorarthttps://www.linkedin.com/in/lloydcolaco/161311Besides Animation Vision & style direction: 1 - Eye acting performances & facial animation (attention to detail/quality), 2 - combat animation & fight coordination during mocap sessions. 3 - I Manage outsourcing and co-dev pretty well (My time at WB gave me a lot of experience dealing with many 3rd party studios around the world)Hogwarts legacy, Gotham Knights, Mortal Kombat 11, Injustice 2, Arkham Knight: DLC, Arkham Origins, Army of Two - the 40th day, Mad Max
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Daud, JohnPrincipal Designerdesignhttps://www.linkedin.com/in/john-daud-545640/242313Systems, puzzle, and UI design.Defense Grid: The Awakening, Defense Grid 2, CS:GO, Access Code, DG2VR, Racoon Lagoon
And in the way back machine: Army Men: Green Rogue, Army Men: Team Assault, Stacked with Daniel Negreanu, JAKKS Pacific Disney Princess TV Game, JAKKS Pacific Jeopardy TV Game
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Edge-Salois, BryanPrincipal Technical Content Managerproductionhttps://www.linkedin.com/in/bryanedge/2054Technical content development and management (and all related aspects, including UI/UX, design, information systems, workflows, collaboration, etc.). Also has extensive experience with creative, marketing, and narrative writing, video editing, web site design, information architecture, web site management, and more. Narrative work: Westward III: Gold Rush (RTS, Sandlot Games) Kuros (Hidden object game, Sandlot Games) Defender Chronicles 2 (iOS Tower Defense RPG, Menara Games) Universim (Freelance contributor/consultant -- narrative, writing, editing, etc.)
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Elizondo, Antonio TSr Accountantfinancehttps://www.linkedin.com/in/antonio-elizondo-2b6a4364/Full cycle accounting, financial statement preparation, multi-state payroll administration and compliance, HR compliance
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Forrer, MarkPrincipal Visual Designerarthttps://www.linkedin.com/in/mark-forrer-6165612/233428UI artist, UX artist, 2d animation, Marketing and logo design.The most notable games I have worked on in my career are: CSGo, Defense Grid series, Dungeon Siege 2, Supreme Commander, Crimson Skies, Raccoon Lagoon and Brass Tactics.
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Freese, PeterLead Programmerengineeringhttps://www.linkedin.com/in/pfreese/332619Systems architecture; team-leadership; narrative systems, optimization; tools and APIsCS:GO, Counter Strike: Source, Windborne, Age of Empires II HD, Defense Grid 2, Tabula Rasa, Auto Assault, Ultima Online 2, Gabriel Knight 3, Blood, The Incredible Toon Machine, Sammy's Science House, Bailey's Book House, Thinkin' Things, Unity
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Hardy, RachelComposer/Music Supervisoraudiohttps://www.linkedin.com/in/rachel-hardy-23bba1177/4126Music design, implementation (strongest in Wwise), Composition / songwriting, and Music Mixing / ProductionBitCraft
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Hawkins, MarvinProducerproductionhttps://www.linkedin.com/in/marvinhawkinschicago/4many7Game Production Game Design(Paper and In Engine setup) Level Design Online/Social MarketingGodfall
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Lim, MichaelSr Concept Artistarthttps://www.linkedin.com/in/daarkendaarkenart@daarken.com1915+5+Characters, environments, creatures. I have a BFA in traditional illustration and most of my career was spent creating 2d art. I also now do a lot of 3d kitbashing that I combine with my 2d art.Baldur's Gate 3, Doom, Warhammer Online, Ryse: Son of Rome, Kingdoms of Amalur: Reckoning, Middle-earth: Shadow of War, Magic: The Gathering, Artifact, Dungeons & Dragons
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Mao, JadeGraphics Programmerengineeringhttps://www.linkedin.com/in/jade-mao-8a086159/532graphics, general engine programming, communicationCrackdown
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Margarella, AndrewSr Programmerengineeringhttps://www.linkedin.com/in/andrewmargarella/542Gameplay Programming with an emphasis on Combat Systems. Systems Design Generalist ProgrammingBard's Tale IV: Directors Cut Vampire The Masquerade: Bloodlines 2 Chivalry II
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Mathes, LawrenceSr Technical Narrative Designerdesignhttps://www.linkedin.com/in/lawrencemathes/1199-Technical Narrative/Narrative Systems. -Technical Design -Gameplay DesignGears of War 4 Gears 5 Disney Mirrorverse God of War Ragnarök
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McCartney, CameronSr Game Testerqahttps://www.linkedin.com/in/cameron-mccartney-3836729/182020Test planning Defect research A third thingNot really.
