THE CREW
Our team has had the pleasure of working across a broad array of beloved games including League of Legends, Valorant, Disney Infinity, Starcraft 2, MultiVersus, Hogwarts Legacy, Destiny, Call of Duty, and more.
We're now focused on building not only a new game we're excited about, but a studio that will be developing a relationship with players for decades to come.
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Veigar Bouius
CO-FOUNDER / PRODUCT DIRECTOR
Veigar led a number of teams on League of Legends, resulting in his tiny master of evil namesake. More recently, he led product on MultiVersus as well as doing R&D development in the mobile space and strategy at WB Games.
What I Get Excited About:
Water parks and beaches are my happy place but one of my favorite annual traditions is renting an Airbnb with friends and playing tabletop games nonstop over a long weekend. -
Jon Diesta
CO-FOUNDER / CREATIVE DIRECTOR
With nearly two decades of industry experience, Jon's notable achievements include his contributions to projects like Hogwarts Legacy, Disney Infinity as the character art director, and crafting the visual identity of MultiVersus. Jon has led and built teams for over a decade, and he takes immense pride in collaborating with fellow developers.
What I Get Excited About:
Cheeseburgers! -
Andrew Spiering
ENGINEERING DIRECTOR
Andrew has worked across a number of notable projects like Starcraft 2, World of Warcraft, and the Unity game engine. His passion for innovation and pioneering spirit led him to spearhead multiple teams, shaping games from their infancy to completion. His most recent endeavor found him at Riot Games, where he served as a Technical Lead on an exciting yet-to-be-announced project.
What I Get Excited About:
Andrew has a penchant for global exploration, often embarking on off-the-beaten-path adventures to remote corners of the world with his close-knit group of friends. An intrepid foodie at heart, he revels in the thrill of sampling the weirdest culinary delights each destination has to offer. -
Evan Altwarg
ASSOCIATE TEST ENGINEER
A recent graduate, Evan plays for an internationally competitive esports team and made a number of mods and personal game projects before making the career jump from full stack development in consumer tech into the game industry.
What I Get Excited About:
Sushi, Steak, Elden Ring, and Progressive Metal. -
Jean-Marc Belloncik
PRINCIPAL TECHNICAL ARTIST
JM worked at Autodesk on technical documentation for a decade before joining Relic Entertainment where he developed destruction pipelines for Age of Empires 4. More recently, he worked on Dauntless and Fae Farm with Phoenix Labs.
What I Get Excited About:
Figuring out how to batch process something to avoid doing it twice, or making systems simpler to use. Also, the first coffee cup of the day, endless cereals, and finding out I still have ice cream left in the freezer. -
Josh Black
SENIOR CONCEPT ARTIST
Josh worked with Avalanche Software on projects like Disney Infinity and Hogwarts Legacy as a character and environment concept artist. More recently, he worked on MultiVersus with Player First Games.
What I Get Excited About:
I love spending time with family and friends outdoors: hiking, camping, fishing, boating, mountain biking and hanging out at the beach. If I’m not doing those things you’ll most likely find me drawing, painting, or getting my hands dirty with ceramic clay. -
Linda Cai
PRINCIPAL SOFTWARE ENGINEER
Linda is a seasoned engineer and game developer with nearly a decade of experience working in the games industry. She understands the workings of what makes successful studios tick, having led the technical direction for engineering teams at both small and large studios, such as Radiant Entertainment and Riot Games. She most recently served as gameplay tech lead on an unannounced R&D project at Riot Games.
What i Get Excited About:
Cute animals, milk tea, miniatures of everyday objects, comedy shows and concerts, delicious local cuisine. -
Romain Clesse
PRINCIPAL ENVIRONMENT ARTIST
Romain, an environment artist with experience across various platforms including mobile, Nintendo Switch, PC, and PS5, has contributed to virtual landscapes enjoyed by players. Recently, Romain collaborated with Phoenix Labs, lending artistic support to the visuals of Fae Farm. His career reflects adaptability to different art styles, emphasizing a commitment to growth in the ever-changing gaming industryWhat I Get Excited About:
I find joy in experimenting with new recipes, embarking on road trips with my partner and my dog, indulging in the practice of music, and exploring the cosmos through the lens of my telescope. -
Bryan Flynn
SENIOR CONCEPT ARTIST
Bryan has been working as a Concept Artist for over a decade with titles like Doom (2016), Doom Eternal, Aliens: Fireteam Elite, and more recently Batman: Arkham Knight. He specializes in hard surface design for weapons, vehicles, props, and environments.
What I Get Excited About:
I love trying and making new foods, going on hikes, running on the beach, drawing, writing(poorly), and playing videogames. I can never get enough sci-fi. Give me more mechs, spaceships, and kaiju and I'm in paradise. -
Rachel Frick
HARD SURFACE ARTIST
Rachel is a self-taught artist specializing in fun and creative mechanical designs. She most recently spent time worldbuilding at Firewalk and she also makes guides and tutorials for the hard surface modeling community.
