Who we are.

Methodical Games is a newly formed studio built around a fundamental set of ideals; a lean talented team, direct cross-discipline collaboration, quick iteration, and developer-driven processes. Our goal is to foster a haven for developers to push the bounds of their craft and collaborate directly with other creative minds. As our name suggests, we pride ourselves on a detail oriented approach to game development with a focus on meticulously crafted gameplay. You might even call it an obsession. We’re seeking passionate individuals from all walks of life to join us in building something great.

  • Ray Arnett

    PRINCIPAL ANIMATOR

    Ray has been captivated by larger than life characters and stories his entire life. As a kid, he binged Godzilla movies, drew comics, and rented every NES game at the video store. His career as an animator began in film before jumping to games, spending the last 13 years at Epic Games, where he contributed to projects including Gears of War 3, Paragon, Fortnite, and various Unreal Engine demos. He has been surrounded by incredible mentors, artists, and developers his entire career who put up with his constant questions and taught him everything he knows. Ray is delighted to continue learning and collaborating with the awesome team at Methodical.

  • Richard Baker

    PRINCIPAL ENGINEER

    Richard grew up making games for the Commodore 64, and he got his first game job with his college roommate at Paradigm Entertainment working on PilotWings 64, a launch title for the Nintendo 64. He worked on core tech before becoming the Lead Engineer on Beetle Adventure Racing. Richard was one of the Lead Engineers on EverQuest 2 at Sony Online before joining Infinity Ward to help take the Call of Duty franchise to the next level. He went on to become the Technical Director at Respawn Entertainment for the Titanfall franchise and Apex Legends. After 16 years building some of the most successful FPS games, Richard is excited to bring that experience to new genres with Methodical.

  • Jason Barth

    SENIOR SYSTEMS DESIGNER

    Jason fell in love with games at a young age, when titles like Mario, Zelda, and Final Fantasy ignited his passion for exploring fantastical worlds. He started his career in game design at A Thinking Ape, where he managed progression, economy, and live event systems for multiple titles. After several years in the trenches of live-ops, he took on a new role at Blackbird Interactive, where he crafted progression systems, planned the economy, and implemented the campaign for Hardspace: Shipbreaker. Now, with over a decade of experience, Jason is excited to join the team at Methodical to keep growing as a designer and help craft an exciting new IP.

  • Adam Bellefeuil

    DESIGN DIRECTOR

    Downloading a Doom editor from a local BBS marked the beginning of a lifelong passion for game development for Adam, who now has over two decades experience as a game designer. His Quake mods helped him land his first industry job as a level designer at 2015 Inc. where he worked on Medal of Honor Allied Assault. He went on to spend several years at Dallas game studios Ritual Entertainment and Nerve Software. Prior to co-founding Methodical, Adam was at Epic Games for 15 years where he specialized in gameplay and level design and helped shape Gears of War, Paragon, and Fortnite.

  • Daria Burdukovskaya

    JUNIOR CONCEPT ARTIST

    Daria has always been fascinated with the visual storytelling of video games and movies. While drawing she would watch various gameplay videos and streams and wonder if one day someone will be playing a game that she helped develop. Thus, an ambition was born, leading her to spend many years in different parts of the world to study and practice traditional arts. This experience was built on and expanded into 3D during her studies at ArtFX. There she was mentored by industry professionals across various disciplines and had a simulation of a real hands-on movie production experience in her graduation year. Now she is elated to be a part of an incredible team at Methodical Games to continue her artistic journey!

  • Ori Cohen

    PRINCIPAL ENGINEER

    Ori has been programming since he was a kid, making his first Breakout clone in Visual Basic before moving on to making Flash games during the web game explosion of the early 2000s. He worked on Prototype 2 and Splinter Cell: Blacklist before joining Epic Games as an engine programmer. At Epic, Ori worked on core systems for UE4 and UE5, with an emphasis on physics and performance. He helped ship Paragon focusing on cloth and ragdolls, and was a core member of the small team that created Fortnite Battle Royale where he worked on various gameplay features as well as creating the vehicle system and the first few vehicles. He has since joined Methodical Games and is very excited to be with a small team once again.

  • Elijah Dixson

    GAME PRODUCER

    Games have always been a way for Elijah to connect with others— playing Starcraft with his dad and brother, Mortal Kombat with his mom, and Animal Crossing with his sister. Growing up, he organized Pokémon tournaments and made maps in Halo 3’s forge mode. Elijah pursued an education in Game Design and found his passion organizing and empowering teams as a Producer. He helped produce Destiny 2: Black Armory, The Unreal Engine 5 Reveal, Matrix Awakens, Fortnite Creative Mode, and Lost Ark during his time at Vicarious Visions, Epic Games, and Amazon Games. Elijah is excited to bring his breadth of production experience and a developer-first mindset to support Methodical and make games that inspire others.

