About Us
We formed Ruckus to create unparalleled player experiences through style, interactivity and emergence.
Our Values
We Listen
We believe that anyone who works in games wants to have a voice and be a part of the creative effort vs. just having tasks dictated to them.
A good idea can come from anywhere. We’ll have to say “no” at times, but we want people to know they have been heard.
We Are Efficient
We know that we must have team members who work hard and efficiently, but don’t burn out. Too many times we have seen people who claim they can keep up an 80-hour week over months, only to develop toxicity and lose productivity.
In fact, we know that in most work weeks, only 60% of the time is used well. We believe we can capitalize on this by having a 32-hour minimum work week and a 50-hour maximum work week. This is like a four-day work week but adds flexibility for the employees.
We Ensure Quality + Progress
Great people are attracted to quality. We have a system to ensure we are constantly moving toward our goals in a timely fashion, while achieving that quality mark.
We hold one another accountable for work output and respectfully demand excellence. We also make sure that we have reasonable quality cut-offs; we aren’t looking for perfection in every area.
Too many games don’t finish because they don’t know when to say: this quality is good enough.
We Have A Vision & Direction
We always know what game we are making and there will be clear direction on how we are making it.
There will always be enough direction to be clear with flexibility to fill in the details.
We don’t want our games to start the fun thirty minutes, two hours, or ten hours in. We want our games to be fun the moment you start them and for as long as you play them. We’re not trying to impress ourselves with our cleverness. If something isn’t contributing to the overall fun, it is removed.
We Are Developer First
Not only are the founders developers, but developers will be the focus of the company.
We intend to reward the people doing the work and as founders we will be working on the games alongside all of the other members of our team.
We Reward
Our success will be passed on to employees, not through promises, but through good salaries and benefits.
Our team members will always understand how to grow in the company and will be encouraged to do so.
Our Strategy
We Start With Fun
We don’t want our games to start the fun thirty minutes, two hours, or ten hours in. We want our games to be fun the moment you start them and for as long as you play them. We’re not trying to impress ourselves with our cleverness. If something isn’t contributing to the overall fun, it is removed.
The Player Is Our Hero
First and foremost, we want the player to always be our hero – within and without. The player needs to be the driving force for change in our stories, not our NPCs. Outside of the game, the player is also our hero. We value our players’ time and patronage. We want our games to be as bug free, well paced and as accessible as they can be.
We Create Games with Unique Style
Our games will be eye-catching and visually inviting. If you are on a show floor, at a friend’s house, or watching a game stream – we want you to know you are seeing a Ruckus game within a few seconds.
Our Characters Are Relatable
We create characters that have broad appeal for our diverse market. We want people to be able to relate to our characters because they see themselves reflected in how they look and behave.
We Enable Agency
The beautiful thing about video games is player agency. No other medium gives people the ability to choose how the story will unfold. This is what makes what we do unique. From moment-to-moment gameplay choices to bigger choices which affect the lives of those inhabiting our worlds – choice matters.
Our Team
Michael started his gaming career working on mods for Quake back in the day while working as an aerospace machinist for the Boeing Company. Shortly after, his talents got him hired to work professionally as a Designer and he has made his mark on several popular releases from No One Lives Forever 2 to New World over his 23 plus years in the industry. He is a Mission/Level Designer to the core but has also contributed AI and Combat Designs to projects as well as lighting and animated events. Some other titles Michael has worked on include Condemned, FEAR, Shadow of Mordor, Tiny Tina and more.
Michael has worked many roles on many projects and has found his happy place is in the trenches. The people and the culture are what’s most important to him, everything else is peaches and cream with a good playlist.
Michael started his gaming career working on mods for Quake back in the day while working as an aerospace machinist for the Boeing Company. Shortly after, his talents got him hired to work professionally as a Designer and he has made his mark on several popular releases from No One Lives Forever 2 to New World over his 23 plus years in the industry. He is a Mission/Level Designer to the core but has also contributed AI and Combat Designs to projects as well as lighting and animated events. Some other titles Michael has worked on include Condemned, FEAR, Shadow of Mordor, Tiny Tina and more.
Michael has worked many roles on many projects and has found his happy place is in the trenches. The people and the culture are what’s most important to him, everything else is peaches and cream with a good playlist.
