Patrick got his start working with Chris Crawford on the Storytron project, then moved into researching other approachs to dramatic interaction. His extenstive creative writing experience, coupled with his indie development experience, lead to a burning drive to design casually playable games that involve socially meaningful dynamics. He has written novels and short stories and has published several articles in The Escapist and Gamasutra. He consults on interface, character and world design and conducts script writing services, and directs the company's productions.
Craig is a master programmer and has a deep understanding of how rules glue agency to content. He's the man behind the curtian, the brains behind the game. His extensive understanding of AI technique and social algorithms puts him in an almost perpetual R&D position, and he has prototyped engines that do everything from generative level design to dramatic character AI. In the past ten years, Craig has designed and run over fifty live, table-top games. He consults on MMO, tool and rule design.
Ari is the new guy, the summer intern, but it turns out he's really talented so we'll probably hire him on. He does rapid prototyping, combining his nimble code-fu with a philosophical grasp of game design to hone in on the good stuff. He did the original prototype for Loot, (True Vacuum's 2008 release) and is busy cooking up new gameplay for some contracted side-projects.
