We are a team with decades of experience which we’ve honed on a host of top-selling, globally successful AAA titles across multiple genres.
— Kevin Shrapnell

Kevin Shrapnell

CEO & Founder

Kevin has been making games of some form since starting to play D&D in the late 70s, and has been making video games professionally for 30 years. 

Kevin has a penchant for playing the butler in 1920’s live action murder mystery games.

Kip Katsarelis

Chief Product Officer & Founder

16 years ago, Kip got his dream job working at Maxis, learning the trade from industry giants and working on brands like The Sims, Spore, and SimCity.  After years of leading design and production teams in the PC and console space, it’s time for Kip to flex his creative juices on a platform that occupies the majority of his gaming time.

Kip played semi-pro football while working on SimCity 4.

Rajan Tande

Chief Technology Officer & Founder

Rajan joined Bullfrog back in 1996 and in the intervening 19 years, he has shipped more than 20 titles across 8 platforms. He’s deeply affected by the performance of the sports teams that he supports and occasionally writes about the suffering that they cause him.

Rajan appears in Syndicate Wars PS1 dressed as Elvis.

Chi Chan Head of Art & Founder Chi has more than 17 years of industry experience and has shipped over 16 games. From an early age, Chi has been fascinated with games and the art within them. The creative process of creating deeply compelling worlds and imaginary characters motivates him to this day. Chi has a soft spot for Mecha.  

Chi Chan

Head of Art & Founder

Chi has more than 18 years of industry experience and has shipped 16 games. From an early age, Chi has been fascinated with games and the art within them. The creative process of creating deeply compelling worlds and imaginary characters motivates him to this day.

Chi has a soft spot for Mecha.

John Khoo

Software Engineer

Following a lifelong passion for gaming, John has been working in the industry for over ten years. He started out making games based on popular movie franchises before moving to Maxis to work on their simulation titles.

John still prefers watching films in the movie theater.

Greg Eng Software Engineer Greg has been in the games industry since 2011 when started his career working on SimCity. An alumnus of CMU, he fell in love with game development in college when he would code games in MATLAB while getting a Chemical Engineering degree.  Greg is from Delaware, despite not being a corporation.

Greg Eng

Software Engineer

Greg has been in the games industry since 2011 when started his career working on SimCity. An alumnus of CMU, he fell in love with game development in college when he would code games in MATLAB while getting a Chemical Engineering degree. 

Greg is from Delaware, despite not being a corporation.

Guillaume Pierre Senior Designer Guillaume joined Maxis in 2003 and gained experience in many aspects of AAA game-making. He was born and raised in France, where he developed a passion for video games, history, geography, and competitive robot-making.  Guillaume used to DJ a weekly radio show at UC Berkeley's KALX.

Guillaume Pierre

Senior Designer

Guillaume joined Maxis in 2003 and gained experience in many aspects of AAA game-making. He was born and raised in France, where he developed a passion for video games, history, geography, and competitive robot-making. 

Guillaume used to DJ a weekly radio show at UC Berkeley's KALX.

Colin Moore Software Engineer Colin is an old school pen & paper D&D player who has been dungeon crawling for over 30 years. He first programmed on the ZX80 and started making games as a profession in 1994 with Mindscape by bringing Warhammer fantasy battles to the PlayStation. Colin enjoys exploring ways of innovating with gameplay and technology.

Colin Moore

Software Engineer

Colin is an old school pen & paper D&D player who has been dungeon crawling for over 30 years. He first programmed on the ZX80 and started making games as a profession in 1994 with Mindscape by bringing Warhammer fantasy battles to the PlayStation.

Colin enjoys exploring ways of innovating with gameplay and technology.

Renaud Ternynck

UX/UI Designer

Renaud has been twisting gizmos and pushing buttons since the CD-ROM era. Love for interactivity is what has driven his passion for user interface design, and it eventually landed him at Maxis in the AAA gaming world more than 12 years ago.

Being French, Renaud can parallel park nicely but can’t pronounce the word "parallel" right to save his life! 