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Mole, CosetteProducerproductionhttps://www.linkedin.com/in/molecosette/631Problem solving, communication, and project management.Contraband
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Motisko, BrianSr Lead Designerdesignhttps://www.linkedin.com/in/brianmotisko/bmotisko@gmail.com252521Systems Design, Progression Design, Tools Design, NPC Spawning and Encounter DesignEverQuest The Elder Scrolls Online Wildstar notmycar (I wanted to mention this because I do have experience working on a battle royal game. I did pretty extensive research on Fortnite, PubG, Apex and some other BR games.
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Moynihan, Patrick BDirector of Cinematicsarthttps://www.linkedin.com/in/patrick-moynihan/282520Presentation (Cinematics / Lighting / Camera) Visual Effects Generalist / cross-discipline coordinationRacoon Lagoon, Brass Tactics, Witchblood, Defense Grid 2 / VR, Access Code, Xotic, The Daring Game for Girls, Scene it? Lights Camera Action!, Greg Hastings' Tournament Paintball / Max'd, Lord of the Rings: Fellowship of the Ring, Cyberspace Mountain (LBE), ZPC, Locus, Spearhead
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Ngo, CharliePrincipal Programmerengineeringhttps://www.linkedin.com/in/charlie-ngo-8155a034/1053Gameplay, particularly combat systems with animation and 3d world traversal (ladders, mantling etc). Working with Designers, Animators, VFX, SFX, UI teams to implement editor tools and frameworks for their needs, allowing them to sync with gameplay. Unreal Gameplay Ability System (GAS) experience and usage, many of the systems described above were built on top of GAS.Defense Grid 2, Brass Tactics, Racoon Lagoon
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Nunez, ValerieSr UI/UX Designerdesignhttps://www.linkedin.com/in/valerienunez/20many~10User experience, visual design, UI implementation (Unity and UE)Command & Conquer: Generals 2, Magic the Gathering ARPG, Saints Row, scooby-doo, wall-e, The Dragon Prince, Britney Spears, Nicki Minaj
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Paolillo, BenjaminSr UI Programmerengineeringhttps://www.linkedin.com/in/benpaolillo11521. Implementing player-facing UI/UX (or, client-facing for client/server architected games). 2. Developing game-agnostic systems (with a preference/focus on UI) that can be shared across games in development. 3. Developing general gameplay features as well as supporting internal tool requests.Animation Throwdown – collectible card game (iOS and Android) TMNT: Mutant Madness – idle role-playing game (iOS and Android) I've worked on a few different games with licensed IPs, so I have a good amount of experience in that area.
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Paquin, JohnPrincipal Programmer-Systemsengineeringhttps://www.linkedin.com/in/john-paquin/jpakes@gmail.com322919Simulation (vehicles, aircraft, ballistics, physics), Gameplay systems (networking, spacial partioning, mathy stuff, pathfinding, AI, custom languages), Graphics (shaders, optimization), 10 years of Unity experience, 2 years of Unreal experience.Counter Strike: Global Offensive, Pokemon GO, Hearthstone, Janes simulation titles.
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Pennebaker, MatthewSenior Principal Designerdesignhttps://www.linkedin.com/in/mpennebaker/pennebakergamedesign@gmail.com141212Design Pipeline/Tools Design General Systems Design Economy and Progression Design Content Systems DesignGuild Wars 2 (original launch through LW Season 5) Plants vs Zombies 3
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Phillips, RussellSr Environment Artistarthttps://www.linkedin.com/in/russellrphillips/271919Maya - 3d modeling Substance Painter - applying materials/painting materials UE5 - prop out, gray blocking, artistic layoutMech Warrior 3 SOCOM: U.S. Navy SEALs (entire franchise PS2, PS3, PSP, Vita) MAG - 256 player online military shooter
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Prime, AprilPrincipal Concept Artistarthttps://www.linkedin.com/in/april-prime-02958b104/6manymanycreature anatomy character design art directingI DnD counts, I worked on that a whole lot
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Racine, JonLead Designer-Levelsdesignhttps://www.linkedin.com/in/jon-racine-bab5982/181614Level Design, World Building, Environment Art, Game DesignWarhammer Online; Age of Reckoning, Elder Scrolls Online and Halo Infinite.
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Rad, ToddSr Combat Designerdesignhttps://www.linkedin.com/in/toddraddesign@radtodd.com1073VR development. Physical interactions. Combat. Multiplayer. Tech Art.Mobile - Colonial Defense, The Blind Chef, Amazon- Storm Runners. Vr - Contract Redacted.
