About Us

Pixel Constructor is an independent developer dedicated to crafting fun and inclusive gaming experiences. Our team comes from many different backgrounds, but we’re all brought together by the same thing: a love of gaming.

 

MANAGEMENT

Michael Shean — Design Lead, Lead Writer, President

Science fiction, horror and fantasy author Michael Shean hails from the hills of southern West Virginia, where he began his professional career as a software developer and graphic artist.  Now he writes novels and creates video games, mostly because he consumes enough coffee on a daily basis to power a small IT firm all on his own.  One day he shall explode, and the Eastern seaboard will be devastated.  Until then, uh… games!

Jennifer Williamson — Director, Producer

Jennifer Williamson comes from sunny Southern California, where she spent all her time hiding from her fatal weakness, daylight. Working with computers seemed a natural excuse for avoiding her nemesis, and so Jennifer became a digital artist, art director, and game producer, working on AAA titles and Facebook games. Her favorite things in the world are talking about Agile, playing games, and driving her enemies before her.

 

DESIGN TEAM

Mike Lyons — Designer

They say his mother was a sandstorm and his father was a heatwave. They say he stands nine feet tall, and has orange hair. They say he devours entire worlds for breakfast. He’d like to know who these ‘they’ people are, and why they keep spreading lies about him. In reality, Mike Lyons is from Los Angeles, where he has worked in many facets of the game design industry for over a decade. He has been world building since long before that, a skill that has stood him in good stead as a novelist and editor, jobs he performs in what he laughingly calls his ‘free time’.

Jeff Luke — Designer

Got a cryptid problem? Jeff Luke is your guy! Born and raised in the homeland of Bigfoot, Washington State, this self proclaimed cryptozoologist has constantly searched for the truths of our mysterious world. So naturally, he also became a game designer. Jeff has been a designer in the game industry for just over 10 years and has worked on multiple award winning franchises, including Drawn to Life, Scribblenauts, and Shantae. His favorite game is Blaster Master and he dreams of the day that travelling to space is a regular thing. Any time he has after making games and hunting cryptids he spends with his wonderful wife and two rad kids that love Bigfoot just as much as him.

Brian Gilmore — Designer

A refugee from the mysterious megalopolis known in myth as “Silicon Valley”, Brian Gilmore is a veteran game designer with over a decade of experience in the industry. He now lives in Oregon with his wife and young daughter on his family’s ancestral lands. In his spare time he works on home brewing experiments and trashy science fiction novels.

Lisa Farina — Designer

Veteran game designer Lisa Farina started her career in 1995 at New World Computing. She has designed for franchises like Star Wars, Might and Magic, Fear Effect, and Neopets. She has worked on a variety of game genres, including role-playing, strategy, social, and mobile games for a wide audience. She believes that everyone needs a little escapism, and tries to give players a compelling game to escape into. She enjoys books, board games, writing, and hiking among Redwoods. She lives in Los Angeles with her husband and their cats.

 

ART TEAM

Kaitlynn Peavler — Artist, Animator

From deep within the forests of suburban New Hampshire, Kaitlynn Peavler has ventured forth with tablet pen in hand, setting out into the world. Through the trials and quests along the way, she has become a hard-working professional artist, drawing for the good people of the internet. Send your monsters, villains and dragons, and they will be slain drawn!

Kylie DiOrio — Artist

Kylie DiOrio is an experienced hand in outfit and character design, having contributed to products like Gaia Online in addition to working as a general freelancer. An animal lover, she has three birds, Jasmine, Jenny and Angel, along with two dogs, Old-Man Bandit and a puppy named Spirit. Kylie also enjoys watching a variety of cartoons and anime and playing Pokémon.

Kristen Bailey — Artist

Froglancer Artist. Attack, 1. Def, 20. Resistance towards fire magic. When not encountered in random battles, this creature enjoys traveling, participating in conventions and art shows, general freelancing, designing and prototyping physical merch, and spending all her money on comics. She also thinks you guys are neat, and will most likely invite you to her birthday party.

Rachel Fogg — Artist

Fighting evil by moonlight, winning love by daylight, Rachel is a freelance artist who’s part witch, part cat. When not having her soul sucked out of her by reading Attack on Titan or blasting the Guilty Gear XX soundtrack annoyingly loud, she’s hard at working getting her comic done, prepping for conventions, baking, teasing her bear cat Ezio, and losing horribly to her older brother at various video games. Rachel was featured in UDON’s 2015 Capcom Fighting Tribute artbook, and recently had her first successful Kickstarter for her comic print run.

Rachel Allen — Artist

Rachel Allen is an experienced graphic designer and illustrator currently residing in the lovely windy city of Chicago. She has experience as a freelancer and office dweller, working on a variety of marketing projects, merchandise, logo design, and generalized illustration work. She is a fan of all things relating to cats, and loves to play games in her free time.

Jeremiah Clark — Artist

Originally from Maine, Jeremiah graduated from the Art Institute of Atlanta with a degree in Game Art and Design, and parlayed his knowledge and natural interests into positions as a 3D artist and game producer. He focuses on hard surface models and textures, but is willing to give nearly anything a shot. He’s not particularly good at writing these bios, and so will now dive back into his cave and the warm, comfortable glow of his laptop.

Ash Haramaki — Artist

Ash was given their first graphics tablet at 11, and things have never been the same since. Ash has been working on game assets since the ripe age of 13, contributing to projects such as Misticpets, PetRPG, and Kaylune. They reside in the mountains of Colorado, where they train as a Warlock. Their favorite games are Pokémon, Luminous Arc, and Dragon Age. In their free time, Ash likes peddling their wares at conventions across the country, playing D&D, and watching way more YouTube videos than will ever be necessary. Ever.