Jonathan Fawcett
Senior Environment Artist
Fawcett has been in the industry for over 9 years starting his career at id Software working on RAGE. Soon after id, he moved onto gearbox working on Homeworld remastered and the Borderlands franchise. He finds his drive and love of creation when working with other creative minds that he can learn and grow from. Surrounding himself with greater talent to better himself is always a priority.
He also has a passion for many creative outlets that range from clay sculpting, graphite drawing, photography, 3d printing, miniature painting and face painting (that’s the weird one). The list of desired creative outlets continues to grow.
Fawcett has been in the industry for over 9 years starting his career at id Software working on RAGE. Soon after id, he moved onto gearbox working on Homeworld remastered and the Borderlands franchise. He finds his drive and love of creation when working with other creative minds that he can learn and grow from. Surrounding himself with greater talent to better himself is always a priority.
He also has a passion for many creative outlets that range from clay sculpting, graphite drawing, photography, 3d printing, miniature painting and face painting (that’s the weird one). The list of desired creative outlets continues to grow.
Dia Hadley
Principal Animator
Dia has been part of the animation industry since 2005. His experience ranges from gameplay animation to cinematics, giving him a well-rounded skill set. In his professional career, he has shipped game titles such as Rise of the Argonauts, Battleborn, and many titles within the Borderlands series. His animation profession also extends to various Animated TV shows and high-profile Movies.
His passion for continuous learning and love for animation has set him on a path to be at Ruckus Games, where he will continue to grow and work with some of the best in the biz.
Dia has been part of the animation industry since 2005. His experience ranges from gameplay animation to cinematics, giving him a well-rounded skill set. In his professional career, he has shipped game titles such as Rise of the Argonauts, Battleborn, and many titles within the Borderlands series. His animation profession also extends to various Animated TV shows and high-profile Movies.
His passion for continuous learning and love for animation has set him on a path to be at Ruckus Games, where he will continue to grow and work with some of the best in the biz.
Aaron has had a diverse range of professional experience in games, beginning in the mid-2000s. After studying audio production in college followed by some contract work, he jumped headlong into games, working through QA and Producer roles at 2K Marin. Whilst managing Production for the VFX team, Aaron transitioned into the VFX Department itself and never looked back. VFX is the perfect role for Aaron, as he loves to help realize Design and Art goals and thoroughly enjoys developing both his artistic and technical skills.
After his first VFX contributions to the Bureau: XCOM Declassified, Aaron helped out on Evolve, then moved over to Warner Bros SF to try his hand at mobile games. He got to work on some amazing IPs during this time, but after a year moved up North and joined the lovely folks at Toys for Bob. There he spent 5 years working on Skylanders, Spyro Reignited Trilogy, and Crash 4: It’s About Time, among other things. Then moving over to Phoenix Labs, Aaron led VFX efforts on Fae Farm and the unreleased Project Dragon (Everhaven).
Aaron is super excited to join the thoughtful team at Ruckus Games and help make the studio an awesome place to work.
Aaron has had a diverse range of professional experience in games, beginning in the mid-2000s. After studying audio production in college followed by some contract work, he jumped headlong into games, working through QA and Producer roles at 2K Marin. Whilst managing Production for the VFX team, Aaron transitioned into the VFX Department itself and never looked back. VFX is the perfect role for Aaron, as he loves to help realize Design and Art goals and thoroughly enjoys developing both his artistic and technical skills.
After his first VFX contributions to the Bureau: XCOM Declassified, Aaron helped out on Evolve, then moved over to Warner Bros SF to try his hand at mobile games. He got to work on some amazing IPs during this time, but after a year moved up North and joined the lovely folks at Toys for Bob. There he spent 5 years working on Skylanders, Spyro Reignited Trilogy, and Crash 4: It’s About Time, among other things. Then moving over to Phoenix Labs, Aaron led VFX efforts on Fae Farm and the unreleased Project Dragon (Everhaven).
Aaron is super excited to join the thoughtful team at Ruckus Games and help make the studio an awesome place to work.
Scott Kester spent years in the comic book industry prior to joining the video game industry in 2007. His first released game was Borderlands and was instrumental in the art style change and main character concept design for the game and its DLC. He repeated those same roles again on Borderlands 2 and its DLC. Scott was the Art Director of Battleborn, leaning into his love of unique characters and worlds. He was the Art Director for Borderlands 3 and was responsible for overall franchise art feedback.
