We believe that video games can be more than a pastime - they can be an artistic medium that delivers beautiful, meaningful, and timeless experiences to a wide range of people. Our goal is to create games that fulfill that potential. We strive to create innovative and deeply moving experiences that will inspire players, challenge convention, and push the boundaries of interactive entertainment to new exciting areas.
Led by Matt Nava, the art director of award-winning games Flower and Journey, Giant Squid's team is composed of some of the most talented developers currently working in the industry.
Executive VP & Board Member
Peter Angstadt has been playing video games since kindergarten. As a kid he filled notebooks with sketches and designs for sequels to his favorite SNES games. After teaching himself C in 7th grade, he birthed his first computer game, a text based adventure about medieval agriculture. During this time he discovered his true purpose and power and never looked back.
Filling his spare time with game development, he is passionate about solving challenging problems in engineering and design. After working at Electronic Arts and Havok, he went indie to create the award winning action strategy game Cannon Brawl. Now at Giant Squid, he'll be using his full powers to bring meaningful gameplay experiences to life.
Brian is a gameplay and engine programmer who enjoys working close to the metal writing time-critical code, as well as doing large scale code architecture.
He has been programming games since the age of 13 (albeit terrible ones), and more recently has worked on PS All-Stars Battle Royale as well as two unannounced PS4 games. Currently he's laying the foundation for our team to build an amazing game on, while also helping to assemble an elite group of top notch coders.
Brian has a strong belief in seeing games become the defining art form of the 21st century, and is excited (and a bit daunted) to do his small part in making that happen. He also has a pretty impressive dragon collection.
Nick Clark is an award winning game designer and engineer who helped create the critically acclaimed games Flow, Flower, and Journey for the PS3 from thatgamecompany.
At Giant Squid, Nick is our indispensable consultant, advisor and guru. He provides us access to his deep reserve of knowledge and practical experience in game development.
As early as he can remember, Derek has always had a deep passion for visually rich and interactive storytelling. From the first time he ever held a handed-down, worn-out comic book in his hands to his ever-growing collection of pop-up masterpieces and automata, he has always seen magic in motion and found soul in story. These feelings naturally shaped and defined his love of games. He joined Giant Squid to create the games he loves to play: immersive, personally meaningful, interactive narratives that are as visually rich as they are inspiring and thought provoking.
Derek is an industry veteran who brings years of low-level experience at virtually every stage of game development with him. From his time as a graphics driver engineer, to writing GPU performance analysis and debugging applications, to his years at Epic Games, developing the Unreal Engine while porting and shipping the code, toolchain, and games on a variety of platforms, he has worked with engineers and artists alike to shape and enhance game development for countless titles. He plans to bring all this to bear at Giant Squid, helping to build amazing games with a wonderfully talented team.
Dimitri is a Technical Artist who loves game engines, pipelines, rigging and tools development. Originally from Brazil, he came to the US to study animation. He has worked as an animator and storyboard artist before moving into the realms of Tech Art.
He is currently developing Giant Squid character, animation and art pipelines. When not working on games, he likes to spend his time reading ghost story books, collecting vinyls and playing D&D.
A self-taught programmer with a decade of game development experience, Cosmo has been modding, designing, and programming games for as long as he's had access to computers. He has experience with all sorts of stuff; from high-fidelity animation programming, data-driven systems, and AI programming on big budget games to procedural generation, shader programming, and music composition on indie titles of his own.
At Giant Squid he hopes to do all of that stuff some more. And definitely learn some new stuff along the way. The important thing, really, is using all of the stuff at his disposal in inventive ways to create games that people can't get enough of. For the record, he's also an avid gamer and tabletop RPG nerd.
Steve Green grew up around a family enthralled with music and audio. He grew to carefully pay attention to the different sounds of life and to the audio in video games and film. He's the guy at a rock concert dragged to the front row by his short girlfriend and wearing safety earplugs to protect his hearing. His life is audio.
Steve loves a good challenge, especially in audio, and he's a passionate go-getter laced with bits of random scientific knowledge. As a true gamer at heart and a lovable audio-geek, you'll find him crouched in the oddest places with his furry boom mic making sure he gets that impeccable recording.
With the vast creative freedom at Giant Squid, Steve hopes to experiment with new audio visions and will not be afraid to walk the path less taken
Erica Ishijima enjoys managing all aspects of the Giant Squid business. Whether it's making sure that the studio is running smoothly, or that the team is happy, she will do whatever it takes to maintain productivity of the game from behind the scenes.
While at Sony Computer Entertainment America, she coordinated for the recruiting teams at Santa Monica Studio, San Diego Studio, Bend Studio, and PlayStation HQ. She supported the teams for God of War: Ascension, MLB: The Show, Uncharted, and a few unannounced titles for PS4.
At Giant Squid, Erica hopes to be a part of a culture where artistic vision and brilliant minds are celebrated.
For over a decade Max Kaufmann has designed and developed games, gaming devices, and interactive installations, both independently and for major publishers. In addition to conventional platforms, he's created games for embedded systems with tiny one-inch-wide screens and IMAX-scale theater displays. His chief interests involve crafting movement and controls with satisfying game-feel, constructing simulations that express personality and agency, and procedurally generating artwork.
He joined the industry for the enjoyment of solving technical problems and expressing creativity with code, but stayed when he fell in love with playtesting and refining delightful experiences for children. At Giant Squid, he's excited to marry that passion with our bold goal to introduce players to the poetics of wildlife and nature.
