FORGE FATHER
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FOUNDERS BIO

Hi,

I’m a passionate design and creative direction expert dedicated to crafting impactful, user-focused experiences. I’d love to collaborate with you to refine your product’s design and amplify your brand’s presence. I’m happy to offer a complimentary assessment to identify opportunities for growth regardless of where you are in development - idea stage, seeking funding, funded, or in progress. Interested? Let’s connect for a quick call to explore your goals.

I started working at age 4, assembling baseball card team sets by matching pictures for my dad’s card shop in Mountain View. At 8, I began delivering the San Jose Mercury News to neighbors in the orchards of a small town called Cupertino. Over the next decade, I watched Cupertino transform into the heart of Silicon Valley while growing my paper route from 40 to 400 customers—eventually requiring a car to manage deliveries, folding and tossing papers from the window while navigating city streets. I built that route from the ground up. My parents instilled in me a strong work ethic, the value of setting goals, and the drive to pursue dreams, principles that continue to shape everything I’ve achieved.

I founded Forge Father Games based on those same principles.

  • In 2000 I got my big break into the industry, working in QA on Metal Gear Solid - Sons of Liberty. I worked at Konami and Sony the following years.
  • In 2003 after shipping Legacy of Kain, I helped Crystal Dynamics breath new life into the Tomb Raider license. 
  • In 2006 I helped Obsidian expand their portfolio from traditional RPG's into the Third-Person Action-Shooter market. This diversity helped land one of the largest licenses in gaming; Fallout: New Vegas and its DLC content. Obsidian was purchased by Microsoft in 2018.
  • In 2010 I helped High Moon studios develop a AAA Transformers title and demonstrate to Activision-Blizzard that HMS was ready for the big time and tackle the CoD and Destiny licenses.
  • In 2013 Forge Father Games developed our first physical tabletop game, THON. We also helped 'Ads 4 Dough', (A4D) diversify and develop a 'media buying game' under their subsidiary, Pixlwise, called Startup Alley.
  • In 2014 I helped Specular Interactive transition from arcade to console, VR, and iOS for acquisition. Spec was acquired in December 2016
  • In 2015, FFG published our first THON novel, 'sparks'.
  • In 2016/17, Forge Father Games has helped One Mind Learning (Rebranded as AcademIQ) develop a cutting edge educational iOS app. In addition we created our first Game Forge book, 10 Commandments of Game Design, as well as our second THON novel - TERMINUS.
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  • In 2020, two-weeks into COVID - we released our first 3rd-Person SCI-FI SOULS-Like - HONOR.  Available in Early Access.
  • 2021 - Preproduction on Requiem begins!
  • 2022 - Requiem is released into Early Access. Wilder World Gameplay Design. FFG shipped the sequel to sparks: FIRES.
  • 2023 - STARBURN the THON RPG - CHOSEN, HARDPOINT, and preproduction on INVACE, a 1.5 UE5 expansion to Requiem.
  • 2024 -  Over 20 new RPG Sourcebooks and expansions for STARBURN. Continued development on the Wilder World Shooter and Digital Nomad's NEW MOONS.
  • 2025 - Stay Tuned!
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I look forward to working together. Let's have some fun.

J.R.
Founder
Accessible. Simple. Fun. ​
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