His love of characters, personality, and unique art styles are what continue to be his core driving force with over 14 years of experience and over 60 million copies of games sold.
Scott Kester spent years in the comic book industry prior to joining the video game industry in 2007. His first released game was Borderlands and was instrumental in the art style change and main character concept design for the game and its DLC. He repeated those same roles again on Borderlands 2 and its DLC. Scott was the Art Director of Battleborn, leaning into his love of unique characters and worlds. He was the Art Director for Borderlands 3 and was responsible for overall franchise art feedback.
His love of characters, personality, and unique art styles are what continue to be his core driving force with over 14 years of experience and over 60 million copies of games sold.
Dakota LeMaster
Senior Game Designer
A 16+ year veteran of the game industry, Dakota is an experienced technical designer who cut his teeth at Big Huge Games in 2008 working on Kingdoms of Amalur: Reckoning. In 2014 he joined the startup team at Sparkypants Studios, as a dual-threat designer and programmer on the proprietary Sparkle Engine working on the games Dropzone and The Elder Scrolls: Legends. In 2017 he made the transition to Firaxis Games, helping to deliver turn-based strategy games XCOM: Chimera Squad and Marvel’s Midnight Suns.
He is a passionate and collaborative developer that focuses on player-centric design, team-communication, and providing fun and rewarding experiences for players. He expects and helps drive exceptional output from himself and his teammates. Dakota is very excited to help Ruckus deliver amazing experiences; to contribute to making Ruckus the best it can be.
A 16+ year veteran of the game industry, Dakota is an experienced technical designer who cut his teeth at Big Huge Games in 2008 working on Kingdoms of Amalur: Reckoning. In 2014 he joined the startup team at Sparkypants Studios, as a dual-threat designer and programmer on the proprietary Sparkle Engine working on the games Dropzone and The Elder Scrolls: Legends. In 2017 he made the transition to Firaxis Games, helping to deliver turn-based strategy games XCOM: Chimera Squad and Marvel’s Midnight Suns.
He is a passionate and collaborative developer that focuses on player-centric design, team-communication, and providing fun and rewarding experiences for players. He expects and helps drive exceptional output from himself and his teammates. Dakota is very excited to help Ruckus deliver amazing experiences; to contribute to making Ruckus the best it can be.
Devann is a seasoned gaming industry veteran with a proven track record in building and nurturing thriving communities. With over a decade of experience, including five years in AAA game Community Management, she brings a deep understanding of player needs and a passion for fostering connections.
Previously leading the community for the Fallout franchise at Bethesda Game Studios, Devann excelled at cultivating inclusive and engaged player bases. Her ability to build strong relationships with players and create unforgettable experiences has also contributed to the success of titles such as Starfield and The Elder Scrolls franchise.
Always eager to entertain and bring laughter to others, Devann is also known for her time as a Host on GameStop TV and partnered variety Twitch Broadcaster. Passionate about social responsibility, through her live streams she has raised over $50,000 for charities such as Saint Jude Children’s Research Hospital, Gamers for Giving, and her hometown’s local LBGTQIA+ organization.
Devann is a seasoned gaming industry veteran with a proven track record in building and nurturing thriving communities. With over a decade of experience, including five years in AAA game Community Management, she brings a deep understanding of player needs and a passion for fostering connections.
Previously leading the community for the Fallout franchise at Bethesda Game Studios, Devann excelled at cultivating inclusive and engaged player bases. Her ability to build strong relationships with players and create unforgettable experiences has also contributed to the success of titles such as Starfield and The Elder Scrolls franchise.
Always eager to entertain and bring laughter to others, Devann is also known for her time as a Host on GameStop TV and partnered variety Twitch Broadcaster. Passionate about social responsibility, through her live streams she has raised over $50,000 for charities such as Saint Jude Children’s Research Hospital, Gamers for Giving, and her hometown’s local LBGTQIA+ organization.
