Meet the team

Christopher Willacy
Game Design Director
Co-founder
Chris began his career in games development 18 years ago creating environments for the hit console series Driver, and continued to work on the franchise for 8 years. Shortly after that, he began working with Unreal Engine and later moved from a Lead Environment Artist role to level and game design. To date he has worked on 6 different Unreal Engine titles. His specialties include level creation, Kismet and Blueprint scripting, technical level design, and prototyping.

Daniel Markiewicz
Technical Design Director
Co-founder
Daniel already had 7 years of professional programming experience before becoming a games developer 9 years ago, starting at Grasshopper Manufacture. Not long after that he began designing and programming games with and tools for Unreal Engine. He was a key member for the pitch and prototype development of Lollipop Chainsaw, and has provided Unreal Engine training at a number of studios. His specialties include prototyping, game design tools development, scripting and debugging.

Kees Gajentaan
Art Director
Co-founder
Kees holds a university degree in architecture and has over 18 years of game development experience. Although his specialties have become environment and technical art, during his career he has worked on and held a lead role in nearly every graphical aspect of video games (characters, UI, animation, special effects, and art outsourcing). He is possibly the most Unreal Engine-experienced developer in Japan, having begun work with the engine back in 2003.

Joseph Huang
Senior Level Designer
Joseph joined the game industry in 2004, starting as a level designer working with Unreal Engine 2 at Ubisoft Shanghai. After gaining experience in both console and PC games, he subsequently worked at several online game studios in China. While at Epic Games China, he worked on Unreal Engine 3-based games for both PC and iOS. His specialties include Unreal scripting (Kismet/Blueprint), level creation, game porting, multiplayer level design, F2P mechanisms, and gameplay content management.