Dan Baker, partner has over a decade of experience in the game industry. Dan started his career at Microsoft, where he helped design the D3D9 standard while working as a key member of the original High Level Shading Language Team. Dan led the technical development of HLSL for D3D10, which is now an industry standard. While at Firaxis, Dan developed technology to bring Civilization V to market with the world’s first threaded D3D11 engine. Dan is an active member of the GAB (Graphics Advisory Board), has multiple industry-known publications, and has spoken and lectured at conferences such as SIGGRAPH, AFDS, GDC, and I3D. Tim Kipp, partner has been a technology leader at game companies for more than 16 years, and has shipped over 15 titles. With his comprehensive understanding of the production process, Tim has now built 4 custom 3D procedural engines, advancing product lines and providing unique technology for customers such as Microsoft, Northrop Grumman, and Firaxis Games. His architecture and design has been key for maximizing performance and pushing the boundaries of multi-core capability, which allow for a truly componentized technology base. Marc Meyer, partner is a 10-year veteran of the game industry with expertise in user interface design, game core implementation, and systems architecture. He built the Civilization V user-interface system from the ground up, bringing the series to a new level of usability while also opening up professional-level customization to the modding community. His attention to detail and focus on code clarity provides clean interfaces both for players and API users. Brian Wade, partner has been a leader in software development for nearly three decades. He won a prestigious BAFTA for his work as the lead programmer of Civilization V, and served as lead programmer for Command and Conquer 3: Kane’s Wrath, The Lord of the Rings: The Battle for Middle Earth II: The Rise of the Witch-king, and A Force More Powerful as well. In addition to his time in the games industry, Brian has nearly 20 years of experience developing both mission-critical and simulation software for the military. Beyond demonstrating leadership capabilities in bringing many successful software projects to release, Brian is a skilled gameplay programmer with specializations in artificial intelligence, physics and game systems design. Brad Wardell, partner is the founder of Stardock. He has built the company from being a one-man endeavor to a company with over 40 employees today. He has been featured in Entrepreneur Magazine, Nightly Business Report, CNN, MSNBC, Time, US News, The Detroit Free Press, Cranes and elsewhere for his entrepreneurial and business/technical skills. Mr. Wardell continues to be active in software development, designing and/or coding on most of the key Stardock programs. Mr. Wardell’s other activities include being a Microsoft MVP, podcaster and featured columnist. Wardell has a BS in Electrical Engineering from Western Michigan University. Nathan Heazlett, art director has more than 15 years of software- and game-development experience as a lead artist and technical artist. He has developed art pipelines and processes for several AAA-quality console and PC titles, ranging from Emperor: Rise of the Middle Kingdom to The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king and F.E.A.R. 3. Nathan’s experience developing shaders and tools for artists makes him an ideal bridge between engineering and art. Stephen Langmead, art manager is a 23 year veteran of the game industry, having shipped over 20 titles from publishers including Take Two Interactive, Lucas Arts, Warner Bros and Zenimax. Stephen has lead, art directed and managed art teams as large as 70+ people on AAA projects like Fracture, F.E.A.R. 3 and Elder Scrolls Online. He has years of experience organizing, motivating and mentoring large teams of creative individuals to deliver quality products.