What I Get Excited About:
Gardening, Korean food, going on film photography trips with my partner, and playing co-op or board games with friends. -
Katie Hancock
SENIOR PRODUCER / PEOPLE OPS
Katie has served as a producer on a range of projects like Disney Infinity, Marvel Strike Force, and MultiVersus. Throughout her time in games, she’s taken on dynamic roles at both the studio and team levels. Katie’s biggest passion is making sure the well-being of the people behind the games are taken care of so they can channel their energy into making extraordinary and unforgettable experiences for players.
What I Get Excited About:
My happy place is staying in with my partner and our dog, baking chocolate chip cookies, drinking a warm cup of coffee, stretching out on the couch under the softest blanket and being captivated by a great show or movie (even if it’s the 184th time watching it). -
Pierre-Luc Jacques
SENIOR VFX ARTIST
Pierre's journey started 5 years ago on Valorant at Riot Games. Over the years, he worked on Environments and Skins, before contributing to Fade, Harbor, Deadlock and Agent 25 on the Agent Team.
He strives to share knowledge and work with others to create bigger and better things that we cannot achieve alone.
What I Get Excited About:
Concerts and sharing time with friends, laying awake at night planning D&D campaigns that will never happen, and talking about VFX (Please don't get me started, I won't know when to stop). -
Jonathan Lee (JLee)
PRINCIPAL ENVIRONMENT ARTIST
JLee got his start in the industry 13 years ago when he was interning on a project that would later become Hawken. He joined Riot in 2014 and spent 8 years there working on League of Legends and several R&D projects. Before joining Stoke, JLee was at Drifter Entertainment where he got the chance to release Superior: Vengeance.
JLee currently resides in San Diego, CA with his wife and his daughter.
What I Get Excited About:
In no particular order, golf, Liam Neesen action flicks with the wife, and chili oil. -
Travis Lewis
SENIOR GAME DESIGNER
Travis has previously done combat and systems design on a number of games, including Destiny 2, Call of Duty, and some mobile games. He makes prototypes that are sometimes surprising, and often dangerous. In a good way, of course.
What I Get Excited About:
I'm all about walking around outside with a cup of coffee in the morning watching the hummingbird friend that lives in my courtyard. I enjoy cooking and eating new and delicious things. I also enjoy rock climbing, which I fall into and out of for a few months at a time. -
Ricky Linn
LEAD VISUAL DESIGNER
From League of Legends, VALORANT, Jedi: Fallen Order, MultiVersus, and most recently Fortnite, Ricky has had the incredible fortune of designing UI and visuals for some of the biggest titles in the gaming industry.
What I Get Excited About:
I love to sing and I love musicals. Unfortunately I was not blessed with a voice good enough to actually be in musicals. Also, challenging friends to eat really spicy food with me. -
Phoebe Mullen
PRODUCER
Phoebe's journey in the gaming industry began at Wildworks, where her creativity breathed life into marketing videos. She then joined forces with Player First Games to work on MultiVersus, where she ran the development team responsible for all platform and meta systems before then joining Stoke Games.
What I Get Excited About:
Sending projects, eating spicy foods, 1.5u backspace keys, and scritching cute pups. -
Kyle Rau
LEAD HARD SURFACE ARTIST
Kyle brings to the team over a decade of professional experience making hardsurface weapons, vehicles, and characters for multiplayer games. A majority of his career was at Blizzard, where he worked on a variety of titles most notably Overwatch 1 and 2. His passion in collaborating with concept artists, designers, and engineers has helped him craft many iconic weapons and characters that connect players to the gameplay and worlds they immerse themselves in.
What I Get Excited About:
Riding mountain bikes in the woods on a weekday, rare sportscar sightings, and elevating frozen pizzas with extra toppings all in the same day. -
Jim Williams
PRINCIPAL TECHNICAL ARTIST
From xenomorph queens to space marines, from fantastical spaceships to actual US Navy warships, Jim brings over 15 years of Unreal Engine experience to Stoke. After starting out in game-based military training software, Jim moved on to the entertainment industry, providing rigging, scripting, performance capture, and technical animation support for games including Aliens: Fireteam Elite and Concord.
What I Get Excited About:
Rooting for the Philadelphia Phillies and Eagles, hiking, camping, and fishing with my family, 80s action movies, and getting lost for hours in adventure games. -
Joe Van Zeipel
PRINCIPAL UI ENGINEER
Joe has been building interfaces for games since 2008. After working on such franchises as Skate, Need for Speed, and Plants vs Zombies as an artist and designer, Joe pivoted to programming and built the RPG card battler Solitarica before joining Phoenix Labs, working on Dauntless and Everhaven as their lead UI engineer.
What I Get Excited About:
Great design in any form. Working with my hands to scratch that creative itch that never goes away. Gazing up at the night sky in a dark place and letting my imagination wander.
OUR SIDEKICKS
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Katsu
CHIEF CHEESE OFFICER
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Malachite
TREAT COMPLIANCE OFFICER
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Ollie & Mickey
HEADS OF QA, TREATS DEPARTMENT
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Nimbus
EXECUTIVE MOUSE WRANGLER
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Orion
ASPIRING FOLIAGE ARTIST
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Pippa
CHIEF SASS OFFICER
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Sushi
HEAD OF MEOWCHANICAL ENGINEERING
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Winnie
STRATEGIC REACQUISITION ADVISOR
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Yoongi
CHIEF LAP SITTER