Tony Chargois

Designer

Tony has been making games professionally for 10 years, with time at Page 44, Zynga and Perfect World, but has been designing rules for games since the early 80's when he and his sister created their own live action ninja game of recovering treasures from the evil overlords (AKA moms and pops).

Tony has a passion for watching/playing sports, and in his heart believes he can still dunk a basketball and beat anyone in a race.

Alex Harkness

Software Engineer

At age eight Alex received his first home computer, a Commodore 64. Since that day, playing and writing games has been a passion. His first foray into mobile gaming was writing games on some of the first Java phones more than 14 years ago. Since then he worked at EA for almost 14 years, shipping 13 titles on 8 different platforms.

Alex likes to live dangerously by riding motorcycles and flying light aircraft.

Jeff Amiel

Software Engineer

After 15 years of designing and developing scalable and secure systems and databases for the financial services world, Jeff then jumped with both feet to apply his experience to the game industry.  Starting with small studio work, he landed at SEGA where he worked on multi-platform game titles as a full-stack engineer.

Jeff claims to have the world’s largest Slinky toy collection.

Elliot Picarello 3D Modeler Elliot grew up in Westport, Connecticut where his passion for art and games drove him to move to California. Upon graduating art school in 2014, he hit the ground running at Blizzard Entertainment working on World of Warcraft. After a year of freelancing, an email from Chi meant he finally left his house and started working for Magic Fuel Games. Elliot was the blue Power Ranger for Halloween six years in a row.

Elliot Picarello

3D Modeler

Elliot grew up in Westport, Connecticut where his passion for art and games drove him to move to California. Upon graduating art school in 2014, he hit the ground running at Blizzard Entertainment working on World of Warcraft. After a year of freelancing, an email from Chi meant he finally left his house and started working for Magic Fuel Games.

Elliot was the blue Power Ranger for Halloween six years in a row.

Kevin Merriman Concept Artist Kevin's love for drawing led him to become a vagabond sellsword who has teamed up over the years with various parties ranging from a talking mouse, underground rappers, to everything in between. He actively pursues rich experiences created through games, film, and French comics. Kevin once played a competitive doubles match of Mario Tennis on the N64 against two other players by himself (duel-wielding his controllers,) and won.

Kevin Merriman

Concept Artist

Kevin's love for drawing led him to become a vagabond sellsword who has teamed up over the years with various parties ranging from a talking mouse, underground rappers, to everything in between. He actively pursues rich experiences created through games, film, and French comics.

Kevin once played a competitive doubles match of Mario Tennis on the N64 against two other players by himself (duel-wielding his controllers,) and won.

Dan Giglio Software Engineer After being introduced to ActionScript at age 10, Dan quickly discovered a passion for game development. Twelve years later he banded together with some friends at college to release his first title, a multiplayer puzzle game for PC. Dan has a soft spot for designing anything to do with procedural generation.

Dan Giglio

Software Engineer

After being introduced to ActionScript at age 10, Dan quickly discovered a passion for game development. Twelve years later he banded together with some friends at college to release his first title, a multiplayer puzzle game for PC.

Dan has a soft spot for designing anything to do with procedural generation.

Hamza Hutchinson

Software Engineer

Fifth-grade child Hamza decided that he wanted to make games and a couple of decades on adult Hamza is making that kid proud. Hamza has a passion for problem-solving both as a game player and a creator.

When he’s not typing on a keyboard, you can find him in a book or on a bike, hike or rock wall…and sometimes a slack line.

Chris Burton

Recruiter

As a young boy, Chris used to walk into town to play the only mainstream arcade video game in existence – pong.  With great memories of the games and consoles that followed, he feels lucky to be in a position to help the game developers of today follow their dreams.

Chris has become a pretty good drag racer with a growing collection of trophies from drag strips around Northern California.