Jesse McIntyre
CTO & Technical Director
Jesse’s game industry career as a software engineer began in 2003 at Merit Industries working on the MegaTouch touch screen coin-op system. Before long he would join EA Mythic working on gameplay features and systems for Dark Age of Camelot and Warhammer Online. In 2007 Jesse joined Zenimax Online Studios as an engineering lead on The Elder Scrolls Online, a role he would hold throughout the game’s entire 7 year development cycle. This role would include both technical vision holding as well as growth and leadership of an engineering team. In 2015 he joined the Riot Games R&D department focused on gameplay systems prototyping and management of inter-studio development infrastructure. His most recent role was at Elodie Games where he played an integral role in development of the gameplay prototype that would help secure their very successful Series A funding round.
Throughout his career Jesse has continued to cultivate his passion for the interactive experiences that exist at the intersection of art and technology. Along the way he has learned the gratification that comes from helping others do their best work.
Jesse’s game industry career as a software engineer began in 2003 at Merit Industries working on the MegaTouch touch screen coin-op system. Before long he would join EA Mythic working on gameplay features and systems for Dark Age of Camelot and Warhammer Online. In 2007 Jesse joined Zenimax Online Studios as an engineering lead on The Elder Scrolls Online, a role he would hold throughout the game’s entire 7 year development cycle. This role would include both technical vision holding as well as growth and leadership of an engineering team. In 2015 he joined the Riot Games R&D department focused on gameplay systems prototyping and management of inter-studio development infrastructure. His most recent role was at Elodie Games where he played an integral role in development of the gameplay prototype that would help secure their very successful Series A funding round.
Throughout his career Jesse has continued to cultivate his passion for the interactive experiences that exist at the intersection of art and technology. Along the way he has learned the gratification that comes from helping others do their best work.
Jason has had a career in software engineering for over 8 years, previously at Twitch working with their partnerships, and made the jump to Ruckus Games. His foray into game development started with creating custom maps in games like Warcraft 3 and Counterstrike. More recently he’s been working independently on 3D platformers, focusing on his passion of creating characters and responsive mechanics that find the fun in small moments as simple as moving and interacting within environments. He’s currently making and playing games out of Milwaukee, Wisconsin.
Jason has had a career in software engineering for over 8 years, previously at Twitch working with their partnerships, and made the jump to Ruckus Games. His foray into game development started with creating custom maps in games like Warcraft 3 and Counterstrike. More recently he’s been working independently on 3D platformers, focusing on his passion of creating characters and responsive mechanics that find the fun in small moments as simple as moving and interacting within environments. He’s currently making and playing games out of Milwaukee, Wisconsin.
Tim Murray
Principal Software Engineer
Tim has been an engineer in the games industry for over 18 years. He started his journey in 2005 doing gameplay work on RTS franchises such as Command and Conquer and The Battle for Middle-earth. In 2008, he joined a small team at ZeniMax Online Studios where he built base systems for AI, gameplay, world interaction, and scripting for The Elder Scrolls Online.
Tim joined Blizzard Entertainment in 2017 where he worked on 3 World of Warcraft expansions as part of the server team and oversaw the launch of Battle for Azeroth and World of Warcraft Classic as the server team lead. In 2020, Tim moved over to Blizzard’s Unannounced Survival Game where he built out foundational AI systems and core technology in an internal game engine.
Tim is passionate about gameplay that brings people together and imaginative worlds that inspire and delight.
Tim has been an engineer in the games industry for over 18 years. He started his journey in 2005 doing gameplay work on RTS franchises such as Command and Conquer and The Battle for Middle-earth. In 2008, he joined a small team at ZeniMax Online Studios where he built base systems for AI, gameplay, world interaction, and scripting for The Elder Scrolls Online.
Tim joined Blizzard Entertainment in 2017 where he worked on 3 World of Warcraft expansions as part of the server team and oversaw the launch of Battle for Azeroth and World of Warcraft Classic as the server team lead. In 2020, Tim moved over to Blizzard’s Unannounced Survival Game where he built out foundational AI systems and core technology in an internal game engine.
Tim is passionate about gameplay that brings people together and imaginative worlds that inspire and delight.
Kevin Penrod
Character Art Director
Kevin Penrod brings over 14 years of game development experience to the team and has been passionate about art creation since he was a kid. He has a traditional art background which helped him transition well to digital mediums needed for game development. Kevin managed development of all characters for Gearbox Software and the latest Borderlands games.
