Chris Bell
Chris is cofounder, CEO & Creative Director at Gardens. He is a game designer whose credits include Journey, What Remains of Edith Finch, Sky: Children of the Light, and Way.
Lexie Dostal
Lexie is cofounder and Head of R&D at Gardens. Lexie has over a decade of experience creating videogames as a designer/engineer. He has worked in many different genres, from 2D platformers and first-person shooters, to massively multiplayer AR stage productions. He is best known for co-creating the game Dustforce.
Stephen Bell
Stephen is cofounder, CCO, writer and Narrative Director at Gardens. His credits include Blaseball, What Remains of Edith Finch, Where Cards Fall, Sky: Children of the Light, and more.
Roldán Melcon
Roldán is a Senior Engineer at Gardens. Before joining Gardens, Roldán developed and maintained the backend for Blaseball, a massively multiplayer browser game by The Game Band. Other credits include Where Cards Fall, PlexVR, MindLabs, and more.
ma-ko
ma-ko is a freelance artist creating concept art for Gardens’ upcoming flagship game.
Leighton Milne
Leighton is a Senior Environment Art at Gardens. Leighton previously cofounded A44 Games, where he co-created the action rpg Ashen. Leighton also worked as an artist at Weta Digital and Compulsion Games, with past credits including The Hobbit and The Adventures of Tintin.
Stephanie Stoner
Stephanie is a Senior Character Artist at Gardens. Before joining Gardens, Stephanie worked on Knockout City as an Associate Lead Character Artist. In addition to creating stylized characters and creatures, she also has a passion for working with character customization systems to support self expression and inclusivity in games.
Cedric Adams
Cedric is a Senior Animator at Gardens. Touted as an up-and-coming multimedia artist, Cedric is most known for his lead animation credits on Where Cards Fall and Star Trek: Resurgence, his singer/songwriter alias Foxfrd, and his cosplay of Arcane’s Ekko. Cedric has an obsession with progress so he spends most of his time learning new skills and refining old ones.
Rosemary McGill
Rosemary is Lead Producer at Gardens. She got her start in games working on Campo Santo’s Firewatch, and later became writer / designer / producer of the massively multiplayer horror-baseball experience Blaseball. Rosemary is driven by her passion for pushing the boundaries of interactive narrative experience, and the unique potential of games to create opportunities for catharsis.
Lonnie Rad
Lonnie is a Producer at Gardens. Previously, Lonnie worked as a Product Manager and Producer on Blaseball, an award-winning horror fantasy baseball sim.
Jane Ng
Jane is Operations Director at Gardens. Jane previously was the Visual Director at Possibility Space where she built a diverse art team from the ground up. Her past credits as an env artist include Half-Life: Alyx, Firewatch, Brutal Legend, and more. Outside of work she enjoys paddling sports of all kinds and playing her guzheng.
Matt Schwartz
Matt is a Senior VFX Artist at Gardens. He has been in the game industry for over 10 years helping create satisfying gameplay moments through visual impact. He has worked on a range of titles at Ubisoft as an FX Artist such as Far Cry Primal, For Honor, Watch Dogs 2, Far Cry 5, Starlink and Far Cry 6, Riot as an FX Lead and in Art Direction on Legends of Runeterra and Blizzard as an FX Lead on their Unannounced Survival Game.
Ken Finlayson
Ken is a Principal Technical Artist at Gardens. He has worked in several areas of computer graphics. Most recently he was contributing to the computer vision field making ethical synthetic data sets to train on, and helping cars and the visually impaired navigate the world. His previous game credits include Dragon Age: Origins, Mass Effect 1, 2 and 3, Sunset Overdrive, The Long Dark and more..
Ben McEntee
Ben is a Concept Artist at Gardens. Ben previously worked at Dlala Studios on Disney Illusion Island, and at Possibility Space on an unannounced title. Before switching over to game development, he worked with animation studios like Titmouse, on AMC’s show Pantheon, and with Skydance Animation. In his free time Ben enjoys biking and doodling in his sketchbook.