  • Stacy Edwards

    DIRECTOR OF PEOPLE

    Stacy has always held a strong passion and desire to make a difference in the lives of people. This guided her to pursue a degree in Human Services which eventually led to a career in Human Resources. Her passion for helping people grow and thrive, combined with her love of technology and games has evolved into a 20+ year career in the industry. She began her journey with Aquent Studios, supporting developers at Microsoft Games Studios and 343 Industries, where she quickly realized that she was drawn to the creative and dynamic world of making games. From there she went on to support studios at AAA developers Wargaming and Arkane Austin, and most recently, independent co-developer, Certain Affinity. She is now thrilled to be starting her next adventure with the team at Methodical Games.

  • Ethan Friedericks

    PRINCIPAL SOUND DESIGNER

    Ethan has always had a passion for sound and video games. He grew up playing games on the family computer. At the age of 7, his dad brought a synthesizer home and Ethan was enthralled with all of the sounds he could make with it. It was at that moment he began his musical and sonic journey. Ethan worked at Disney for 17 years. From Mickey Mouse to Star Wars, across games like Epic Mickey and the Kingdom Hearts franchise, to theme park rides and productions, Ethan has had a hand (or an ear) in bringing these beloved characters and stories to life. He believes that the power of sound lies in its ability to connect us, to tell stories, and to create moments of magic in our everyday lives. Ethan is thrilled to join the Methodical team and help shepherd the audio vision and make incredible games.

  • Robert "Robot" Gaines

    VISUAL FX DIRECTOR

    Blockbuster movies and the latest video game always put a smile on Robert's face. So much so he decided to make a career of it. He started his career in Dallas, Texas at Paradigm Entertainment. There he discovered the joy of being a generalist; creating models, animating, designing levels, and writing script. He learned that the job wasn’t done until you could see the results in game. He started as a 3D Modeler but after wearing many hats, found that Visual Effects were the most rewarding. After many years making visual effects at companies like Infinity Ward and Respawn Entertainment, the joy is still alive. “Even after 2 decades, when you're making games there is always something new to learn and there is always a new way to make your audience smile”.

  • Frank Gigliotti

    CEO / GAME DIRECTOR

    Growing up during the golden days of the NES, Frank knew from an early age that he wanted to make video games. He began his career in the late 90s as a gameplay engineer working on Beetle Adventure Racing for the Nintendo 64. He found his niche developing best-in-class gameplay feel and mechanics as an original member of Infinity Ward, where he led the gameplay engineering team on the Call of Duty franchise and helped establish it as one of the biggest in entertainment history. As a founding member of Respawn Entertainment he contributed to Titanfall before joining Epic Games where he led the gameplay engineering team on Paragon and was part of the small team that built Fortnite Battle Royale. Now with over two decades of experience, Frank begins his next chapter with Methodical Games.

  • Matt Hadley

    PRINCIPAL ENVIRONMENT ARTIST

    Art, technology, and of course - video games. These were the things that fascinated Matt from a young age. What began as an obsession and a hobby quickly transformed into a career choice. Matt started his journey into game development at Avalanche Studios, contributing to the Just Cause franchise. He later joined the startup Defiant Studios, where he learned a wealth of knowledge. Matt would then go on to spend 5 years at People Can Fly, working on Outriders and other unannounced titles. At this point in his career, Matt set his sights on the more technical aspects of environment art and grew into a leadership role, building and overseeing a talented team of environment, VFX and technical artists. Matt is excited to join the talented team at Methodical.

  • Jay Hosfelt

    ANIMATION DIRECTOR

    Jay grew up helping out at his dad’s hobby shop which gave him an almost unlimited supply of model kits to build and comic books to read. At home he’d paint pictures on the family’s Apple II-GS home computer, play video games, and make stop motion movies. A year after graduating high school he got a job animating characters for a Monty Python game and quickly realized that making games combined all of his passions. After working at several game companies like Ion Storm and Ritual Entertainment, he went on to join Epic Games in 2003 where he created animation for the Unreal series, Gears of War series, Paragon, Fortnite, and tech demos like The Matrix Awakens.

  • Carolyn Kaiser

    SENIOR ANIMATOR

    Carolyn grew up in Malaysia playing MS DOS games on her dad's computer, and eventually tried to defeat every PC game she could get her hands on. At the same time, she enjoyed watching Disney, Warner Brothers, and Hanna-Barbera shorts. When Toy Story came out she was blown away by CG animation. These experiences convinced her to set forth on her quest to become an animator. She is grateful to have animated on several feature films for Pixar, Blue Sky, and Rhythm & Hues along her journey. Today she is excited to combine her passion for gaming and animation at Methodical where she looks forward to being part of making an undefeatable game!

