Rick’s career started over 20 years ago creating 3D art assets for games long before outsourcing was a regular practice. Rick co-founded several successful start ups including Shadows In Darkness and Darkside Game Studios, with credits on over 75 games. Both companies have contributed to major franchises including Call of Duty, Borderlands, Medal of Honor, Gears of War, XCOM, and Ratchet and Clank.
Director of Operations
Hugh has over 20 years of gaming experience, serving as co-founder and executive producer at Darkside Game Studios, Studio Head at Midway Home Entertainment and Development Director for Electronic Arts in Orlando. Hugh has worked on over 50 shipped titles, including top franchises like Borderlands, Madden, Bioshock, Gears of War, XCOM, and Ratchet and Clank.
Devon has been animating for over 20 years and was co-founder of both Shadows in Darkness and Darkside Game Studios. He has credits on over 75 titles including Battleborn, Borderlands, The Pre Sequel, Brothers In Arms, and Medal of Honor. Devon is an expert in creating in-game animation, in-game cinematics, and marketing cinematics for trade shows and upcoming releases.
Director of Technology
Alejandro joins Ghostpunch Games with almost 20 years of game development and technology experience. He spent most of his career working on AAA console titles including the Marvel Ultimate Alliance series, the Guitar Hero series, and the Borderlands series. Most recently he served as Head of Technology Operations for Magic Leap Studios. He does not currently own a VCR.
Murphy’s career as an Artist in entertainment spans over 21 years; 3 in film and 17 in games, 16 as an Art Director. Not only is Murphy a seasoned Art Director having led teams both small and large, he’s also an accomplished artist, modeler, and animator. Murphy also understands the development process from start to finish having shipped multiple titles for console, PC, Mac, Apps, and film. His experience includes Midway, Crystal Dynamics, Jet Set Games, and Ritual and Ion Storm.
Chad’s wealth of knowledge and experience spans 25 years as a lead or senior designer at companies like Wargaming, Incinerator (THQ), Insomniac, High Moon, and Sammy to name a few. His specialties include 3D level design, world building, gameplay implementation, visual scripting, game design documents, free-to-play economy , 2D level maps, overall game balancing, MS Excel number balancing, original game concepts, conceptual art, comic book art, storyboarding, and video editing.
Anthony has been designing games for 10 years and has credits on over 12 titles across several console platforms, including Damaged Core for Oculus VR, Borderlands, Borderlands 2, Borderlands: The Pre-Sequel, Sunset Overdrive, Spec Ops: The Line and DLC 4 for Borderlands 1, Claptrap’s New Robot Revolution. Anthony is an expert in Unreal 4 development including Level Design, Blueprints and C++. Our history with Anthony dates back to 2010 where he was a key level designer at Darkside Games.
Lead Level Designer
Lead Character Artist
Adam has over 20 shipped titles to his credit in 16 years. He has a strong understanding of human anatomy and, a versatile background in traditional arts, and an exceptional knowledge of Unreal, Unity, and a majority of the 3D programs on the market today. Adam has served in Lead and Senior roles and also had success as a co-owner of his own studio. He’s contributed to many top titles including Borderlands 2, Bioshock Infinite, Spec Ops: The Line, Dance Central, and Magic Leap’s Last Light and Project Create.
Lead Environment Artist
Frank’s career spans over years and includes stops at companies like Irrational Games, 2K Boston, Darkside Games, Magic Leap, and Harmonix. Frank’s shipped titles include Bioshock, Rock Band, Bioshock Infinite, Borderlands: The Pre-Sequel, and Perception. Aside from being an accomplished environment artist, Frank is also an experienced level designer, able to create dynamic game spaces from initial grey-box to polished lighting, while keeping design goals and combat spaces in mind and maintaining aesthetic.
Principal Software Engineer
Joshua brings with him 21 years of industry knowledge and experience, having served in multiple senior engineering and leadership roles. Prior to joining Ghostpunch, Joshua served as a gaming architect and principal investigator on multi-million dollar government R&D projects investigating the application of gaming technologies to simulation and training use cases. Joshua's specialties include systems architecture and technical leadership, but this just scratches the surface of what Joshua brings to the team.
Jeff brings over 20 years’ experience across the digital landscape, covering development, art, production, and executive management. During this time, he has worked with key franchises such as Halo, BioShock, Minecraft, The Walking Dead, Borderlands, Game of Thrones and Barbie to name a few. That along with over 30 titles to his credit.
Finance and Business Consiutant
Richard serves as our financial advisor and helps us navigate through some of those trickier contract negotiations on both domestic and international game deals. As BioWare’s former Director of Finance and Senior Director of Business Planning and Development, it’s safe to say Richard knows a thing or two about game contracts and negotiations and all levels from the smallest work for hire contract to a full game development deal. He’s also an expert when it comes to intellectual property ownership and licensing.
