Technical Director / Lead Programmer
Andrew Meggs has over 15 years of professional game development experience working in lead or senior roles on premiere titles such as The Elder Scrolls: Skyrim and Warhammer Online. A mathematician by training, he's a master of algorithmic optimization. When he goes outside, he's usually thinking about how to render it. He is still hungry.
Anna Luu is the Lead Recruiter at CSE. After moving down from NYC, she got her first job in the game industry with the Talent Acquisition team at Mythic Entertainment. She has since recruited for a leading Internet company and over a dozen Gov’t agencies in the DC Metro area. Anna has found the majority of the CSE team and is eager to find more passionate, colorful, smart & dedicated individuals!
With a storied career that has taken him around the globe and back again, Ash arrived from Cloud Imperium Games on the heels of their highly anticipated Star Citizen Alpha 3.0 release. A master of machinations, sorcerer of schedules, and tyrant of tasks, he came to CSE in search of a new dragon to slay. Finally freed from the oppressive sun of southern California, Ash spends his free time scheduling his work time, creating pen and paper games, and drinking with his wife and their snake.
Ben Pielstick is a former Mythic Entertainment PvP designer who worked on Warhammer Online, Star Wars: The Old Republic and Firefall. He most recently made the move back to Fairfax from sunny Laguna Beach California after a break from RPGs to design PvP for Firefall, a MMOFPS. When he isn't designing he spends his time playing PvP in games from MOBAs to FPSs and of course MMORPGs.
Brian Ward is a born Seattleite and is a Community Manager at CSE. Previously, he was CM for Runic Games, where he provided support for the Torchlight series and for Hob. His interests, in no particular order, include jazz saxophone, photography, design, and science fiction. All he'd really like to do in life is see the galaxy from a Nebulon-B frigate.
Tools and Pipeline Engineer
Bull is from Rhode Island. He's been an AC-130 and MC-130 crew chief, cable guy, and vehicle customizer before the games industry. He's been a game designer on Warhammer Online. On SW:TOR, he was a game designer and tools programmer. At Carbine Studios he was a senior game designer, working on economy and tradeskills, and coding metrics and finding exploiters. When he isn't programming, he explores, writes, camps, edits his bio, and enjoys tabletop gaming.
Caleb is a gameplay programmer who craves a strong vision that echoes through every detail. He is arguably the 9th funniest person we've ever hired. Caleb holds a BS in Game Programming from DigiPen and a BS in Marketing from NIU. He has gained about 30 pounds since he started his gaming career and shows no signs of stopping.
French Community Manager
Charles is a french web programmer, who started spreading the word of Mark to his fellow compatriots during the Kickstarter for Camelot Unchained. As an English speaking French guy living in Spain, it was only a matter of time until he crossed the ocean through his 100MBPS to work with CSE. When he is not trying to figure out the right idiom to speak with his baby, Charles talks web languages with his computer.
Christina hails from the Pacific Northwest, and has been making neato software up there for over ten years. She spent her early development years learning disciplined coding principles in the secret monasteries of the coding monks. On the game front, she was a major contributor on the Scribblenauts and Marvel Avengers Alliance franchises, specializing in gameplay programming. Her hobbies include classic Z-cars, greyhounds, cooking, and mask making.
Colin grew up in the Seattle area, where he could always use the rain as an excuse to stay inside and play video games. His passion for games grew into a passion for computers and programming, and he attended DigiPen to become a game programmer. Colin has done game programming for about 10 years, usually focused on writing networking code. He enjoys exploring various areas of programming and technology, and spends countless hours playing with electronics and doing cool things with LEDs.
David has been a professional game developer for the last four years, and a hardcore gamer for far longer then that. He spends a lot of his time flying through space, looking for diamonds in a cube world, or hunting the various virtual battlefields for blood when he is not programming. He has been credited on a number of mobile titles including March on Oz, EXO-Planet, and MegaJump (Android).
My first video game memory was watching my big brother beat the Legend of Zelda and around that same time I had a love of the movie Fantasia. In middle school I started playing drums and bought a digital recorder to start recording my bands. From there, it was a long, windy road through psychology, music, computer science and audio engineering to bring my two passions of sound and video games together.
Indigenous to the sunny island of Singapore, Dionne went on a great migration across the world and settled in the colony of Ringling College, where she became one with the magnificent species of game artists. At City State Entertainment, she thrives on creating new fantastical environments, and loves to build out the world with props. In her natural habitat, the Phua is often spotted working out and patting her small fat household companions, Tofu dog and Etta cat.
Senior Client Engineer
George’s passion is to create things. He’s been writing game code since he was 11, and ran a popular gaming BBS throughout childhood. Now, with 13 years’ industry experience, he has developed a wide variety of games, doing engine work related to graphics, threading, MMO clients, and multi-platform development. His hobbies include photography, welding, and cooking, in every combination. He designed and welded his own 8-foot-tall monster smoker, taking long exposure night shots of the firing and tempering process.
