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Hidden Path Entertainment, LLC
Hidden Path Entertainment is an independent video game development company
established to develop and produce interactive entertainment software for
current and future generations of video game consoles as well as other computing
platforms. Hidden Path's team is made up of industry veterans who have
each contributed to highly successful (best-in-class) titles in multiple genres
and on multiple platforms. Hidden Path is currently working on both
independently-funded and console publisher-funded projects, developing fun and
innovative titles for some of the most popular companies in gaming, and their
respective platforms.
Hidden Path's experience in game design, production, technology and art, along
with strong subcontracting partners, allow the company to manage all aspects of
game development from concept to gold master. Hidden Path focuses on
original concept development bringing new and innovative experiences to video
gaming.
Hidden
Path's management team has over 40 years of game industry experience
working on AAA and top game titles at Access Software,
Ensemble Studios, FASA, IBM, Microsoft Game Studios, Sierra On-Line,
Virtual World Entertainment and as part of the Xbox, Xbox Live and
Xbox 360 launch teams.
Management Bios:
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Jeff Pobst,
Founder and Chief Executive Officer
Jeff has held roles as a
game programmer, producer, chief operating officer of a game development
company, and most recently a group leader at Microsoft for the Xbox and Xbox 360 platforms.
Jeff has shipped over 20 game titles and has worked on four different
platforms bringing games in the Half-Life, Homeworld, and Lord of the Rings
franchises to market in addition to many others.
By being Sierra Studios'
first external producer in 1998, Jeff had atypical involvement in all elements
of the publishing business including developer acquisition, contract
negotiation, profit and loss planning, forecasting, production oversight,
manufacturing, documentation, interaction with
quality assurance, marketing, public relations, and many others. When
moving to WXP, an independent game development house, Jeff worked on the other
side of the negotiation table, dealing with several publishers on actual and
potential contracts, as well as overseeing budgets and executing business
strategy.
Jeff joined Microsoft in 2002 to head up a group of developer
liaisons working closely with game developers on the Xbox and Xbox 360 platforms to
help improve the potential of their titles. Jeff was the main
spokesperson for Microsoft when talking with game developers about Xbox 360 plans
and represented the Advanced Technology Group on the third-party
portfolio management team for the platform. Jeff has a doctorate in
Aerospace Engineering and was a film student, a researcher, systems engineer,
and project manager before entering game development.
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Mark Terrano,
Founder and Design Director
Mark was a lead
designer, designer, and programmer on titles in the Age of Empires franchise
and held the lead designer position on the best-selling strategy game of
all-time: Age of Empires 2: Age of Kings. The titles Mark contributed to
have sold over 17 million copies worldwide. Mark has lent his expertise
towards aiding other game developers working on Xbox through his role as a
Technical Game Manager for the Xbox organization and supporting game
developers around the world.
Mark has written papers on multiplayer
networking, game design, usability, and has given dozens of insightful and
critically acclaimed presentations at universities, conferences and events
on five continents (he says he is just waiting for South America and
Antarctica to call). Mark has been a panel leader for the Academy of
Interactive Arts & Sciences Academy Awards Nomination group, has served on
the Austin Games Conference advisory board, and worked with International
Game Developer Association special interest groups.
Before his career
as a game designer, Mark has been associated with large and small companies
– having started and sold five profitable entrepreneurial companies and
worked as a programmer/analyst on some of the largest critical transactions
systems in the world for Mobil Oil Pipeline, The Toronto Stock Exchange,
A.G. Edwards, GTE, and others. |
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Michael Austin,
Founder and Chief Technology Officer
Michael is one of the few experts in the
world on the Xbox 360 CPU architecture and has 9 years of games and platform
development experience, during which he's had the opportunity of working on
nearly every major subsystem from graphics to animation to collision, with a
focus on architecture and low-level optimization. Michael has worked on several
successful console titles including Xbox Live and Amped: Snowboarding, as well
as being an instrumental part of the Xbox 360 launch team.
As part of Xbox's
Advanced Technology Group, Michael has worked with dozens of game studios across ten
different countries and consulted on numerous top selling games including many
of the Xbox 360 launch titles such as Call of Duty 2, Need for Speed: Most
Wanted, and Project Gotham Racing along with Xbox titles such as Prince
of Persia, Counterstrike, and Spiderman 2. Michael also has a strong technical
innovation background, and has invented many new algorithms and approaches for
content generation, computer vision, audio processing, and text analysis.
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Dave McCoy, Founder and Art Director
Dave was the Creative Director of Virtual World Entertainment and FASA
Interactive, contributing both design and art direction to the Mechwarrior
franchise among others. Dave headed all aspects of FI’s art department as
well as computer graphics production for television which helped to promote the
company’s computer games as well as a line of toys. Dave also art directed and
oversaw design of the widely hailed Virtual World Entertainment system and
designed and produced a Disney theme park attraction developed under contract
for Imagineering.
As a Creative Director at Microsoft Games Studios, Dave co-created the
critically acclaimed Crimson Skies franchise, and as art director for the Xbox
Advanced Technology Group Dave provided artistic guidance on more than 80 titles
including numerous hits from multiple publishers.
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James Garbarini,
Founder and Chief Financial Officer
Jim has eighteen years of progressive
financial and executive managerial experience, the last eight of which have been
in the interactive entertainment industry. Jim is currently president of Virtual
World Entertainment, LLC (VWE). In 1999, Jim organized and led the buyout of
this entity. Since the transaction, Jim has returned distributions to members of
more than forty times their original investment through successful
implementation of a harvesting strategy to maximize return from assets
purchased.
Prior to that, Jim was CFO of VWE’s former parent company, Virtual
World Entertainment Group, Inc. (VWEG), where he was instrumental to the
negotiation and consummation of $30 million cash-for-stock sale of this entity,
which included FASA Interactive. At VWEG, Jim was responsible for all aspects of
finance, legal, risk management, human resources and information technology of
this multi-company organization. Jim began his career in Chicago at Arthur
Andersen LLP where he spent seven years and specialized in acquisition diligence
for financial and strategic buyers in purchase transactions ranging from $5 to
$500 million.
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