Senior Software Engineer
Keaton is a veteran gameplay programmer with over 10 years of experience with multiple shipped titles including Civilization 6, Spec Ops: The Line, Nether, and Alone in the Dark: Illuminations. Keaton has extensive C++, C#, and Unreal Script Experience and has developed for multiple platforms including PC, PS4, Xbox One, PS3, Xbox 360, and Steam. He has extensive Unreal Engine experience and has worked with Unity, Unigine, Source Engine, and the Hero Engine.
Senior Software Engineer
Jeff is one of our most seasoned veterans. His areas of expertise include gameplay, networking, enemy AI, platform support, and character animation. Jeff’s shipped titles: Civilization 6, John Woo Presents: Stranglehold, Splatterhouse, Spec Ops: The Line, Gears of War: Judgement, Borderlands: The Pre-sequel, Dungeons & Dragons: Sword Coast Legends. His impressive former list of employers include Namco, Midway, Motorola, and most recently, Darkside Games..
Senior Software Engineer
Bryan is a dedicated gaming industry veteran with over 25 years of experience creating games and game technology. In addition to spending most of his time as an engineer, Bryan has also held the positions of President, CEO, CTO, COO, and Engineering Manager. His accomplishments include co-founding several successful game and technology companies including Monolith Productions, LithTech Inc., and HipSoft LLC.
Senior Software Engineer
James is an expert in both C++ and C#, and has extensive experience with Unreal and Unity, having shipped multiple titles on both. James has worked on a range of platforms including PC, PS4, Xbox One, Switch, and mobile, contributing on some of the most recognizable franchises and titles in gaming including Borderlands, Mortal Kombat, Ratchet and Clank, Gears of War, and Spec Ops: The Line. Other titles include Damaged Core and They Live to Destroy for Oculus, Zombieland: Double Tap: Road Trip, and Infinity Blade.
Senior Technical Game Designer
With 14 years of gaming experience, Jeff has a strong passion for working in-engine. Areas of expertise include scripting/event design, general game design, level design/level building, systems design, and technical management. Jeff’s versatility and experience spans across multiple platforms including console, PC, mobile, and XR development. Key titles include Borderlands: The Prequel, Aliens: Colonial Marines DLC, Sunset Overdrive, Spec Ops: The Line, and Magic Leap's Project Create.
Senior Systems/Technical Designer
Jason brings with him 11 years of experience as a versatile designer and programmer who has served as Lead Systems Designer, Level Designer, Technical Designer, and UI Designer / Scripter. Notable titles include the Borderlands series, Fortnite: Save the World, Spec Ops: The Line, Ratchet and Clank, Damaged Core, and Dragon Front. Jason has been working with quite a few members from the Ghostpunch team for over 10 years while at Darkside Games and High Voltage Software.
Senior Level Designer
David’s an experienced game designer with skills in systems design, mechanics design, level design, documentation, mock-ups, and user interface scripting. Skilled in both Unity and Unreal, David has worked on both PC and console titles, including PC, PS4, XB1, and Nintendo Switch. David’s had the privilege of working on some incredible franchises including Call of Duty, Risk of Rain, Skylanders, WWE, Dungeons & Dragons, and more.
MJ brings with him an incredible range of skills including environment optimization, lighting, shading, and a strong background in rigging and scripting. Prior to joining Ghostpunch Games, MJ contributed to several high-profile AAA titles including Call of Duty: WWII and The Outer Worlds while working at Obsidian Entertainment and Sledgehammer Games.
Quality Assurance Lead
Prior to joining Ghostpunch, Bryce was a QA Associate Project Lead at Activision, serving as the main point of contact between Production, Development, and other Activision QA groups. Bryce does it all: test plans, reports, mentoring, working with databases and of course, testing. His impressive list of titles include Call of Duty: Black Ops III, Call of Duty: Black Ops III Zombies Chronicles, Call of Duty: Black Ops 4, Call of Duty: WWII, Call of Duty: Infinite Warfare, and Call of Duty: Modern Warfare (2019).
Senior Software Engineer
A 16 year gaming veteran at companies like Firaxis and BreakAway Games, Greg is a problem solver with a strong attention to detail. He has excellent interdisciplinary communication skills and a thirst for knowledge and for improving his programming abilities. A strong UE4 engineer, Greg is also proficient in C++/C#, Objective C/C++, and Scheme. He has developed for both PC and Console and has contributed to some of the most storied franchises in gaming including Civilization, Bioshock, and XCOM.