Alonso_Bio.jpg

Alonso Soriano

Animator

Alonso snuck into the game industry over 10 years ago when no one was looking. Since then he has swung swords, flung spells, shot pew pews, stomped, rrRRAA, and vrrooom, then blamo, swish, snikt, and then eeewww ba-da-BOOM!!! And loved every minute of breathing life into characters and their worlds.

Alonso is personally ensuring the future of the industry by helping his kids make their own board games.

Chris Stewart

Software Engineer

At the age of 11 Chris decided he wanted to work in the Video Game Industry. In 2007 that dream became a reality and he's been doing it since. 

His hobbies are beer and parenting (not at the same time).

Stephen Yoshizawa

Product Manager

Stephen has been fascinated with video games ever since he got his first GameBoy.  After graduating from Cal, he joined Aeria Games as a Producer where he managed LiveOps on a top-grossing title and launched a new game.

Stephen loves to play and watch basketball.  His loyalty remains with the Lakers, but he thinks the Warriors are fun to watch.

Sarah Rispoli

QA Analyst

Sarah accidentally got into the world of games testing and hasn't looked back since.  With a keen attention to detail and a passion for organization, she helps to create testing processes that elevate the quality of games.

Sarah's favorite hobbies are board games, cooking, and baking.

Ryan Cho

QA Analyst

After working in IT after college, Ryan decided to follow his dreams and get into the game industry.  Five years and 23 titles later, he's not quite sure how that much time has passed, but he's thoroughly enjoyed every minute spent making games that people all over the world enjoy.

Ryan considers himself a broad-spectrum geek and enjoys multiple forms of gaming and fandoms.

Chris Sanchez

Concept Artist

Chris grew up playing video games with his dad on a Sega Genesis.  He decided in college to put his excitement for games and art together and pursued a career in Concept Art.  After various small projects and an internship at Kabam, he is excited to continue his journey at Magic Fuel Games.

Chris loves watching late night Twitch streams, from horror games to Hearthstone.

Gina Chen

UI Artist

Gina has always dreamt of becoming a part of a game production team. Her dream came true when she first worked as a game artist after completing her art degree. She found her passion in UI design and is excited to use her UI design skills to make great games for people to enjoy.

Gina is a big fan of anime. She is fascinated by train travel.

Andrew Gee

QA Analyst

At the age of 12, Andrew created his first game using Warcraft 3’s map editor.  He went on to graduate with a degree in Computer Science: Computer Game Design. As part of Magic Fuel Games’ QA team, he looks forward to tackling the challenges of QA Automation.

Andrew loves finding new and interesting indie games.  Whether he has time to play them is another story.

Richard Khoo

VFX Artist

Richard started making art for video games at 3DO. Over the last 12 years, he’s had the good fortune to work on many aspects of game art and has finally landed at creating cool visual effects. He thinks there’s nothing more satisfying than making pretty things blow up pretty.

When Richard was in high school, he used to make text ANSI art for BBS’s in exchange for games.

Zach Zampetti

Designer

Zach fell in love with gaming after playing Link’s Awakening on his Gameboy. That love of gaming grew to a passion for game design. He has been making games professionally for over six years, with time at Zynga and GSN Games.

Zach is a big fan of hockey both playing and watching. He thinks hockey has the best game design of any sport.

Selin Aydin

Concept Artist

Selin has been on the computer since age 2. She began her artistic adventure by tackling complex subjects like “stick figures from bird’s eye view” and “eyes with numbers hidden in them” as a preschooler and moved on to cringy anime art in her teens.

She would rather be playing Dark Souls than talk about herself in the third person.

Mark Gerow

Software Engineer

Fascinated with video games from an early age, Mark followed that passion into the industry in 2014, where he got his start porting indie titles to console.

When not making games, Mark enjoys playing games of both the video and tabletop variety.

Jawad Ahmed

Software Engineer

Knowing that making games was his chosen path in life, Jawad began his time in the industry at EA, straight out of University, in 2004.  Spanning a career for over 12 years, he has 9 shipped titles across 4 studios in 2 countries.

Jawad enjoys sampling the food delights, especially ice cream of any area he visits.