After a couple years of building sandcastles with his M-4 in Iraq, James decided pursue his passion for gaming by learning how to make games at Full Sail University. 3 years, a lot of hard work, and several gallons of whiskey later, James became a proud member of our engineering team. Aside from dreaming in C++, he enjoys skiing, cruising on his motorcycle, and attending music festivals.
Web and UI Designer
James graduated from SCAD in 2011 with a degree in graphic design. He picked up HTML/CSS on side while attending college, and dabbled in jQuery and PHP after graduating. While working at a design firm, he collaborated with an engineer to enter into the Samsung Smart App Challenge in 2013. They made a game called Sushi Land and through this process he realized his passion for interface and game art. During his free time he enjoys doodling and gaming online. Currently, he's playing Reaper of Souls and League of Legends.
Joe Janca is originally from Illinois, where he studied at NIU and the Academy of Art San Francisco in Character Animation. He worked on This is Vegas, Lord of the Rings (War in the North and Guardians of Middle Earth), Project Spark, Murdered: Soul Suspect, and Forza 7, along with some AR/VR projects. He has two Goldendoodles, Gizmo, and Bailey, who are hands-down the best dogs ever! Joe loves to race RC cars and airbrush them when he's not busy being Senior Animator here at CSE!
Jon is a self-taught zbrusher who has a passion for film and game. He graduated from AIW with a degree in Media Arts and has since worked as a freelance 3d artist supplying clients with the right kind of weird. When he's not making art, Jon spends his time traveling and shooing his cat off of his desk.
Senior Server Engineer
Hailing from a land far away known as the Westerly Coast, Marc Hernandez has a passion for all aspects of game programming, from gameplay and graphics to networking and servers. He has been programming in games professionally for 15 years now, and unprofessionally for much longer. When not programming games at work, he programs games at home.
Mark is the co-founder of CSE, and its Lead Designer. He was a pioneer in online gaming having created one of the world’s earliest MUDs, Aradath. He was also the founder of Mythic Entertainment, which creates two of the highest rated MMORPGs of all time, Dark Age of Camelot and Warhammer Online: Age of Reckoning and he is credited with over two dozen titles overall.
Computing and gaming got their hooks in Matt early, thanks to a school computer and a copy of Warcraft II. After graduating from UMass Amherst, Microsoft summoned him to the PNW to train in the secret ways of C#. Enterprise software eventually wore him down, and after a stop at free-to-play mobile, he's thrilled to be making the kind of games he's always loved. When not playing computer and tabletop games, Matt occasionally goes outside.
Max Porter loves games of all kinds, from the tabletop to digital and beyond. He has a degree in creative writing from UCLA, and has written several fantasy and science fiction novels. An accomplished Gamemaster, Max runs role-playing games for the office and creates whole worlds from scratch. He has worked with Norse, Celtic, and Arthurian myths as both a scholar and an author, and he tries to infuse game lore with their magic. "Do not meddle in the affairs of wizards, for they are subtle and quick to anger."
Michelle a graduate of EUP jumped into the glamorous world of freelance & comics. Later she traveled the world perusing the field of concept art and Photoshop Exp. Returned back to the States as concept artist for CSE; her mission continues on to explore strange new concepts, seek out new Photoshop brushes, and plug-ins, to boldly go where no concept artist has gone before.
Mike began his game development career at Mythic Entertainment as one of the founding members in 1996, where he created a variety of graphics for many of their early titles. Gradually, his focus shifted to more technical aspects of game art, primarily as a visual effects specialist. His work can be seen in a great many of Mythic's long list of titles, most notably in Dark Age of Camelot.
Jr. Gameplay Engineer
Rob has been playing games for most of his life, and in high school decided he was going to make them for a living. Since then he learned to program at Elon and UMD, and has developed a love for discussing and analyzing metagames. He enjoys spending his free time playing every type of game that exists - bonus points if they require a calculator - and working on various small projects (not even necessarily code).
Sandra hails from the kingdom of Ringling College, where she learned the dark arts of Computer Animation. She spends most of her time drawing, exploring the wilderness, and raising small dragons (bearded ones to be precise).
Scott graduated from Savannah College of Art and Design in 2002 with a degree in Character Animation. He loves coffee and on occasion grows a beard.
Tim's been into online gaming almost as long as there's been online gaming. He helped run a BBS on a 300bps modem, played (and ran) MUDs before MMOs existed, and played professional CounterStrike in the dark days before Steam. His passion is programming, though he dabbles in design from time to time, and while he prefers C++ and C#, he speaks many other languages.
After a brief stint in Marine Biology Tyler found his true calling, Art. When one Art Director at EA saw his sketchbook his career in video games began. Tyler has been an Environment artist in the games industry for over ten years, slowly gaining more and more responsibility. He now acts as our Producer and Lead Environment artist pulling double duty supporting the team at CSE while building trees and dirt textures and what not.