Rick Silliker
Rick is a Technical Artist at Gardens. He's spent over 10 years building character rigs and animation pipelines. He has most recently worked on Create, The Last Light, Crash Bandicoot 4, and an unannounced MMO. When not gaming he is in the kitchen trying out new recipes, binging One Piece, and throwing a frisbee around with his two corgis.
Serge Knystautas
Serge is Head of Engineering at Gardens. He's been leading teams to ship both games and tech products for nearly three decades.
Karen LeBlanc
Karen is the Recruiter for Gardens Interactive. She has been privileged to work in the games industry for the last decade in AAA, mobile, and agency settings. Besides building inclusive and all-encompassing talent programs for studios, Karen's heart soars connecting people to their dreams and that is not a role she takes lightly.
Jimmy Malachier
Jimmy is a Senior Environment Artist at Gardens. He has been an environment artist for 17 years, working on games like Dungeon Hunter, Assassin's Creed Odyssey, and Immortals Fenyx Rising. He aspires to create worlds that inspire players with their beauty and harmony. When he isn't working, Jimmy enjoys working on his vegetable garden and sharing his harvests with family and friends.
Nick Mhley
Nick is a Lead Game Designer. He has worked as a game designer on Guild Wars 2, State of Decay, and Gigantic. His biggest joy is playing multiplayer games with friends and his teenage son.
Melissa Mazzocco
Melissa is a Senior Environment Artist at Gardens. She has been been an environment artist for 8 years, and has worked on Guild Wars 2, Scavengers, and unannounced projects at ArenaNet and most recently, Possibility Space. When not working or playing games, Melissa passes the time hanging out with her cats, tending to her growing plant collection, and practicing the banjo.
Andy Porter
Andy is Art Director at Gardens. Specializing as a Concept Artist and Illustrator, he worked previously at Blizzard on their Unannounced Survival Game, and at Splash Damage on franchises like Gears of War, Batman Arkham, Dirty Bomb, and many more.
Tyler Palladino
Tyler is a Senior Character Artist at Gardens. He's worked on games like SMITE, Soundfall, Rushdown Revolt, and Project O.R.C.S. He's an RPG and TTRPG fanatic, always looking to find new ways to bring characters to life.
Saul Abreu
Saul is a Senior Engineer at Gardens. He/they specialize in software architecture, game engine technology, framework building, and UI/UX, having worked on shipping Unreal Engine 4, Fortnite, and Palia. They're an avid tabletop gamer, goth-industrial music enjoyer, programming polygot, and broadly eclectic character.
Noah Alonzo
Noah Alonzo is a Concept Artist at Gardens. He has been lucky enough to work on the Unannounced Survival Game at Blizzard Entertainment and on Behemoth at Skydance Interactive. Before games he worked in film and product design, and always enjoys contributing to compelling solutions alongside a talented team. In his free time, Noah likes to play games with his friends, bake, and spend time with his partner and dog.
Charlie Ngo
Charlie is a Senior Gameplay Engineer at Gardens. He has been creating gameplay systems and tools across a variety of genres and platforms for over a decade. His previous work can be found in Defense Grid 2, Brass Tactics, Racoon Lagoon, an unannounced open-world DnD RPG, and more. Charlie enjoys dabbling in music composition and art in his spare time.
Sarah Mainwaring
Sarah is the Technical Director at Gardens and has been making games for over 10 years. Most recently she was the area lead for the gameplay programming team on Nightingale. She has also worked on the Fable franchise. She wants to make games that bring people together, both the players and the dev team. She is passionate about making the gaming industry a better place for everyone - a place where everyone can be happy, healthy, challenged, and whole.
Matt Morgan
Matt Morgan is a Sound Designer at Gardens. With over 25 years in the audio industry, Matt Morgan has worn many hats, including touring musician, producer, field recordist, mastering engineer, puppeteer, and sound designer. Driven by a passion for play and immersive sound, Matt has contributed to games such as Tunic, The Wild at Heart, and Kingdom: Two Crowns, as well as numerous films and VR experiences.
