Great teams make great games. They connect deeply with their audience and are driven by passion, humility, and mutual respect. At Seeker we embrace these ideals, always approaching challenges honestly, with thoughtful determination and heart.
Principal Game Designer
Jason started his career within the Colorado tech industry before joining a small game studio in 1998 and starting his journey in game development. In the 25 years since, he has been fortunate enough to work with some amazing teams, at great studios in various design and leadership roles on games such as EverQuest II, Guild Wars 2, StarCraft 2, Diablo IV, and Dragon Age: Dreadwolf, among many others. Jason is a passionate designer, design mentor, tech enthusiast, tabletop roleplayer and avid photographer.
When not actively developing games, he and his wife love to travel and have explored all 50 U.S. states, over 45 national parks, and 12 countries together with cameras in hand.
Oksana spent the first 10 years of her career as a video game programmer and technical director with multiple games shipped. She also served 9 years at Riot Games as Head of Infrastructure, Head of Development for League Of Legends, Head of Riot Platform, COO Entertainment (consumer products, Film/TV, music, Forge Games). Oksana built Riot Platform that launched Valorant, Wild Rift, Legends of Runeterra and Teamfight Tactics, and helped release Arcane.
When not working on or playing games, Oksana volunteers her time with CASA. She is an honoree of Girls Inc and Wonder Women Tech, and a speaker and an advocate for inclusion and diversity.
Head of Design
Scott started his career in QA back in 1994 before moving over to game design. Over the last 29 years he has contributed to a variety of game genres where he gained a wealth of diverse experience, including how to build solo, multiplayer, and live service games. Scott has served in design and leadership capacities at companies including Maxis, Acclaim, Cryptic, and Blizzard. Scott is a writer, designer, and all-around pop culture and entertainment enthusiast.
When he’s not enjoying the latest game/comic/movie/music/show around, he can usually be found trapped under a cat while his wife does her best to remind him that you can just move a sleeping animal. He, however, remains unconvinced.
Over a career spanning more than 2 decades and 35 titles, Travis has chased a consistent passion: designing games that bring people together. As the Lead Designer on EverQuest, Travis brought this to life over 9 expansions while helping it win an Emmy Award and Walk of Game induction. At 38 Studios, he was the Design Director on the Kingdoms of Amalur MMO. At Blizzard he led the design for Heroes of the Storm, guided design teams for the classic Diablo, WarCraft, and StarCraft franchises, and formed an incubation team to create a new game set in an iconic Blizzard IP.
In his spare time, Travis mentors aspiring game designers, loves to hang out with his fiancé and their 3 dogs, and plays more games than is reasonably healthy.
Senior Software Engineer
Denis began his journey as a VFX artist for film at Giant Killer Robots where he had the privilege of painting a background for the movie Happy Feet (2006). His career has been a humble exploration, punctuated by perpendicular moves that span most game art disciplines and technical art, all in pursuit of, and finally arriving at, systems programming. Tools, graphics, performance, and debugging have been the persistent focal points in his work, and they continue to excite him.
Denis is also still a painter. He paints metaphor, philosophy, myth, owls, and at least one octopus. Denis jokes about his paintings but takes them very seriously; he cares about art, deeply.
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