Oxide’s team is comprised of industry game changers with over 100 years combined experience, numerous patents and technical know-how to support their vision
Andrew Baker, Chief of Operations
Andrew has over ten years of experience running engineering operations and release management, and was part of the Sourcefire leadership team that helped grow the company from 5 people in 2002 to over 600, prior to acquisition by Cisco in 2013. He also has over 20 years of experience as a Linux and networking developer, and an additional 13 years experience in leadership and management roles. Andrew holds an MBA from the R.H. Smith School of Business.
Dan Baker, Chief Graphics Architect
Dan has over a decade of experience in the game industry. He 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.
Nathan Heazlett, Technical Art Director
Nathan has more than twenty years of software and game development experience as a lead artist and technical artist. He has developed art pipelines and processes for several AAA console and PC titles. Nathan’s experience developing shaders and tools for artists has led him to be an ideal bridge between the sometimes competing goals of engineering and art.
Tim Kipp, Chief Systems Architect
Tim 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.
Steve Langmead, Art Manager
Steve 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.
Michelle Menard, Lead Designer
Michelle is an award-winning game designer and published author (Game Development with Unity) with 10 years experience in the game industry. She has previously worked in both the mobile and AAA market, and as a consultant under Artemic Games. Once she was invited to the White House to blabber about game design and crowd-sourcing for big data. She is also a co-founder of Fishwizard Games, a small board game company exploring strategy games set in the Gateway universe, and an adjunct professor at the Savannah College of Art and Design.
Marc Meyer, Director of Production
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. Just don’t be surprised if he needs to take a second to check his Warframe extractors.
Greg Osefo, Senior Software Engineer
Greg is a talented engineer with 10 years of game development experience. His notable shipped titles are Civilization V & VI as a Systems Programmer and Lead Systems Programmer, respectively. Greg brings a positive can-do attitude to every programming challenge.
Mike Phillips, Art Director
Mike is a 17 year veteran of the games industry with a background in traditional animation and concept design and has helped develop art for numerous titles including most notably: Elder Scrolls Online, ESO Morrowind, Command and Conquer: Kane’s Wrath, Battle for Middle Earth: Rise of the Witch King, Civilizations III: Conquests and Emperor- Rise of the Middle Kingdom. Mike has years of experiencing concepting, directing and motivating large, multi discipline teams of creative individuals to deliver quality products.
Brian Wade, Creative Director
Brian 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.
Mat Weathers, Lead Concept Artist
Mat is an art director and artist with over a decade of experience on various projects including 9 shipped titles. He has years of experience in the application of rapid development techniques, practical concept work, and employee mentor-ship. An accomplished texture artist, modeler, and concept artist, Mat also likes to draw boats. Beautiful boats. The best boats. Have you asked him about his boats?