In 2016 I started working when I was 8 delivering the San Jose Mercury News to my neighbors in what was then the orchards of a tiny little town called Cupertino.
I spent the next decade working for the 'Merc. I watched Cupertino blossom into the Silicon Valley it is today. I grew my paper route from 40 friends to 360 customers - so large it had to be delivered in a car.
Driving with one hand, folding and throwing from the window with the other all while weaving back and forth across city and neighborhood streets. I built that route from nothing.
My parents taught me the importance of work ethic, setting goals and following your dreams.
Everything I have today I have worked for using those same principles instilled in me when I was young.
I founded Forge Father Games based on those same principles.
I will customize a specialized portfolio based on client needs to best suit the project at hand.
In 2003 after shipping Legacy if Kain, I helped Crystal Dynamics breath new life into a floundering Tomb Raider license. The renewed TR license has sold millions over the last decade.
In 2006 I helped Obsidian expand their portfolio from traditional RPG's into the Third-Person Action-Shooter market.
In 2010 I helped High Moon studios develop a AAA Transformers title and demonstrate to Activision-Blizzard that HMS was ready to tackle the CoD and Destiny licenses.
In 2014 I helped Specular Interactive transition from arcade to console and iOS to diversify for acquisition. Spec was acquired in December 2016.
In 2016, Forge Father Games has helped One Minding Learning develop a cutting edge educational iOS app, available Oct. 2017.
I look forward to working together.
Forge Father Inc.
A transmedia Company.
Accessible. Simple. Fun.
At Forge Father Games Inc, it is our goal to create epic Science Fiction and Fantasy Entertainment across all media formats to a massive globe-spanning audience of male and female gamers of all ages.