He is focused on creating lasting relationships with external partners, creating a productive learning environment for internal artists and bridging the gap between design, animation and code teams.
Kevin Penrod brings over 14 years of game development experience to the team and has been passionate about art creation since he was a kid. He has a traditional art background which helped him transition well to digital mediums needed for game development. Kevin managed development of all characters for Gearbox Software and the latest Borderlands games.
He is focused on creating lasting relationships with external partners, creating a productive learning environment for internal artists and bridging the gap between design, animation and code teams.
Paul Richards
Principal Concept Artist
Paul’s novel, energetic designs have helped shape the look of the Darksiders, Overwatch and Halo franchises, with the more recent addition of Fortnite. Early employers include id Software, 3D Realms and Raven Software. There are more, but who’s counting?
An irrepressible evangelist of his craft since 1997, Paul encourages observation and experimentation for expression’s sake. In the collaborative art of game development, his formidable fun factor is many times multiplied.
Current base of operations : Seattle, WA, USA
Paul’s novel, energetic designs have helped shape the look of the Darksiders, Overwatch and Halo franchises, with the more recent addition of Fortnite. Early employers include id Software, 3D Realms and Raven Software. There are more, but who’s counting?
An irrepressible evangelist of his craft since 1997, Paul encourages observation and experimentation for expression’s sake. In the collaborative art of game development, his formidable fun factor is many times multiplied.
Current base of operations : Seattle, WA, USA
Paul Sage
CEO & Game Director
Paul Sage has been a game developer since 1995. He has been an industry staple working in leadership roles on titles such as Ultima Online, Tabula Rasa, Elder Scrolls Online and Borderlands 3.
Paul has a strong directorial vision for the games he works on while weaving the best ideas from the team into a great final product. Being hands-on in a development role and being an avid gamer keeps his skills sharp.
Good games are made by good people, great games are made by great teams. This philosophy, combined with a no ego attitude, helps him and his teams deliver amazing games in a timely fashion.
Paul Sage has been a game developer since 1995. He has been an industry staple working in leadership roles on titles such as Wing Commander, Ultima Online, Tabula Rasa, Elder Scrolls Online and Borderlands 3. His last two games have netted well over a billion dollars and moved more than 28 million units worldwide.
Paul has a strong directorial vision for the games he works on while weaving the best ideas from the team into a great final product. Being hands-on in a development role and being an avid gamer keeps his skills sharp.
Good games are made by good people, great games are made by great teams. This philosophy, combined with a no ego attitude, helps him and his teams deliver amazing games in a timely fashion.
Keith started his career in video games doing design and level design work on multiple projects for Apogee Software, and later, 3D Realms. He joined Gearbox Software in 2006 as a design lead, where he worked on the Borderlands series and various other games for almost 15 years.
Keith sees himself as the Curator of Content for the games he works on: it’s his sworn duty to provide players with everything they need to explore and enjoy what the game has to offer.
Keith started his career in video games doing design and level design work on multiple projects for Apogee Software, and later, 3D Realms. He joined Gearbox Software in 2006 as a design lead, where he worked on the Borderlands series and various other games for almost 15 years.
Keith sees himself as the Curator of Content for the games he works on: it’s his sworn duty to provide players with everything they need to explore and enjoy what the game has to offer.
Carl Shedd
World Director
Carl Shedd has worked in the industry professionally for over 17 years. Carl started his career Gearbox Software in 2004 as a Level Designer for the Brothers In Arms franchise. In 2008 Carl was part of a small team that was integral to evolving the Borderlands art style into what it has become today.
After a small hiatus at id Software working as a Level Artist on Rage, Carl rejoined Gearbox Software to create and lead their Level Art and eventually their Lighting Art Departments. Carl’s last position was a World Building Director at Gearbox Software where he was responsible for managing the Level Design, Mission Design, Level Art and Lighting departments. Games Carl has contributed to include Brothers In Arms, the Borderlands franchise and Rage.
Carl Shedd has worked in the industry professionally for over 17 years. Carl started his career Gearbox Software in 2004 as a Level Designer for the Brothers In Arms franchise. In 2008 Carl was part of a small team that was integral to evolving the Borderlands art style into what it has become today.