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Rahmel, IrisCharacter Technical Artistarthttps://www.linkedin.com/in/iris-rahmel-8a1b2b154/531Setting up character rigs and skinning in Maya, cloth and physics simulations in engine(I've done this both in unreal and a custom engine), and writing tools in python including some QT experience.Ghost of Tsushima
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Rhodes, DavidSr Technical Artist-Cinematicsarthttps://www.linkedin.com/in/davidarhodes/161310Pipeline Development (DCC <--> Engine, tools) Prototyping (Python, C#, Houdini/PCG) Technical AnimationControl BB-8 by Sphero Quantum Break Disney Epic Mickey Star Wars: The Force Unleashed Singularity
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Schoen, DarrenPrincipal Gameplay Programmerengineeringhttps://www.linkedin.com/in/darren-t-schoen/221411Tools development, general gameplay programming, language flexibility (C++, C#, Lua, JavaScript, Python)The Lord of the Rings: Fellowship of the Ring, Greg Hastings Tournament Paintball, Scene It? Lights, Camera, Action!, Never Alone: Kisima Ingitchuna (BAFTA winner), Halo Infinite
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Settles, BobLead Designer-Encountersdesignhttps://www.linkedin.com/in/bobsettles/BobSettles@outlook.com362420Game Design (generalist with a focus on encounter/level design), Production (project management, team leadership), Scripting (Unreal Blueprints, multiple proprietary systems, light programming in multiple languages)Myth II: Soulblighter; Dungeon Siege II; Pathfinder Online; Men of Valor; Scene It? Lights, Camera, Action; Scene It? Box Office Smash; Zoo Tycoon 2; Rise of Nations: Rise of Legends; 1 vs. 100 Live; Shanghai: Dynasty; CASTLES: Siege and Conquest; Conquest of the New World
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Stupa, MaksymSr Technical Artistarthttps://www.linkedin.com/in/max-stupa-67540ab2/1864Cutting-edge rendering technologies. Shader development and optimizations. Utilization of the virtual texturing technology.World of Tanks - extremely successful and complex game. Seven years of experience on this franchise. During the game evolution process, it was ported on three different graphics engines.
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Thacker, JohnSr Concept Artistart172012Visual design, mood/tone images, character designDungeons & Dragons RPG, CS:GO
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Tolokan, AlekSr 3D Animatorarthttps://www.linkedin.com/in/alek-tolokan-500198107/5221. Player animation (Movement/Mechanics/Combat) 2. Cinematic Animation (Fully scripted acting animation/Procedural or conversation animations and facial animation. I also have experience with pre-vis animation and tools.) 3. NPC animation (Both enemies or non combat NPC's) Note: I have experience with both using Motion Capture data to animate as well as hand key experience.Hogwarts Legacy
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Wade, DerekDesignerdesignhttps://www.linkedin.com/in/derek-wade-5aba5290/1195Combat Design, especially player kit Systems Design World/Ambient DesignSaints Row 4, Saints Row 2022, Agents of Mayhem, Saints Row: Gat out of Hell.
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Warnock, TedLead Animator/ Senior 3D Animatorarthttps://www.linkedin.com/in/tedwarnock/292520*CG Key Frame and Motion Capture Animation creation and direction *Game Animation Design and engine Integration *Problem Solving and an understanding of Animation Pipelines *Storyboarding*Dungeons & Dragons Open World Action RPG – Lead Animator *Raccoon Lagoon (Oculus Quest, Rift S) – Lead Animator *Brass Tactics (Oculus Rift) – Lead Animator *Witchblood (Oculus Rift, Oculus Go, Gear VR) – Lead Animator *Republique Episodes 3, 4 and 5 ( Mobile, PC, PS4)– Senior Animator / mentor * America’s Army: Proving Grounds ( PC)– Lead Animator (offsite) * Age of Empires Online– (PC) Senior Animator * Iron Man 2 (Xbox 360, PS3)– Lead Gameplay Animator *F.E.A.R. 2 ( Xbox 360, PS3, PC) – Senior Animator *Condemned 2 (Xbox 360, PS 3, PC) – Senior Animator *Unreal 2 (PC) – Senior Creature Animator; Cinematic Director * Fear Effect (PS One) – Animation Director/animator *Fear Effect 2 (PS One)– Senior Animator/Co-Animation Director *Dark Rift (N64) – Lead Animator *Sylvester and Tweety in Cagey Capers (Sega Genesis) - Lead Animator/Art Director
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Webster, ScottLead/Principal Gameplay Programmerengineeringhttps://www.linkedin.com/in/scott-webster-37b0968/162119Engineering Management, Gameplay, Online Multiplayer, UMG/UIRogue Company, Dreadnought, Bioshock Infinite, Boishock 2, Street Fighter 3: Third Strike, Wreckateer, You Don't Know Jack!, Bomberman: Battlefest, Ballers 3
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