Sarah Banning — Animator

Cockatiel wrangler by day, animator and illustrator by night, Sarah can tell you 50 fun facts about feather structure then talk your ear off about the importance of overlapping action in the same breath! She spends most of her spare time working on her comic “Find Kelley Green”, but isn’t unknown to get her pew pew on once in a while from her tin can, far above the world.

Brandon Moulton — Animator

A graduate of the Savannah College of Art and Design, Brandon is an experienced 3D modeler, rigger, and animator.

 

 

PROGRAMMERS

Eric Hughes — Lead Programmer

As a child, Eric was interested in putting together Legos and reading stories.  As an adult, his interests morphed into putting together computer programs and reading stories.  His earliest video game memories are the King’s Quest series, Spy Hunter, and other classics of the DOS era. When he discovered the QBasic games (Nibbles, Gorillas), and then found out that he could read and modify their source code, it opened up the world of creating games, not just playing them.

Zach White — Programmer

Accepting coding duties and regularly interjecting into game design, Zach entered the game industry as a quality assurance minion, moved up to technical game design, then laterally to automation. When not bragging about code, Zach enjoys creating creature concept art, attempting guitar covers of game music, perfuming, and being a diva in general. With an affinity for vintage games, his favorite genres include twitchy platformers, JRPGs, and anything sandboxy.

Benjamin Ferrell — Programmer

Imagine you were suddenly transported to the future. It’s all dark and cyberpunk. It’s especially dark even for cyberpunk since the power is out. There is an eerie light of the full moon reflecting off the giant skyscrapers. A man with malfunctioning cybernetic legs crawls up to you, grabs your leg and says… “Ben forgot a semicolon!” With another flash you return to the present. Programmer by day and at heart, Ben was a programmer before he even realized. A natural problem solver, Ben has worked in most fields that require it, starting out with electronics in high school, mechanics in the military, and then nine years in IT. Throughout his career in IT, Ben found himself scripting for automation and found that he enjoyed the work greatly. Then during <dramatic echo>“The Great Recession”</dramatic echo> he found himself unemployed. After a discussion with the love of his life, he decided it was a good time to go back to school. Now it has been seven years in programming and not slowing. In his free time he likes to do ‘Maker Stuff’ (build arcades/games/electronics), play ice hockey, hike/backpack/explore, and watch movies.

Sean Wheeler — Programmer

Sean has been playing games since he was 4 and making them since he was 14. A big Nintendo fan, he is committed to creating fun and memorable experiences like those that captured his imagination as a child. He hails from Atlanta, GA, and is a proud graduate of Georgia Tech. He is a self-proclaimed “Tech Wizard”, adept at all things technical, mechanical, and programmed, and uses his skills to solve problems by creating code that works smarter, not harder. In his non-wizarding time, Sean enjoys anime, cartoons, gaming, and walks in the park. His favorite games are The Legend of Zelda, Kingdom Hearts, and Metroid Prime.

Nick Blue — Programmer

Born and raised in an eccentric Northern Virginia town; he hails from a non-traditional gaming background having 10 years of experience in the “Physical Space”, or Live Action Roleplay genre. He spent several years mastering the dark programming arts before making his escape from the cyber-security industry, and turning his talents towards the light side. When he’s not trying to explain code to his pet dragon, or ritualing some new features, he’s often found world-building and writing stories.

 

SOUND

Tim Sheehy — Music/Sound Lead

A creative by trade, Tim Sheehy possesses an extensive background in musical composition and arrangement for games and digital media, with over two decades of experience, including works published in both North America and Japan. When he’s not scoring music, Tim’s busy reading, writing, or sleeping, his body sustained only by the finest coffee and scotch. Oh, and kettle corn. It’s a fun-time snack.

 

SUPPORT

Samantha Smith — Community Outreach

Samantha has been playing computer games since she was five, and she’s old enough for that to be unusual. Some of her greatest accomplishments include “cheating” at old point and click adventure games by opening data files and figuring out from success and failure text what she should be doing. She writes a lot of claptrap, but not USELESS claptrap, including a historically researched essay on why there are no more fairies in the world. They didn’t have game design classes when she went to college, so she took a course in parageography: the study of imaginary places. Her obsessions have ranged from sharks to the chemical processes involved in creating concrete to taking everything apart to figure out how it works.

Nathan Soderland — Writer, Quality Assurance

After working in the tech industry in various capacities for many years, Nathan is enjoying the challenge of helping to bring the world of Grumpy Witch to life. Complex characters are more fun to write, especially when they develop in unexpected directions. When he’s not doing that, he loves games and puns. His favorite gaming memory involves a copy of Final Fantasy with a bad save battery that required him to restart the game seven times over the course of a summer before he was able to defeat the final boss.

Martin Sachs — Marketing

For Martin, game development is the latest stop in a career path that’s included renewables, enterprise software, creative consulting for technology start-ups, and a brief (but highly educational) stint as a bookstore manager. He’s happy to be able to call himself a lifelong gamer, though these days he’s frequently juggling his controller time with daddy duties.

Michael Priestley — Analyst

Michael is a biochemist, project manager, financial consultant, and necromancer. In his spare time, he enjoys designing viral vectors for shadowy corporations, raising money for community organizations, and raising the dead for community gerrymandering.