About...

Giant Bites' Founders have over forty years of experience in the industry including leadership roles on Halo for Xbox, Halo 2 for Xbox and DirectX. The Halo franchise sold over 13 million units generating more than $500 million in revenue and Halo 2 had the biggest single day sales in entertainment history. Giant Bite intends to build on its founders' strengths creating premium titles with excellent technology, compelling game play and great community.

Hamilton Chu Links: Hamilton Chu  (EmailMobyGamesLinkedIn)

Hamilton is a twelve year industry veteran with previous roles spanning from Tester to Lead Designer to Executive Producer. Most notably, he served as Producer, Lead Producer and Executive Producer at Bungie for six years through the development of Oni for PC/Mac, Halo for Xbox and PC/Mac, and Halo2 for Xbox. There, he worked closely with the founders of Bungie to manage personnel, budget, P&L and studio culture in addition to his duties producing the projects. Other significant roles include that of Senior Producer at Electronic Arts, and Producer & Lead Designer at Redstorm Entertainment. Hamilton is also currently enrolled in the MBA for Executives program at the Wharton School of the University of Pennsylvania.

Michael Evans Links: Michael Evans  (EmailMobyGamesLinkedIn)

Michael Evans' game industry experience spans ten years. Most importantly he held multiple senior roles within Bungie. He was Lead Engineer and Project Lead on E3 best of show Oni for the PC/Mac. After Oni he led the multiplayer experience on game of the year Halo: Combat Evolved. He continued his senior role at Bungie as an Engineering Lead on Halo 2. Other important roles include experience at Rare helping deliver the title Perfect Dark Zero for the Xbox 360 Launch. In addition he worked on the game technology team at Apple Computer.

Andy Glaister Links: Andy Glaister  (EmailMobyGamesLinkedInPersonal Site)

Andy Glaister was born in England and has developed games for over twenty five years. Starting with Sinclair Spectrum games, he went on to establish a company called Programmers Development Systems Ltd. During the latter half of the 1980's almost all major English game developers used its software. In the 90's Andy moved to America and held senior developer or technical director positions at Viacom New Media, Kinesoft Development and FASA Interactive. Andy joined Microsoft Game Studios in 1999 when they acquired FASA Interactive. During his years at Microsoft Andy worked as a Development Manager in the game studios, working with developers such as Bioware, Gas Powered Games, Doublefine, Pipeworks, Gearbox, Turbine, Climax, Rare and Bungie. Andy became the Director of Development for the game studios, working across all products, helping shape the game technology as well as the XBOX and XBOX 360. Andy spent his last two years at Microsoft as the Development Manager for the Windows Graphics and Gaming team, managing all the programmers working on DirectX 10, display drivers, Windows Parental Controls, the DirectX SDK and the graphics and gaming features in the up-coming Windows Vista.

Steve Theodore Links: Steve Theodore  (EmailMobyGamesLinkedInPersonal Site)

Steve Theodore got his start in computer animation by typing long streams of incomprehensible text commands into a mainframe computer while he was supposed to be studying for his PhD in Roman History at Brown University. After a stint doing architectural fly-throughs and television graphics in New York, he joined the games industry in 1995, modeling and animating for Fasa Interactive's Mech Commander. In 1997 he moved to Seattle and joined Valve, where he worked on Half Life, Team Fortress, Counter-Strike, Team Fortress II, and a number of online projects. From 2002 to 2004 he did research and development on the Granny animation system at Rad Game Tools. Most recently he was the Technical Art Manager for Zipper Interactive, helping them to transition to next generation graphics technologies. He's a frequent and popular speaker at the Game Developers conference and has also addressed game audiences in London and Montreal. He also writes the monthly Pixel Pusher art column in Game Developer Magazine.

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