As Director of Product Development at Sony’s Santa Monica Studio for the past 5 years, Tina had the pleasure of releasing some of the industry’s most groundbreaking and beautiful games such as Journey, The Unfinished Swan, Sound Shapes, Flower and more. In March 2013, Tina founded her own company called The Arsenal Agency to help select independent developers with representation and business support, and is currently working with Giant Squid as an Executive VP and Board Member.
While at Sony, Tina managed a department of 15 producers and designers and over a dozen independent development studios. Responsibilities included managing staff and developer relations, product planning, business strategy, budgets, reviewing concepts, negotiating deal terms, collaborating with marketing, and contributing to studio planning. The goal was to enable developers to create unique and fun experiences in hopes of broadening the market and changing the perception of video games as art. Tina's department gained the reputation of supporting some of the best quality and most unique indie titles in the industry, winning hundreds of awards. Journey, one of our proudest and most successful releases, is probably within the top 3 highest award winning games in history. Titles released included The Unfinished Swan, Journey, PlayStation All-Stars: Battle Royale, Sound Shapes, Escape Plan, Carnival Island, God of War: Ghost of Sparta, God of War: Origins, Datura, Twisted Metal, Flower, Fat Princess, the PixelJunk series, Everyday Shooter and Linger in Shadows.
Prior to Sony, Tina worked as VP of Development for independent developer 7 Studios and was primarily responsible for managing strategic relationships with business partners to secure funding and support for multiple projects. In order to broaden the studio’s capabilities and reputation, Tina worked to create and develop original concepts, and managed pitch materials, proposals and legal agreements. The studio grew from 50-130 people, with satellite offices opened in Taiwan and Utah. Shortly after Tina left, 7 Studios was acquired by Activision.
Before joining 7 Studios, Tina worked as VP of Program Development and Editorial at G4 Television. She was a founding member of the network and helped it grow from 9 to over 350 employees in under 4 years, broadcasting into 55 million homes – one of the fastest growing networks in television history. Tina's role was to manage relationships with the games industry to provide content and interviews for the network's 24/7 programming lineup, and work with producers to develop show concepts and editorial coverage.
Prior to G4, Tina worked at Sony Computer Entertainment America for 6 years as part of the launch team for PlayStation and PlayStation 2. PlayStation became the best selling console of all time shipping over 100 million units, and was only surpassed by PlayStation 2 which sold over 150 million units. As Sr. Account Manager, Tina's responsibilities included managing relationships between Sony and third-party publishers and developers, and overseeing product development from game design to final packaged goods. Tina provided overall support, reviewed thousands of game concepts, negotiated hardware exclusives, contributed to strategic planning, and managed co-marketing efforts.
Prior to SCEA, Tina worked in Marketing at Sony Imagesoft, Interplay Entertainment and Sammy Corporation, designing packaging and related promotional materials, managing product plans and trade show exhibits.Tina also acted as localization producer on several products for multiple platforms.
Our Creative Director and Co-Founder, Matt Nava, is the driving creative force behind Giant Squid and its games. Previously the Art Director at thatgamecompany, his artistic vision helped craft the award winning games Flower and Journey for the PS3.
Journey, with over 33 Game of the Year and multiple Best Art Direction Awards, is a testament to Matt's ability to communicate deeply moving narrative through visual and interactive design. Matt recently wrote and designed the critically acclaimed book, The Art of Journey, in which he provides insight into the development process and showcases his artwork for the game.
With Giant Squid, Matt hopes to create an artistic atmosphere where he can collaborate with talented developers to make games that build on and expand his vision of deeply immersive and meaningful experiences.
Bryce is an artist who has been doing art ever since he was able to hold a crayon. His love for video games and art fueled him to pursue his dream and move to the west coast and become a game developer. He is versatile when it comes to art styles and has a keen eye for detail, compositions, and color theory.
As an environment artist at Giant Squid, he hopes to help create worlds that are beautiful and well remembered.
Sam Wey is a unique level designer whose experience as an artist informs his ability to create experiences that elegantly tie together form and function. But he didn’t always know that he wanted to design levels. After studying film and computer animation in college, Sam thought he wanted to be a character modeler in the animation industry. However, his first job out of school was an environment artist position in games. He went on to work as a character modeler at Nickelodeon Animation Studio but found the strict animation production pipeline stifling. He returned to the game industry and discovered that level design was immensely gratifying and proceeded to study design principles and prove himself as a designer. His art background has enabled him to design levels that look as good as they play. His film education allows him to visually communicate narrative and gameplay. His design sensibilities are rooted in a lifetime of playing console and PC games.
With the impressive team at Giant Squid, Sam is eager to fire on all cylinders to craft unforgettable experiences.
Austin Wintory is an award winning and prolific composer who has contributed music scores to a multitude of movies, games, concert music and other projects. His recent music for the game JOURNEY has earned him a Grammy nomination, a first for any video game score.
Austin became good friends with Matt Nava during the production of JOURNEY, and was immediately interested in taking part in Giant Squid's first game project. Their shared goal is one of pushing the boundaries of music's expressive potential within the interactive realm, creating personalized and meaningful experiences for players.
Giant Squid is a creative environment that values experimentation, craftsmanship, dedication and teamwork in the production of artistic game experiences . We look for developers who can help us innovate, challenge conventions, and ultimately provide immersive, enlightening and lasting experiences to players.
We offer competitive salary and benefits to our employees. All our positions are on site at our studio in Santa Monica, CA.
We currently have no openings.