  • Jon Nabozny

    SENIOR SOFTWARE ENGINEER

    A used Sega Genesis ignited a lifelong passion for gaming in Jon, but it wasn't until Majora's Mask for the N64 that the idea of joining the industry took hold. Series such as Gears of War and Modern Warfare consumed his high school years, until he found his next obsession: programming. After studying Computer Science, with a focus on robotics, Jon spent his early career in the automotive industry before finally joining Epic Games and realizing his childhood dreams. In his nearly 7 years there, Jon had many roles, from Developer Support to Network Programming, before landing as an engineer on Special Projects. He worked on several projects, including The Mandalorian, The Matrix Awakens, and City Sample. Jon is ecstatic to work with those who made some of his favorite games and hopes to inspire another generation with his work at Methodical.

  • Dave Ratti

    TECHNICAL DIRECTOR

    Dave is a lifelong gamer with a passion for programming. He has been around computers since a young age and in the mid 90s discovered early online gaming services such as Kali and DWANGO. The convergence of gaming, programming, and the internet at this time took hold of him. After completing college and many side projects, Dave broke into the game industry working for classic gaming companies 3D Realms and id Software. Later he would join Epic Games to help create core systems of Unreal Engine 4, Paragon, and Fortnite. He is now most looking forward to working with a small passionate team on games that push boundaries and define genres.

  • Ian Riutta

    PRINCIPAL LEVEL DESIGNER

    An explorer who’s always looking to replicate real world magic within his games, Ian brakes for thunderstorms, fireflies, and sundogs. He traveled the world as a Coast Guard brat, and a piece of his heart will always be found in Alaska. With the Force flowing through him, Ian started his career at LucasArts almost two decades ago as a design Padawan, contributing to the worlds of Star Wars and Indiana Jones. Since then, he has helped create enthralling gameplay spaces for several franchises, including Tom Clancy's The Division. Ian loves games of all types; from board games to table-top strategy, to video games and pen & paper RPGs. Ian is always looking to guide players in experiencing something memorable and magical, and is excited to bring players together with the team at Methodical.

  • Seth Rolfe

    IT SYSTEMS ADMINISTRATOR

    Technology has always fascinated Seth. Growing up, he tinkered with most anything he could get his hands on and when he got his first computer in the early 90's he immediately took it apart. After serving in the Air Force for several years doing both Logistical and IT work, he attended Full Sail University where he graduated as Valedictorian from the Game Design degree program. Soon after he found himself working at Epic Games as an Event Technician where he helped run tournaments and events for Fortnite, Unreal Engine and various other initiatives. He is excited to be able to put his decade plus of professional IT experience to use towards something amazing at Methodical.

  • Anthony Sixto

    ART DIRECTOR

    Anthony's journey into the world of gaming and visual storytelling began with his very first experience playing Burger Time for Atari. He has vivid memories of being captivated by the worlds of Metroid and Zelda on his NES. As he grew older, his creative fire was sparked by the pages of Spider-Man comics and cinematic wonders like Star Wars and The Goonies. These early inspirations set the stage for his career as a Concept Artist, allowing him to craft imaginative worlds for games, film, and television. Anthony’s first role in the video game industry provided him the chance to work as an Artist on the NetherRealm / Warner Brothers Games team where he contributed to Mortal Kombat X and Injustice. Over the course of his thirteen year career, Anthony has been a member of various productions for Sony Santa Monica, Ready at Dawn, Retro, Marvel, Amazon Studios, and CBS. Anthony is excited to imagine new worlds with the team at Methodical and looks forward to directing the artistic vision for their first game.

  • Carl Thibeault

    PRINCIPAL TECHNICAL ARTIST

    Carl was introduced to video games as a kid, playing Duck Hunt on NES using an old CRT TV at his childhood home in Quebec City, Canada. He loved video games so much that he used to record his best Super Mario 64 moments on VHS, daydreaming about becoming a future game developer. At university, he studied 3D Visual Arts and honed his creative and technical skills. He started his career in gaming at Ubisoft as a Modeler on Assassin's Creed III. He spent two years in the role and worked on three Assassin’s Creed titles before taking on the position of Technical Artist for Assassin’s Creed: Syndicate. After eight years dedicated to the Assassin's Creed franchise, he worked on Typhoon Studio’s Journey to the Savage Planet. Prior to joining Methodical Games, Carl was a member of the dev team at Raccoon Logic focused on an unannounced project. Carl brings a decade of game industry experience to his role at Methodical.

  • Lewis Walden

    SENIOR ENVIRONMENT ARTIST

    Lew has been pushing pixels around since 1996. His career started with painting pixels for a flight simulation company in Texas which later led to creating art for Nintendo 64 games, such as F1 World Grand Prix and Beetle Adventure Racing at Paradigm Entertainment. This would eventually lead to greater adventures in the gaming world with opportunities to create art for game franchises such as God of War, Titanfall, and Apex Legends. With over 25 years experience in the industry, Lewis is thrilled to be joining an innovative team of creatives that have come together in the next gaming chapter with Methodical Games.