His primary passions include game development, business leadership and mentoring, as well as photography of all kinds. He is also one of the original pioneers to use various agile development and management methodologies within the video game industry that are now in wide use today.
Scott has worked both as a key developer and executive at leading studios on award-winning products and franchises over the years such as; System Shock 2, Skylanders, Red Faction, Earth and Beyond, Darkwatch, and The Bourne Conspiracy to name a few. He was also the inventor and co-creator of two network distributed rendering systems used in games, film, and television, as well as a visual scripting system for Unity called uScript that is used as a core tool by many developers to bring their own games to life.
He later had the opportunity to work alongside and learn from some of the industry’s most talented developers at a number of successful game studios, including Arkane Studios, High Moon Studios, and Vicarious Visions among others. He has experience developing games for the PC, Xbox 360, Playstation 3, and mobile devices. In 2003, he co-founded Fat Frog Studios, an early developer of cell phone games.
During his career, Mike has filled the role of Level, Game, and Lead Designer, Artist, Modeler, Programmer, and Creative Director. He strives to develop titles with innovative gameplay, strong production-values, and very enjoyable user experiences.
He was the original art director for Magic: The Gathering and several of the game’s initial expansions. Jesper has provided illustrations for many popular role-playing games and card games and also has several award-winning game designs to his credit, including the Magic expansion The Dark, The Hills Rise Wild, and Deadfellas.
Jennifer draws inspiration from Golden Age Illustration, retro and vintage fashion, graphic novels, and portraiture, and explores themes from speculative fiction as well as Surrealist and Romantic art. Her free time is spent divided among playing video games, reading, and listening to far too much Synthpop.
Raymond Fortier Jr.
Geoff is also highly skilled in Art Systems Designer and has helped implement back-end of character customization systems design, in game shader customization, and even FX system design. Geoff loves to collaborate with team members to create fast and efficient methodology to achieve beautiful results for any project he works on.
His first love in games though has always been characters. He has study character design, shape/form, and movement throughout his entire career. He loves to see new directions that they can be taken in and spreading that love to others in the industry over all disciplines. Whether its creatures or humans Geoff always jumps at the chance to explore all the different ways to bring them to life in the game for a more enjoyable experience for the player.
Having developed games on PC, Playstation, Xbox, and mobile platforms throughout his career, he has kept up with the latest technologies and methods for creating games. As an avid gamer himself of many genres, he is well suited to level and game design.
Throughout his career, David has worked with a variety of game studios on both the East and West Coasts. In 2010, he moved to Japan and joined the Japanese game industry, where he eventually transitioned from game design into programming.
From writing, recording, and teaching to touring with multiple bands, Eryk has been a part of the music scene for most of his life. He was also the sound and music engineer for Chasma, an early cellphone developer.
Becca has a great passion for video games and is an avid gamer herself. She has worked on titles such as Call of Duty, Doom, Halo: The Master Chief Collection, Batman: Arkham Origins Blackgate, and Spec Ops: The Line just to name a few. She has worked with great developers over her career and enjoys collaborating with all disciplines to make great gameplay experiences for all players.