After a small hiatus at id Software working as a Level Artist on Rage, Carl rejoined Gearbox Software to create and lead their Level Art and eventually their Lighting Art Departments. Carl’s last position was a World Building Director at Gearbox Software where he was responsible for managing the Level Design, Mission Design, Level Art and Lighting departments. Games Carl has contributed to include Brothers In Arms, the Borderlands franchise and Rage.
Andrew Sheppard is a seasoned strategist and gaming executive working today as an investor, advisor and board member for some of the best teams in media and entertainment.
Andrew has 20+ years of operating experience building, growing and managing multi-billion dollar consumer businesses. He is Managing Director at Transcend and serves on the Board of Directors for GDEV, Ruckus Games, Fun Country and Eggscape Entertainment. Earlier in his career, Andrew was CEO of GREE International, President of Studios at Kabam and Head of Strategy at Electronic Art’s Maxis Studio. He has over $5b in revenue experience working in online media, social media game services, subscriptions, free-to-play, console games, online/PC games, mobile games and apps. Andrew holds a degree in Economics from Pomona College and an MBA from the University of California, Berkeley’s Haas School of Business.
Andrew Sheppard is a seasoned strategist and gaming executive working today as an investor, advisor and board member for some of the best teams in media and entertainment.
Andrew has 20+ years of operating experience building, growing and managing multi-billion dollar consumer businesses. He is Managing Director at Transcend and serves on the Board of Directors for GDEV, Ruckus Games, Fun Country and Eggscape Entertainment. Earlier in his career, Andrew was CEO of GREE International, President of Studios at Kabam and Head of Strategy at Electronic Art’s Maxis Studio. He has over $5b in revenue experience working in online media, social media game services, subscriptions, free-to-play, console games, online/PC games, mobile games and apps. Andrew holds a degree in Economics from Pomona College and an MBA from the University of California, Berkeley’s Haas School of Business.
Joshua is an audio professional with fifteen years of experience in the game industry. He’s worked for studios such as ZeniMax Online, Bethesda, and IO Interactive, and on IPs such as The Elder Scrolls, Fallout, and LEGO. He is a proponent of a Leading With Audio philosophy, and a seasoned team leader, with experience in everything audio related from QA to defining the vision for new IPs.
A creativity first designer with roots in the world of electronic music and outsider art, he is a believer that while making games is hard work, it should always be fun. Joshua believes that the joy of making games comes from bringing together people of various disciplines, and diverse backgrounds, harnessing their creative energy and making something unique and fun in a collaborative environment.
Joshua is an audio professional with fifteen years of experience in the game industry. He’s worked for studios such as ZeniMax Online, Bethesda, and IO Interactive, and on IPs such as The Elder Scrolls, Fallout, and LEGO. He is a proponent of a Leading With Audio philosophy, and a seasoned team leader, with experience in everything audio related from QA to defining the vision for new IPs.
A creativity first designer with roots in the world of electronic music and outsider art, he is a believer that while making games is hard work, it should always be fun. Joshua believes that the joy of making games comes from bringing together people of various disciplines, and diverse backgrounds, harnessing their creative energy and making something unique and fun in a collaborative environment.
James Southall
Senior Game Designer
James has established himself as a leading expert in game design, contributing to iconic titles such as World of Warcraft, Diablo III, StarCraft II, and Heroes of the Storm. A builder at heart, he combines technical expertise with a visionary mindset to create systems and mechanics that are equal parts engaging and innovative. James thrives at the intersection of imagination and storytelling, crafting immersive worlds and unforgettable experiences.
His philosophy is simple: great games aren’t just played—they’re felt, connecting people through shared ingenuity and challenge. Dedicated to enriching the player experience, James fosters collaboration, drives fresh ideas, and pushes the boundaries of what interactive entertainment can achieve.
James has established himself as a leading expert in game design, contributing to iconic titles such as World of Warcraft, Diablo III, StarCraft II, and Heroes of the Storm. A builder at heart, he combines technical expertise with a visionary mindset to create systems and mechanics that are equal parts engaging and innovative. James thrives at the intersection of imagination and storytelling, crafting immersive worlds and unforgettable experiences.
His philosophy is simple: great games aren’t just played—they’re felt, connecting people through shared ingenuity and challenge. Dedicated to enriching the player experience, James fosters collaboration, drives fresh ideas, and pushes the boundaries of what interactive entertainment can achieve.
