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Founded by twelve former Irrational Games developers, our mission is simple: to create immersive, story-driven games for people who love games that ask something of them. While we believe our new games will have strong appeal to fans of BioShock, our new focus allows us to craft experiences where the gameplay is as challenging as the stories.
GAME :: COMMUNITY :: NEWS
President, Creative Director
Creative Director behind System Shock 2, BioShock and BioShock Infinite.
After a short career in music Leonie spent the past 15 years trying to make the complexity of video games look simple. She’s lived and worked in Holland, London & Chicago prior to moving to Mass to work with this amazing team. Qwerty is a lie. Dvorak FTW.
Ringling College of Art and Design, Looking Glass Studios, Irrational Games, SWAT 4, BioShock, BioShock Infinite, and now……this
Lead Game Designer
Andres is currently spearheading efforts to design and implement the systems needed to create our new game. He enjoys hiking, rock-climbing and spends his free time helping his wife chase their toddler as he explores the world.
Lead Level Builder
Mike has been working in the video game industry for over a decade and contributed to a number of award-winning titles including Bioshock Infinite. Mike’s passion is creating living, breathing spaces for gamers to experience.
A Pittsburgh native, Jeremy has been in the games industry since 2005 and has been fortunate enough to live all across America while pursuing the dream of making great games.
Leader UX Designer
Husband. Father. Android user. Film lover. Hobbyist photographer. Horrible at writing bios.
Born in Idaho, I’ve been an artist in the games industry for over 12 years. Attended Ringling College of Art and Design, currently reside in Boston Massachusetts.
Jennie began her career in film working on the Matrix Trilogy and The Lion The Witch and The Wardrobe. She transitioned to games for BioShock Infinite. Jennie is also a crafter of colorful faux-taxidermy, a collector of board games, and a new mom.
Jerry was a noisy baby. He went on to provide noises for a lot of wonderful games, such as ‘Descent’, ‘Spider-Man’, ‘Call of Duty’, ‘Skylanders’, and ‘Quantum Break’.
Brand and Community Manager
Jason loves talking games, sharing content, and collecting toys. When he's not in the studio or spending too much time on Reddit, he's playing Destiny.
Guy is a motion graphic artist and user experience designer. Previously worked on games such as de Blob 1+2, Splinter Cell Blacklist and Borderlands Pre Sequel. Looking forward to cooking up something truly special with the amazing team at Ghost Story.
While intrigued by all aspects of design, Phil particularly loves tuning complex systems and large spreadsheets. Some of Phil’s favorite games include League of Legends, Diablo 2, Left 4 dead, tabletop pen & paper, and Dance Central!
Mark was raised in the wilderness of NH, shoveling snow and climbing trees. He then traveled to northern VT, to earn a BFA. Quickly learning what starving artist meant, Mark traveled to FL, managing QA for AAA titles, including Madden and Tiger Woods Golf.
Started in 2005. 3D Rendering, 2D animation, Wii Games, MMOs, Cinematics, Trailers, online action RPGs. Philadelphia, Seattle, Orange County, Hamburg, Boston. And now? A chance to create some hardcore, inspiring games with some hardcore, inspiring people.
Prior to joining the Ghost Story team, Tom worked at Harmonix Music Systems on the Rock Band series. When he's not testing, he's probably live-tweeting about whatever he's doing, getting wrapped up in Final Fantasy 14, or pretending he's a musician.
Desktop Support Administrator
Corey is a level designer and artist, with previous experience working on Gears of War 4. His passion is to create a world players are thrilled to play and drool over.
James is coding the AI for our latest game. He's worked at Looking Glass (System Shock, Thief, Underworld) Harmonix (Rock Band, Dance Central, Guitar Hero) and now for us. Enjoys coding physics, probability, DSP, other math. Plays D&D, kayaks, bikes.
14 years making games; focused on procedural & interactive storytelling. Rocky cut his developer teeth at Nintendo, sharpened them for over a decade at Monolith, and now he's tearing into new challenges here at Ghost Story and loving every minute of it.
QA Automation Programmer
In between working in Silicon Valley as a hardware and software engineer, Amar spent his free time making indie games. He left behind the excellent Mexican food in his native California but is optimistic he can find a burrito in Boston that can compare!
Born and raised in New England, Tom has been working as a producer for over a decade. He's been fortunate enough to ship many beloved games, including BioShock, Rock Band, Dance Central and DropMix. He frequently enjoys DJing, cooking/eating, and sports.
Senior Level Builder
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In addition to planned events and initiatives with our outreach partners, we also care about providing ongoing support for their causes, and we hope that you will too. Check out the below for more information on some of our partners.
Pakistan's First Training Academy for Game Design and Development, Game Art and Animation
A Boston Public School for Science, Technology, Engineering, and Mathematics, committed to preparing students to successfully enter the 21st century global workforce.
Girls Make Games is a series of international summer camps, workshops and game jams designed to inspire the next generation of designers, creators, and engineers
Have additional questions about Ghost Story? Check out our answers to frequently asked questions.
© 2002-2017 Take-Two Interactive Software, Inc. Developed by Ghost Story Games. BioShock, BioShock Infinite, Irrational Games, Ghost Story Games and their respective logos are trademarks of Take-Two Interactive Software, Inc. The ratings icon is a trademark of the Entertainment Software Association. All other trademarks are property of their respective owners. - The ratings icon is the rating for BioShock Infinite.
Apr. 42.2121069, -71.1497134
All rights reserved.
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