Join the Team
We’ll be opening up new positions in early 2025.
True to our name, we’re methodical about crafting exceptional games. Whether you're playing them or making them, we believe the experience should be nothing short of extraordinary.
We’re a lean, dedicated team of seasoned developers who bring expertise from various disciplines to guide our approach. Our strength lies in collaboration, quick iteration, and a developer-driven process.
We’ve created a space where talented individuals can thrive and contribute meaningfully, where ego takes a backseat to genuine teamwork and mutual respect, and where developers can achieve the best work of their careers.
Are you talented, driven, and eager to collaborate? If so, we invite you to join us in creating something truly remarkable.
We create because we love it. When you’re passionate about games and the craft, you make experiences that resonate.
Great creations are built on strong foundations. We prioritize mastering the fundamentals to achieve extraordinary results.
We value talent and experience, but we also believe in kindness and respect. Excellence can be achieved while also being considerate and humble.
We work lean in order to keep things focused and agile. By iterating quickly and avoiding unnecessary complexity, we are able to concentrate on what truly matters.
We believe that collaboration across different disciplines and perspectives leads to innovative solutions. Working together and embracing varied viewpoints makes our work stronger and more creative.
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.
Anthony has early memories of being captivated by Metroid and Zelda on his NES. Other early inspirations came from the pages of Spider-Man comics and films like Aliens, Star Wars and The Goonies. These early inspirations set the stage for his career as a Concept Artist. Anthony’s first role in AAA games provided him the chance to work as an artist at NetherRealm Studios where he worked on the Mortal Kombat and Injustice series. Over the course of his fourteen year career, Anthony has contributed to productions for Barnstorm VFX, Sony Santa Monica, Retro, EA, Marvel and Amazon. Anthony is excited to imagine new worlds with the team at Methodical.
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!
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”.
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 as a gameplay engineer working on Beetle Adventure Racing for the N64. He found his niche developing best-in-class gameplay mechanics as an original member of Infinity Ward, where he led the engineering team building the Call of Duty franchise. 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 later was part of the core team that built Fortnite BR. Now with almost three decades of experience, Frank begins his next chapter with Methodical Games.
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, he 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.
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.
From a young age Krist loved getting lost in immersive worlds, whether it was games, movies or books. He enjoyed drawing his favorite characters as well as building up made up universes. This passion led him to a career as a Concept Artist, starting at WB Games on Gotham Knights, and later on at EA Motive and People Can Fly, contributing to projects like Marvel's IRON MAN and other unannounced titles. His love for painting and drawing, combined with his ability to create believable characters and environments, brought him to Methodical, where he’s excited to design a unique and visually stunning gaming experience!
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.
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.
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.
An explorer looking to replicate real world magic in games, Ian brakes for thunderstorms, fireflies, sunsets, and sundogs. He traveled the world as a Coast Guard brat, and a piece of his heart will always live in Alaska. With the Force flowing through him, Ian started his career at LucasArts almost two decades ago as a design Padawan, creating worlds for Star Wars and Indiana Jones. Since then, he has worked on several franchises, including Tom Clancy's The Division. Ian loves games of all types- board games to table-top strategy, to video games and pen & paper RPGs. He always wants players to experience something memorable and magical, and is excited to bring players together at Methodical.
Video games have always been a cornerstone of Daniel's life. From burning through packs of double-A batteries on his childhood Game Boy to transitioning his career from film and animation to the gaming industry, Daniel's passion for gaming runs deep. He has contributed to renowned titles like Call of Duty: Cold War, Call of Duty: Vanguard, and Jedi Survivor, showcasing his talent as a 3D rigger and artist. Daniel approaches his work with the precision and dedication of a true craftsman. His unwavering belief that game development and CG artistry are his life's purpose fuels his enthusiasm, and he is thrilled to join the team of passionate and experienced gamers at Methodical.
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!
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.
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.
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.
Raised in Mumbai, India, Ramnath's passion for visual storytelling was ignited by the vibrant world of Bollywood. This early inspiration grew into a love for photography, leading him to specialize in lighting for films and games. He started his career in texturing and lighting at Polygon Entertainment, then moved on to 2K Games, Hangar 13, Splash Damage, and People Can Fly, contributing to the success of titles like XCOM 2, Mafia III, XCOM 2: War of the Chosen, and Gears Tactics. He also led the Lighting and Compositing team for the award-winning short film Soar. Outside of work, Ramnath enjoys photography, driving, and hiking.
Jon was passionate about gaming from an early age and was inspired to pursue a career in the industry early on. After learning to program in high school, he would go on to study Computer Science. Eventually, Jon found himself at Epic Games, and during his time there he would work on a range of problems from Networking to Virtual Project, including games like Fortnite and projects like The Mandalorian. Jon is excited to work on new challenges with such a talented group at Methodical. 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.
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.
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.
Spyro is an artist with a passion for crafting immersive gaming experiences, ensuring that each character receives meticulous attention. Prior to his current role, Spyro contributed to projects at People Can Fly and Santa Monica Studio, including the acclaimed God of War Ragnarok. Beyond work, Spyro finds joy in hobbies like crafting model kits and gaming with friends, where he continues to explore his creativity. With a dedication to artistic excellence and innovation, Spyro eagerly looks forward to pushing the boundaries at Methodical Games.