Chris has been in the games industry since 1997. His first design role was on NCSoft’s Tabula Rasa and over his career has helped lead design efforts on a variety of titles including Darksiders, Star Wars: The Old Republic, Elder Scrolls Online, and most recently, Borderlands 3 where he served as Gearbox Studio’s Director of UX & Game Feel.
Chris is passionate about the moment-to-moment feel a player experiences with game controls, camera, and character movement and believes what separates a good game from a great one, is how well this is executed.
Chris started out in the games industry in 1998, when he first became a remote Game Master for Electronic Arts while still in high school. Wanting to become more involved on the development side, he decided to join NCSoft shortly afterwards where he transitioned into a design role on Tabula Rasa in 2003. Since that time, he has helped lead design efforts on a variety of titles including Darksiders, Star Wars: The Old Republic, Elder Scrolls Online, and most recently, Borderlands 3 where he served as Gearbox Studio’s Director of UX & Game Feel.
Chris is passionate about the moment-to-moment feel a player experiences and believes that what separates a good game from a great one, is how well this is executed.
Alexandra Takei
Business Director
Alex started her career in games at Blizzard and has background in revenue strategy, FP&A, and business model design across Overwatch, Diablo, Hearthstone, Heroes of the Storm, and Starcraft franchises. Alex also has partnerships experience at Activision Blizzard HQ in deal making, deal governance, and deal modeling on Activision Blizzard King’s multimillion dollar deals. After Blizzard, Alex joined an indie studio called System Era Softworks (ex-343) as a PM on Astroneer and helped to close two seeds deals during her time in games investing at BITKRAFT.
Alex holds a BS in Economics from the Wharton School at University of Pennsylvania and was a 4-YR NCAA Varsity Oarsmen and a CRCA award winner both junior and senior year. Alex additionally holds an MBA from Stanford’s Graduate School of Business where she was also President of the Gaming Club and a member of Stanford Women on Boards. In Alex’s spare time, she is a host for a popular radio show, the Naavik Gaming Podcast, which keeps folks up to date on the tailwinds, headwinds, and macro economic pulse of the gaming industry.
Alex has witnessed several games business done wrong and right and is excited for an opportunity to begin something new. Her gaming interests are far ranging — from the potent narratives of JRPGS to the PvP arenas of MOBAs and TCGs to the indie world of roguelikes and pen and paper RPGS, her love for gaming is wide. She strongly believes there’s a game for everyone and is passionate about expanding the definition of what it means to be a gamer.
Alex started her career in games at Blizzard and has background in revenue strategy, FP&A, and business model design across Overwatch, Diablo, Hearthstone, Heroes of the Storm, and Starcraft franchises. Alex also has partnerships experience at Activision Blizzard HQ in deal making, deal governance, and deal modeling on Activision Blizzard King’s multimillion dollar deals. After Blizzard, Alex joined an indie studio called System Era Softworks (ex-343) as a PM on Astroneer and helped to close two seeds deals during her time in games investing at BITKRAFT.
Alex holds a BS in Economics from the Wharton School at University of Pennsylvania and was a 4-YR NCAA Varsity Oarsmen and a CRCA award winner both junior and senior year. Alex additionally holds an MBA from Stanford’s Graduate School of Business where she was also President of the Gaming Club and a member of Stanford Women on Boards. In Alex’s spare time, she is a host for a popular radio show, the Naavik Gaming Podcast, which keeps folks up to date on the tailwinds, headwinds, and macro economic pulse of the gaming industry.
Alex has witnessed several games business done wrong and right and is excited for an opportunity to begin something new. Her gaming interests are far ranging — from the potent narratives of JRPGS to the PvP arenas of MOBAs and TCGs to the indie world of roguelikes and pen and paper RPGS, her love for gaming is wide. She strongly believes there’s a game for everyone and is passionate about expanding the definition of what it means to be a gamer.
Alex started her career in games at Blizzard and has background in revenue strategy, FP&A, and business model design across Overwatch, Diablo, Hearthstone, Heroes of the Storm, and Starcraft franchises. Alex also has partnerships experience at Activision Blizzard HQ in deal making, deal governance, and deal modeling on Activision Blizzard King’s multimillion dollar deals. After Blizzard, Alex joined an indie studio called System Era Softworks (ex-343) as a PM on Astroneer and helped to close two seeds deals during her time in games investing at BITKRAFT.
