NEWS

Thank you Gearbox Software and 2K Games for inviting us to be a part of the Borderlands 3 Team. 

 

Once again we've had the honor of working with Gearbox and 2K on the newest entry into the Borderlands Franchise, and we are fortunate enough to have been a part of the franchise since the original Borderlands. 

 

To Learn more about Borderlands 3 click here:  http://www.gearboxsoftware.com/game/borderlands-3/

Chad Steingraber Joins Ghostpunch Games as studio Creative Director

 

We’re excited to welcome Chad Steingraber to the Ghostpunch Games Team as our Creative Director. Chad brings with him a wealth of knowledge and experience spanning almost 25 years as 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, story boarding and video editing.

Matthew (MJ) Lowe Joins Ghostpunch Games as Technical Artist

 

We’re feeling extremely fortunate to be able to announce the arrival of Matthew (MJ) Lowe to the Ghostpunch Games Team as a Technical Artist. Matthew 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, Matthew contributed on several high profile AAA titles including Call of Duty: WWII and The Outer Worlds while working at Obsidian Entertainment and Sledgehammer Games.

Here's a great shout out from the guys at Hopoo Games regarding our work on Risk of Rain 2:

Check it out here: Hopoo Games Development Thoughts #12: https://lnkd.in/dNRn7vT

Thanks Hopoo Games and Gearbox Publishing for the privilege to work on such a great title!

Jason Fleischman Joins Ghostpunch Games as a Senior System/Technical Designer

 

We’re excited to announce the addition of Jason Fleischman to the Ghostpunch Design Team as a Senior System/Technical Designer. Having already worked with our Lead Designer Anthony Alvarez and Senior Level Designer Jeff Scott for over 4 years, Jason brings with him 10 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.

Olivia LaHay Joins Ghostpunch Games as a Software Engineer

 

Ghostpunch Games is proud to announce the arrival of Olivia LaHay, who recently joined the Ghostpunch Engineering team as a software engineer. Having previously worked with several members of the Ghostpunch Team, Olivia was able to comfortably jump on board from day one, and her strong C++ skills, UE4 experience and Animal Crossing expertise have been a welcome addition to Ghostpunch Games. Notable titles include Fortnite, Mutant Year Zero: Seed of Evil, The Walking Dead: Saints & Sinners, Le Vamp, and Dragon Front.

Bryce Pritchett Joins Ghostpunch Games as our Studio Quality Assurance Lead

 

Ghostpunch Games is proud to announce the arrival of Bryce Pritchett, who recently joined the Ghostpunch team as our Quality Assurance Lead. Prior to 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).

Alejandro Garcia-Tunon Joins Ghostpunch Games as Director of Technology

 

Ghostpunch Games is pleased to announce the arrival of Alejandro Garcia-Tunon as Technical Director. Alejandro will oversee the technology development, operations, and strategy of Ghostpunch Games. As a member of the executive team, he will be working with Rick Daniels, Hugh Falk, and Devon Browne to deliver world-class games and game development services.

Ghostpunch Games Moving To New Office In Sunrise, Florida

 

Ghostpunch Games is excited to announce that we’re expanding into our new studio located in Sunrise, Florida.

Jeff Scott Joins Ghostpunch Games as a Sr. Technical Designer

 

We’re proud to announce the addition of Jeff Scott to our experienced and expanding Ghostpunch Design Team as a Sr. Technical Designer. Jeff has a strong passion for working in-engine, and his specialties 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.

Joshua Crow Joins Ghostpunch Games as a Principal Software Engineer

 

Ghostpunch Games would like to introduce Joshua Crow, who has recently joined our team as a Principal Software Engineer. Joshua brings with him over 20 years of industry knowledge and experience, having served in multiple senior engineering and leadership roles. He started work in the games industry at n-Space, where he contributed to numerous games across three console generations. More recently, he has 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 we feel this just scratches the surface of what Joshua brings to the team at Ghostpunch.

Adam Glueckert Joins Ghostpunch Games as our Lead Character Artist

 

I’d like to welcome Adam Glueckert to the Ghostpunch Games’ family as our Lead Character Artist. Having known Adam since 2004, I’m extremely excited to have the opportunity to reunite him with so many familiar faces. Adam brings with him over 16 years of experience and over 20 shipped titles during that time. He has a strong understanding of human anatomy and proportions, 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 for a few years. He’s contributed on many top titles including Borderlands 2, Bioshock Infinite, Spec Ops: The Line, Dance Central, and Magic Leap’s Last Light and Project Create.

Ghostpunch Games Lends Some Coding Muscle to NetherRealm on Mortal Kombat 11 

 

Ghostpunch Games is proud to announce that our latest big project has finally gone public.  Mortal Kombat 11 was finally revealed on January 17, 2019 and is slated to be released April 23, 2019. 

 

Ghostpunch Games provided programming support for the last year and a half of development.  Ghostpunch would like to thank NetherRealm Studios and WB Games for the opportunity to help them make such a great game. 

 

Learn more about MK 11 here:  https://www.mortalkombat.com/

Christian Santori Joins Ghostpunch Games as a Technical Animator

 

Our good fortunes continue as we officially welcome Technical Animator, Christian Santori to the Ghostpunch family where he’ll be rejoining some familiar faces and meeting some new ones. Christian brings with him over 5 years of rigging and technical experience, working his way up to a Character Technical Director at Magic Leap. There he developed a reputation as a natural born leader and strong team player on several of their premier titles including Last Light, Create, and Undersea. He brings with him an advanced knowledge of Maya and its API, an excellent technical understanding of animation and modeling, and is proficient in Unreal, Unity, Python, C++, Mel, Qt., and C#.

If his glowing reputation wasn’t enough, you can see what celebrities like Chris Gethard think of him via this Cameo: https://lnkd.in/gm-j6F9. It’s clear that they’ve been communicating for some time prior to this but that’s Christian’s story to tell.

Frank Daponte Joins Ghostpunch Games as Lead Environment Artist

 

We're back again with another exciting announcement from the team at Ghostpunch Games. Frank Daponte has officially joined our family as a Lead Environment Artist. Frank’s career spans over 13 years with companies including Irrational Games, 2K Boston, Darkside Games, Magic Leap, and Harmonix. 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. Frank has an exceptional knowledge of both Unreal and Unity, plus extensive knowledge of most 3D programs. He has worked on several AAA titles including Bioshock, Rock Band, Bioshock Infinite, Borderlands: The Pre-Sequel, Perception, Various ML "experiences" - Undersea and lots of demos.

Here's another Risk of Rain 2 update and some kind words from partner Hopoo Games regarding our work on Sundered Grove:

Check it out here: Hopoo Games Development Thoughts #18 - The Future of Risk of Rain 2: https://store.steampowered.com/newshub/app/632360/view/5318144537297293646

 

‘Sundered Grove’ is a new alternate fourth-stage map created by our partners, Ghostpunch. They have been instrumental to our success during Early Access, and we’re glad to have formed our partnership with them! We hope that Stadia players enjoy the game, and can’t wait to get this map to more fans as soon as we can.

Thank you again Gearbox Publishing and Hopoo for the privilege to work on such a great title!

James Thompson Joins Ghostpunch Games as a Senior Software Engineer

 

I’m excited to welcome another familiar face to the engineering team and to the Ghostpunch family. James Thompson has recently joined us as a Senior Software Engineer, reuniting with his former lead and many others who are now part of Ghostpunch. James brings with him over 9 years of industry experience primarily as a Gameplay and UI engineer, working at the highest levels in the video games industry. James is an expert in both C++ and C#, and has extensive experience with the Unreal Engine 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.