With a lifelong passion for games, comics, books, and movies, it’s no surprise that Wisconsin native Charlie Bates has had an eclectic career. He started with content design and editorial management at White Wolf Publishing, then moved into marketing at Cartoon Network and Asmodee North America. Highlights of past projects include writing and design for the original Trinity Continuum and Vampire: The Masquerade, as well as marketing launches for FusionFall, the Cartoon Network Hall of Game Awards, Captain Sonar, and the T.I.M.E. Stories series. Charlie is also a published author and professional illustrator. Still, he has never strayed far from his love of games. As Associate Producer at Fantasy Flight Interactive, Charlie is committed to delivering games that are as compelling and enjoyable to play as they are to create.
Head of Studio
Raised on a steady diet of mechanical and early video arcade games, Tim was fortunate to grow up through the transition from Pong through to every generation of game console and computer platform since. Tim got his start in the video game business as a designer for the legendary Dynamix, Inc.. Since those days, Tim has been a designer, producer, executive producer, and director for a veritable who’s who of game companies including Sega of America, American Laser Games, Her Interactive, FASA Interactive, Human Head Studios, Irrational Studios and now Fantasy Flight Interactive. Highlights from his storied game development past include BioShock Infinite, Prey, Rune, Aces of the Deep, A10 Tank Killer II, and the MechWarrior series. Tim founded Fantasy Flight Interactive to marry his intense interest in both tabletop and video game experiences and bring that passion to gamers everywhere.
Gina Haugen is an avid player of both video games and board games alike. With a background in fine art, she created several community art pieces before shifting her career to a more technical focus. After dabbling in quality assurance, she moved to the video game industry, wanting to combine her love for creativity in games and her keen sense of detail. Gina is a thorough tester who works alongside developers to provide feedback on new content and discover bugs to make sure FFI’s products provide a fun, seamless experience.
Software Engineer Lead
Having grown up in a unique family business—an amusement park named Little Amerricka—Devon gained experience working in different fields at an early age. This unique experience helped to carve a silhouette of the responsibilities that he would later take on in his career. With a decade of game development experience, upon joining FFI Devon defined the technical roadmap for the console launch of The Lord of the Rings: Adventure Card Game, and established automated build and deployment processes. In his previous life, Devon was the Director of Engineering for Age of Learning, where he led development on client front & backend architectures, and built automation, for ABCMouse and Adventure Academy, an award–winning educational MMO. Devon, a self-described polymath, has additional interests such as music and film. As a musician he currently plays in a local-area cover band and dabbles in original music.
Shawn Peeples brings over a decade of experience in video games to his role at Fantasy Flight Interactive. He entered the industry in 2008 as a 3D Artist before his meticulous attention to detail led him to Quality Assurance in 2010. He has worked on titles such as X-Men Origins: Wolverine, Singularity, and the Call of Duty franchise. Fueled by his passion for games, Shawn is now the head of QA at Fantasy Flight Interactive and spends his time scouring game builds for bugs and inconsistencies in order to deliver the highest quality product possible.
Technical Art Director
Greg Shives is a creative team lead with 12+ years of commercial game development success across a variety of industry leading roles in the AAA, independent, and educational game sectors. With specialties in animation, creative direction, asset creation pipelines, and agile project management, his passion is building and leading world-class creative teams.
Technical Game Designer
After his parents purchased their first computer from a PC sales / lawnmower repair store—along with a stack of floppy disks that included one with “Wolfenstein” written across a masking tape label—James knew he wanted to make video games. That fascination for video games soon spread to all manner of games, which resulted in him spending far too much money on various trading card games as a teenager. After school, his career took a wonderful detour into the world of experiential marketing, where he developed unique interactive experiences for clients including Nickelodeon, Pepsi, and Nike. As Technical Game Designer, James hopes to bring that love of games to the world, and have as much fun doing so as possible
Technical Game Designer
Alexander Yaws brings his life–long fascination with all types of games to his role at Fantasy Flight Interactive. He joined FFI to continue to develop his technical abilities while pursuing a passion for tabletop game designs. As one of FFI's Technical Game Designers, Alexander drafts and implements designs for player and Sauron cards as well as all the separate pieces that make up the construction of Quests and Encounters. Alexander strives to create memorable experiences people love to share with their friends.