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