Alex holds a BS in Economics from the Wharton School at University of Pennsylvania and was a 4-YR NCAA Varsity Oarsmen and a CRCA award winner both junior and senior year. Alex additionally holds an MBA from Stanford’s Graduate School of Business where she was also President of the Gaming Club and a member of Stanford Women on Boards. In Alex’s spare time, she is a host for a popular radio show, the Naavik Gaming Podcast, which keeps folks up to date on the tailwinds, headwinds, and macro economic pulse of the gaming industry.
Alex has witnessed several games business done wrong and right and is excited for an opportunity to begin something new. Her gaming interests are far ranging — from the potent narratives of JRPGS to the PvP arenas of MOBAs and TCGs to the indie world of roguelikes and pen and paper RPGS, her love for gaming is wide. She strongly believes there’s a game for everyone and is passionate about expanding the definition of what it means to be a gamer.
Noah Thompson
Principal Technical Artist
Noah started his career as an environment artist working for big companies like ArenaNet and Bungie. After a decade or so he decided to start transitioning to smaller studios where he could wear more hats and have a closer connection to other developers and the games they were making. While working for Probably Monsters and later Hopoo he found a love for technical art where he could exist at the crossroads of art, design and technology supporting his fellow developers.
He comes to work every day to solve interesting problems with cool people in a supportive environment. When he’s not at work he’s out enjoying the outdoors in the Pacific Northwest.
Noah started his career as an environment artist working for big companies like ArenaNet and Bungie. After a decade or so he decided to start transitioning to smaller studios where he could wear more hats and have a closer connection to other developers and the games they were making. While working for Probably Monsters and later Hopoo he found a love for technical art where he could exist at the crossroads of art, design and technology supporting his fellow developers.
He comes to work every day to solve interesting problems with cool people in a supportive environment. When he’s not at work he’s out enjoying the outdoors in the Pacific Northwest.
Dan Wellman
Principal Software Engineer
Dan’s passion for games comes from the social and community aspects. His favorite games are MMOs and co-op experiences. He began his game development journey by creating community levels for Team Fortress Classic and programming World of Warcraft add-ons.
Dan joined the game industry at Raven Software to work on Call of Duty: Black Ops. In 2011 he joined Zenimax Online Studios where he found his passion for UX, programming systems like Crafting, Lockpicking, and many others on Elder Scrolls Online.
In 2014 he joined Blizzard Entertainment to ship four expansions for World of Warcraft. Four years later, he joined the early days of incubation to build the AI foundations for Unannounced Survival Game.
Dan’s passion for games comes from the social and community aspects. His favorite games are MMOs and co-op experiences. He began his game development journey by creating community levels for Team Fortress Classic and programming World of Warcraft add-ons.
Dan joined the game industry at Raven Software to work on Call of Duty: Black Ops. In 2011 he joined Zenimax Online Studios where he found his passion for UX, programming systems like Crafting, Lockpicking, and many others on Elder Scrolls Online.
In 2014 he joined Blizzard Entertainment to ship four expansions for World of Warcraft. Four years later, he joined the early days of incubation to build the AI foundations for Unannounced Survival Game.
Dustin started his journey by learning how to create mods for Minecraft in 2013. After graduating from Champlain College in Vermont, he started working on Spellbreak in 2019 and has worked on handful of other projects since then. Dustin is a generalist gameplay engineer who loves to focus on player abilities, game AI, sustainable & modular systems, and features which promote equity and accessibility in games.
Outside of video games, Dustin is a passionate collaborative storyteller (primarily through TTRPGs like Dungeons and Dragons) and loves rock climbing, cycling, roller-blading, and cooking/baking.
Dustin started his journey by learning how to create mods for Minecraft in 2013. After graduating from Champlain College in Vermont, he started working on Spellbreak in 2019 and has worked on handful of other projects since then. Dustin is a generalist gameplay engineer who loves to focus on player abilities, game AI, sustainable & modular systems, and features which promote equity and accessibility in games.
Outside of video games, Dustin is a passionate collaborative storyteller (primarily through TTRPGs like Dungeons and Dragons) and loves rock climbing, cycling, roller-blading, and cooking/baking.