


Jim Gray has been making games since the year 2000. Most of that time has been working on AAA games, such as Call of Duty, Advanced Warfare. Highlights of Jim's career include creating the dragon flight gameplay for Eragon, creating the "dive boat" gameplay in Advanced Warfare, and creating the Darth Vader AI for Star Wars, Secrets of the Empire. Most recently, Jim served as Director of Gameplay Engineering at Midnight Society, helping to build their debut game: Deadrop.


Dylan Blair has been making games since 2004. He has worked at EA, LucasArts, and Activision with credits on The Force Unleashed 2, Call of Duty, Advanced Warfare, and Call of Duty, WWII. Over the years, Dylan has worked with Unreal Engine 3, 4, and 5, in addition to multiple proprietary game engines. His specialty is Gameplay Engineering.


Ryan Felberbaum has worked as a sound designer since 2019 and a composer since 2014. Beginning his career in post-production for film, he eventually shifted his focus to his true passion—video games. Joining the team at Penguin Grenade, Ryan sharpened his skills as a field recordist and sound designer, creating AAA-quality sound libraries. His musical journey began at age 6 with the drums, followed by the cello a year later. Over the years, he's mastered a wide range of instruments, leading to his work in composing original scores.


Daniel Gebhart has worked as an engineer for games, starting with an internship in 2010 working on MX vs ATV for Rainbow Studios/THQ, and going on to ship 4 Call of Duty titles with Sledgehammer Games/Activision. While mostly having worked as a gameplay engineer, he also had opportunities to help with UI, system design, and tools


Kevin George has been making games since the year 2019. A former staff and teacher at Gameheads, he taught the youth of today 3D Modeling using Maya, Virtual Production, Tech art, VFX, and Unreal Engine 4 and 5. He has worked at Insomniac Games on Spider-Man 2 and Wolverine, as a Tech Artist. Specialty being a Jack of all trades and a master of some.


Ridley is an avid gamer and graduate of UC Irvine. In 2021 they decided to join the games industry after being a web developer at Pepperdine University for 4 years. Most recently they worked as a software engineer at Blizzard Entertainment. Outside of work, Ridley has 4 cats and hopes to open a board game cafe someday soon, blending their passion for games and food.


Doyun Kim has been making games since 2018, and his specialty lies in creating real-time VFX for games. His passion for VFX comes from the belief that VFX is the final touch that brings a scene to life and makes the player experience interactive and believable. He combines technical expertise with artistic vision to bring dynamic and immersive visual effects to life.


David Koster has been making games since 2017, focusing primarily on Production. Previously, he worked at virtual world startup Ronday and events company Indie MEGABOOTH as an Assistant Producer, where he helped manage workflows, lead Scrum meetings, and worked with independent game studios. David is passionate about coordinating projects with talented teams.


Zeek comes from a background in Esports, starting out in partnership management, community management, and marketing and eventually becoming an Esports Director for multiple organizations. Zeek heads QA for JGP. New to the industry he is excited about learning all that he can from his team.


Theo Rezhenov has been making games since 2019, and his specialty is the design and creation of hard-surface models. Previously, Theo worked on the VR game Realm of the Fallen, where he helped shape the visual style of the game, in addition to designing and creating many of the art assets.


Shuwen Zheng has been creating animations since 2020, specializing in cinematic animation. Previously, Shuwen worked on the tactics game Shardbound, where she created gameplay animations with 10+ rigs ranging from humans and robots to quadrupeds and hexapods.