Kyle Allan
Kyle is a Senior Software Engineer at Gardens. Kyle got his start in gaming working at Riot Games on internal tooling, infrastructure, and automation. Most recently, Kyle lead the infrastructure team on Palia. Outside of work, Kyle likes to play games with his 2 sons, build Gunpla, and watch anime.
Jonas Norberg
Jonas heads up the Art Team at Gardens. He previously has worked in many different creative leadership roles at companies such as Blizzard, Microsoft and DICE, helping ship games like Battlefield 2, Mass Effect, Diablo IV, and many others. When he’s not at work, he likes being on a mountain, or in the ocean, or at least out in nature somewhere.
Adam Gibson
Adam Gibson is a Technical Artist at Gardens. He started in the games industry as an artist and quickly fell in love with creating shaders and optimizing workflows for other artists. Adam's game credits include Star Trek Online, Neverwinter Online, Aliens: Fireteam Elite, and several unannounced projects.
Dahlia Grayson
Dahlia is a Staff Software Engineer at Gardens. She has been working in the industry since 2011, contributing to games like Special Forces Team X, Guardians of Middle Earth, Blacklight Retribution, America's Army, Daylight, Gigantic, Banner Saga 1, 2, and 3, Towerborne, and Palia. With a focus on core engine work, Dahlia aims to create games that evoke an emotional response from the audience. Outside of work, she is a hobbyist who enjoys tea, coffee, and arcade machines, as well as spending time with friends and family.
Tim Fujieda-Feldman
Tim is a Principal Level Designer at Gardens. Previously, he was responsible for world design on an unannounced project at Phoenix Labs and led open world design on Diablo IV. He also contributed to Diablo III and designed missions on StarCraft II. When he's not working on games, Tim usually spends his time baking or singing quite loudly and off-key with his daughters.
Mo Bolton
Mo, a Senior Technical Animator at Gardens Interactive, brings extensive experience from indie, mobile, and major studios including Kabam and EA to refine animation's feel and visual appeal. He began his career animating in the TV industry but transitioned to games after discovering his passion for creating immersive gameplay experiences. Outside of work, Mo enjoys spending time outdoors with his kids.
Tamara Bojovic
Tamara is a Game Engineer at Gardens. She got her start in the games industry working on both the programming and design teams for Nightingale. Outside of work, Tamara enjoys playing sports (soccer and volleyball in particular!) and grinding the ranked ladder in Valorant.
Roger Eberhart
Roger is an Art Outsource Manager at Gardens. He began his career at Blizzard, with art credits on World of Warcraft and WoW: Burning Crusade. Since then he has worked in lead or senior character art roles on Wildstar, Dauntless, and Fae Farm. Outside of work he enjoys hiking, table top games, and tinkering with 3D printers.
Chris Hale
Chris is a Senior Animator at Gardens, blending technical expertise and creativity to bring characters to life. He has contributed to industry-defining titles like World of Warcraft, Mass Effect, and Star Wars: Knights of the Old Republic, as well as the critically acclaimed Dauntless and the charming Fae Farm. Passionate about crafting immersive, unforgettable experiences, Chris also enjoys restoring and modding retro game consoles in his free time, breathing new life into classic hardware.
Molly Carroll
Molly is the Community Lead at Gardens. Over the years, she's worked on the Steam team at Valve, led community and marketing efforts on games like Starbound and Stardew Valley at Chucklefish, and shipped Baldur's Gate 3 as Larian's director of PR and communications. Her quest is to grow and tend to a vibrant community around Gardens' games.
Lionel Barret de Nazaris
Lionel is a Software Engineer at Gardens. Previously, he was responsible for procedural world generation on an unannounced project at Phoenix Labs and led world generation and core engine teams on We Happy Few and South of Midnight. Outside of work, he is reading to many books, playing D&D or cooking.
Lena Guerrero
Lena is a Senior Software Engineer at Gardens. They find joy in building things that connect humans to each other. For several years, they were responsible for the backend of Jackbox Games and most recently helped launch Palia. Outside of work, you can find Lena climbing rocks, jumping into lakes, or in a hammock with their nose in a book.