Looking Forward

ForwardXP develops multiplatform video games for console, PC, and virtual reality platforms. We work hard to Find the Fun in everything we build!

Where we’ve been; Where we’re going

Founded in 2016 by video game industry veterans Steve Nix and Jah Raphael, ForwardXP originally created both games and genre defining enterprise experiences in Virtual Reality.

[View our enterprise work

Today, we are fully focused on delivering the next generation of forward looking games for consoles, PC and VR platforms.

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A strong company culture

We pride ourselves on our commitment to a collaborative, transparent, and inclusive company culture. ForwardXP is an independent studio currently working on meaningful titles that will help define the future of games.

Our Core Values

These are the pillars of …

Excellence

Excellence is a keystone of our team’s values, as each member upholds a commitment to achieving high standards in quality, efficiency, and productivity.

Collaboration

Embracing a culture of collaboration, our team members actively participate in creative endeavors with colleagues throughout the organization, promoting inclusivity and fueling innovation.

Impact

Contributions from our team members play a vital role in enhancing project outcomes and ensuring the overall effectiveness and success of the organization.

Finding the fun

IDEATION

The ideation and concepting phase of a game is one of the most important. We utilize mind-maps, group discussions, paper prototyping, and whatever other techniques we can get our hands on in order to get the most out of the Ideation phase.

RAPID PROTOTYPING

A game is only as fun as its most basic systems, and that’s why we put a premium on early, rapid prototyping. We’re not afraid to try new things, and know that not everything that sounds good on paper works in-game. If it ain’t fun then study it, learn from it, throw it out, and try something new.

PLAYTEST, PLAYTEST, PLAYTEST

You can’t know if something is fun without playing it, and even then it’s still not a certainty. That’s why we put so much focus into playtesting every step of the way, making sure that fun is maximized among players and that everyone has a good time.

POLISHING THE MASTERPIECE

We pride ourselves on our commitment to the end product: a game that is fun, visceral experience, visually gorgeous, audibly astounding, and accessible to everyone.

THE FUN NEVER ENDS

Launching a game is the beginning of the next step in the journey of making a great game. We seek to continually enhance and expand upon the enjoyability and accessibility of our games. Players should look forward to every update, and we’re committed to that ideal.

Our Leadership Team

Steve Nix

Chief Executive Officer

With over 20 years of leadership experience in the games industry, Steve has had the good fortune to help drive major technology shifts in gaming with industry defining partners. Prior to ForwardXP, Steve was the CEO of Ritual Entertainment, Director at id Software, GM of Digital at GameStop, and later co-founder and CEO of mobile gaming analytics and CRM pioneer Yvolver, before its acquisition by AdColony. Steve has led teams that shipped titles in some of the best selling video game franchises of all-time including Counter-Strike, DOOM, QUAKE, RAGE and Wolfenstein. Steve remains passionate about innovating around the combination of emerging new technologies.

Jah Raphael

Chief Technology Officer

As leader of the technology team, Jah brings over 20 years of industry experience including many years as a Lead Programmer at id Software where he shipped leading titles, including, DOOM RPG, QUAKE LIVE, and RAGE. After id Software, Jah co-founded Yvolver and led the development of the best-in-class mobile gaming CRM solution before the company was acquired by AdColony where he continued to serve as VP of Engineering. Jah is a longtime World of Warcraft player and he created Raider.IO, the world’s leading ranking site for World of Warcraft players and guilds.

Lauren Fedak

Director, People and Culture

Lauren is an experienced people leader and human resource management professional creating a team-driven environment with exposure in project management, long range planning, team leadership, operations management, and organizational development. She has spent the last 8 years serving organizational leaders and people building culture and aligning behavior to produce results.

MIKE CRASSWELLER

Director, Production

A people-first production leader, Mike has over 16 years of industry experience, 11 in leadership roles building and supporting excellent game production and studio operations teams. He has contributed to over a dozen title launches across PC, mobile, web, console and VR platforms.

RONN HARBIN

Director, Design

Ronn Harbin is a 25-year veteran of the games industry. His contributions include art, design, and scripting on titles from iconic franchises such as DOOM, QUAKE, and Call of Duty.

JUSTIN THOMAS

Director, Art

As Studio Art Director, Justin Thomas has 25 years of experience working with various teams and sizes to accomplish visual goals and direction on a variety of projects. Through the years he has had the opportunity to learn from and work with the many of the industry’s top franchises and developers.

DAVID KOENIG

Director, Engineering

David is an award-winning game developer and mentor whose experience now spans multiple decades. He has made major engineering and leadership contributions to iconic games and franchises such as QUAKE, DOOM, and RAGE.

Our Crew

Jim Dose

Principal Software Engineer

Hunter Mabrey

Lead Software Engineer

Michael Wetherill

Senior Software Engineer

Stephen Maloney

Senior Software Engineer

DREW FULSOM

Senior Software Engineer

JOHN WILSON

Senior Software Engineer

SAM TUGGLE

Senior Software Engineer

HANNAH WETTERAU

Software Engineer

YOON JOON SO

Software Engineer

JON SKINNER

Senior Technical Designer

SAMUEL WALL

Art Director

VONG PHA

3D Artist

TYLER GEORGE

Senior Software Engineer

STEVEN DUNN

Software Engineer

PHILIP MALLERY

Senior Designer

JENN CUMMINGS

3D Artist

SHANE RINEHART

3D Artist

ANIRUDH SUNDARESAN

3D Artist

HEATHER TIERNEY

3D Artist

BETHANN HARPER

Game Producer

SEAN LANDER

Product Manager

KATE BARKER

QA Analyst II

MARIA GARZA

QA Analyst II

TRAVIS DICKERSON

QA Analyst

TOMMY DOYLE

IT Administrator

SALLY HADEN

Office Coordinator
Craig Sutton

Senior Game Designer

Josh Spigener

QA Manager

Reid Wilson

QA Analyst

Jesse Hernandez

QA Analyst

Judy Corona

Game Producer

Kyle Bean

Game Producer

Mary Braden

QA Analyst

Long Diep

QA Analyst

Wyatt McHalffey

QA Tester

Samantha Mosqueda

Software Engineer

Aaron Carr

Software Engineer

Rebecca Ward

Software Engineer

Kaitlyn Ehlers

Game Producer

Darren Schoen

Principal Software Engineer