With close to 20 years of experience, Zach is a highly skilled C++/C/C# engineer, and an expert in both Unreal and Unity. He’s worked on all platforms including PC/XB1, PS4, Android, and IOS A well rounded generalist, his areas of expertise includes Gameplay, Animation, AI, UI, Audio, Graphics, Networking, and Database. Titles include Radical Heights, LawBreakers, Scribblenauts, Drawn to Life: The Next Chapter, Lock’s Quest, and an unannounced title for 2K. Zach has worked at Boss Key, 5th Cell Media, and ArenaNet.
Technical Game Designer
An accomplished technical designer with over 7 years of industry experience, Travis brings his Unreal expertise from his years at Epic Games to the Ghostpunch team. His core skills include Systems, Combat, Blueprints and C#, Behavior Tree – AI, Anim-Montage setup, Reward Blanance, Quests Design and Loot Tables. Travis is an expert in UE4, and is proficient in Unity, Excel, Google Office Stuite, Adobe, and Fortnite Skill Tree video capturing and editing.
Forest is a solid engineer with over 5 years of industry experience. Forest is an expert in UE4 but is also skilled in Unity, OpenGL, Vulkan, and GLSL. Core languages include C++, C#, Lua, and Rust. Forest’s titles include Mortal Kombat 11, Radical Heights, and LawBreakers. Forest is quite versatile and is able to jump into a project at any point and start contributing immediately. He’s been a valuable addition to the team.
A skilled C++ engineer, Lee has over 20 years of gaming experience working with top companies like EA/Danger Close, Kronos Digital, Liquid Entertainment, Idol Minds, and Creative Electronics and Software. Notable titles include SkullGirls, Warmachine, Whitemoon Dreams, Medal of Honor: Rising Sun, Goldeneye: Rogue Agent, Medal of Honor: Airborne, Bulletstorm, Battle Realms, Cool Boarders 4 and Cool Boarders 2001 for the original Playstation.
Senior Software Engineer
For Matt, developing is his passion. The ability to create 3D user interactions and virtual environment simulations is the ability to create anything. Matt has been developing these skills for over 5 years, starting with Unity and the Oculus Dev Kit 1 when making an application for autistic children. Since then, he’s developed several projects using Unreal Engine and Unity and has been a solid contributor on multiple projects at Ghostpunch Games including original IP for PC and console.
Sean has a strong grasp on coding fundamentals in C++ and C# allowing him to pick up various tools, API’s, SDK's, and even other languages. Sean is proficient in Unreal, Unity, C++, Network Development, C#, Python, MySQL, Java, DirectX, Wwise, HLSL, Winsock, and AI. Sean’s work includes Risk of Rain 2 for PC, PS4, XB1, and Nintendo Switch. Sean has also worked on Skylight Racers, a 3D flight-based racing game, and an original IP for PC and console.
Senior FX Artist
Ernie has been working his visual magic for over 15 years, bringing his talent to companies like Airtight Games, Technicolor, Double Helix, Darkside Games, Magic Leap, Motion Theory, Gnomon School of Visual Effects, Zoic Studios, Threshold Entertainment, and now Ghostpunch Games. Some notable titles include Murdered: Soul Suspect, G.I. Joe: The Rise of the Cobra, and The Legend of Spyro: A New Beginning.
Senior Software Engineer
Senior Game Designer
With over 16 years of industry experience, Keith’s a seasoned level designer and game/system designer with extensive work in the first-person shooter genre using Unreal Technology. Prior to Ghostpunch, Keith has worked with Tripwire Interactive, HiRez Studios, and Secret Level. A versatile designer, Keith is able to work effectively with teams small and large.
Sean is an incredibly talented environment concept artist with over seven years of working experience in the video game industry. Sean excels at designing a range of concepts for world-building and visual development, such as environments, props and characters, storyboards and illustrations. Sean is Aadept at image composition for any genre and artistic style, ranging from realistic portrayal to stylized design.
Sr. Talent Acquisition Specialist
Tim is a Senior Talent Acquisition Specialist with 7+ years of experience managing Talent Acquisition processes for many household name companies. He is directly responsible for hundreds of hires and has been a go-to resource over the years. As an avid gamer and someone who is extremely passionate about the space, he has chosen to focus his expertise on the video game industry and is thrilled to play his role in the exciting things going on at Ghostpunch Games.
Carlos is responsible for planning, configuring and maintaining the entire infrastructure at Ghostpunch and on cloud Designed and implemented solutions for Storage/Cache Server handling high I/O loads to multiple clients. He rewrote UGS to use .net core and extended some of its features. He Performs monthly system maintenance, applies security updates, conducted audits, and ensured machine hardening. Carlos makes sure our team can work their magic while he works a little of his own..
Quality Assurance Analyst
Jacob has about 10 years of experience involving consumer relations and pursued his education in Business Administration and Management along with Entertainment Business from Full Sail University. Jacob’s been a welcome addition.