Founded in the aftermath of a global evolution in the collective consciousness, the Tangentlemen have returned from their journeys in the land of AAA game development, to combine their experiences into a powerful ancient brew of experiential game design. The team at Tangentlemen includes:
Co-Creative Director / Lead Designer
Starting out as a Level Designer in the Half Life mod community, and then moving into AAA game development on titles like F.E.A.R. Extraction Point, Condemned 2: Bloodshot, and FEAR 2: Project Origin, Cory has now been a driving force behind the vision and design of high quality action experiences for over a decade. Cory recently redefined the modern shooter narrative with his work as Creative Director and Lead Designer of Spec Ops: The Line. In 2012 Cory was one of ten designers named to Game Developer Magazine’s Power 50 and was most recently the Lead Designer on Yaiba: Ninja Gaiden Z. Cory’s beard is powerful and all knowing.
Co-Creative Director / Lead Designer
Toby Gard designed Tomb Raider and it’s iconic protagonist, Lara Croft in 1995, launching one of the most successful game franchises in the world. He was the Managing Director of an independent game studio for six years and has worked in both development and publishing. He was the Creative Director for Galleon: Islands of Mystery (Xbox), Consulted for Crystal Dynamics on every Tomb Raider game they have made. Most recently he was the Game Director for Yaiba: Ninja Gaiden Z.
Richard has contributed artistically to the success of several award winning titles: Call of Duty 2, Call of Duty 4: Modern Warfare, Modern Warfare 2, and Titanfall. Most recently, as Art Director for Yaiba: Ninja Gaiden Z, Richard has helped create a unique and visually striking approach to a stylized world. His goal is to continue to explore the cross-section of art, technology and play.
John Garcia-Shelton (Jigs)
GM / Head of Production
John is an industry veteran with over 14 years of production experience, working on hit games such as: Medal of Honor: Frontline (PS2), Medal of Honor: Underground (PSX), Call of Duty: Finest Hour (PS2, Xbox, Gamecube), Legendary (Xbox 360, PS3, PC), Microbot (XBLA/PSN), Twister Mania (Kinect)
John’s most recent project was as Production Lead for Yaiba Ninja Gaiden Z.
John Swift/Tech Designer
John specializes in creative problem solving and buzzer beating solutions. Whether it’s learning a new scripting language, administering databases, polishing pitches, or tracking goals and deliverables, John will get the job done quickly and efficiently.
Chris Brown/Sr. Engineer
Chris has been programming for more than a decade in C++. He has experience in a variety of engines from Unigine and Source to, more recently, UE4. As a contract programmer, he provided programming support to many of Cory’s projects in the past. He’s with Tangentlemen to implement whatever crazy features Toby wants available in the engine.
Stephen Ratter/Sr. Environment Artist
Since the mid 90’s, Stephen has created handsome art for 14 shipped titles at Dreamworks Interactive, EA, Spark and Insomniac Games. After completing backgrounds and U.I. design on 4 PC games, he made the leap to consoles, starting with the original Medal of Honor trilogy for the Playstation and PS2. Moving into props, weapons and environments, Stephen went onto crafting art for the first Call of Duty (Finest Hour), The Resistance trilogy, Ratchet and Clank:A Crack In Time and Yaiba: Ninja Gaiden Z. Now excited to join Tangentlemen, Stephen continues to pursue his love of environmental storytelling, full of lush craftsmanship, intriguing themes and solid design.
Ricardo Tobon/SR. Animator
Ricardo has helped push the boundaries of performance and storytelling in visual effects, games and animation at studios that include Sony Computer Entertainment, Digital Domain, Weta Digital, and DreamWorks Animation. He is the author of the best seller “The Mocap Book” and has given lectures on the subject at universities, film festivals and international conferences. His extensive list of credits span from Dawn of the Planet of the Apes to Uncharted 3 and beyond. Ricardo has been an advocate of integrating traditional animation techniques with motion capture and is excited about bringing such methods into experiential game design.