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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:

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.

 

 

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.

 

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.

 

 

  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.

 

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.

 

 

 

 
Copyright © 2008 Hidden Path Entertainment, Inc.