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TEAM

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Håkan has been working on AAA games since 2008, crafting worlds for game series such as Far Cry, The Division and Hitman.

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A high school dropout and 26 year veteran design lead, Harley has served on Republic Commando, Tomb Raider, Rock Band, Call of Duty & XCOM IPs, as well as the VR IPs I Expect You To Die and Until You Fall. (she/her)

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Brett has led many engineering teams over his two decades in the games industry, including at LucasArts (Jedi Starfighter, Republic Commando) and Bethesda Game Studios (Skyrim, Fallout 4).

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Brandon worked on Legacy of Kain: Soul Reaver, Tomb Raider, Rise of the Tomb Raider, and most recently at Crystal Dynamics on Avengers.

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With 17 years experience in the games industry, Rosie has worked as a Level Designer on franchises such as Dead Space and Call of Duty.

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Elizabeth is an award-winning game writer recently inducted into the Women in Games Hall of Fame who brings fifteen years of experience.

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Tim is lucky enough to have been making games for a long time within some of his favorite worlds with some of his favorite people. He is often thinking about journeying out into the deep wilderness though, and speaking of which... (he/him)

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For over 20 years Troy has been creating gameplay experiences on  titles like Horizon Zero Dawn, Halo, Tomb Raider, Killzone, and Republic Commando. He has a passion for games that entertain, inspire, teach and bring people together. (he/him)

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With origins in the mod and indie scenes, Brendan has been making art for games professionally for 14+ years. Recent projects include Oberhasli, a virtual world and interactive concert for artist deadmau5. Four of his games have been IGF nominees.

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Having spent the bulk of his video gaming career in LucasArts and Bandai Namco Studios, Ian brings with him a mix of the best of "East & West" game dev to Twin Suns Corp.

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Joseph counts himself fortunate to have worked on multiple Assassin's Creed titles during his time in Ubisoft Singapore & Montréal, as gameplay programmer, lead, and eventually supporting various tech functions. He deeply believes that the team is fundamental to success. (he/him)

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An experienced and multifaceted game engineer, GZ previously worked at LucasArts and Bandai Namco Singapore.

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James started out as a hobbyist creating Quake character skins and has since spent 20-ish years modeling, texturing, rigging and animating characters in games such as Unreal Tournament, Dark Sector, Firefall, and the Walking Dead: Saints and Sinners for VR.

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William is a concept artist with experience in video games, film, and vfx. He specializes in environment storytelling, sets and world building. Companies and freelance clients include Ubisoft, Netease Games, Digital Domain and Pixomondo.

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After years as a student of mathematics and government, Claire has changed course and is diving into the world of gaming.  She hopes to bring her zeal for teamwork, sportsmanship, and numbers as well as her fresh perspective.

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Beginning his career working on games such as Valgrave and Lodestar, Julián is a 3D artist and SCAD game dev graduate who specializes in designing unique hard surface objects that players interact with.

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Having a keen interest in both Tech & Art, Eliana has worked on multiple Assassin's Creed titles, contributing to the creation of Art tools & pipelines within the Anvil Editor.

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