LAB MAYHEM - Key Persons
Job Titles:
- Partner
- Co - Director of Development Design )
The first person to join the team, he helped design and develop an entire draft of the game, back when it was an element-based game named Alchemy. Andrew's main focus is the gameplay itself.
Job Titles:
- Partner
- Co - Director of Design Development, Business, Creative )
David is passionate about strategy games (go, chess, magic), and has put a lot of his energy into coming up with separate strategies (and mechanics) for the different disciplines (and discipline pairs), and he's just as happy to test them out by playing a ton of Laboratory Mayhem. Other interests include people, education, revolution, literature, and music.
Job Titles:
- Partner
- Co - Director of Creative Business )
Greg helped formulate some of the early rules groundwork, and contributed to template prototyping. He invented many of our unusual servant types, developed the visual style and language of the game, and art directors for illustration. He also reps the CCG noobs to make sure LabHem doesn't crawl too far up... well, you know.
Josh Agar, Antonio Baclig, Mike B, Steven Celiceo, Seraphina Cobeen, Tristan French, Emily Judd, Chloe Le Marchand, David Mendelsohn, Jamison Pines, Josh Pines, Morgan Quirk, Paul Rempel, Saki, Books Schwartz, Sam Shankland, Arun Sharma, Mark Sorenson, Michael Whittemore
Job Titles:
- Partner
- Co - Director of Development and Business Design, Creative )
Michael started designing "Alchemy" in 2011. He now mostly does playtesting and management of the partnership. Michael also writes, makes Card Hunter, and fights capitalism.
Job Titles:
- Partner
- Co - Director of Creative and Design )
Disappointed by actual cultures while studying archaeology, Myles invented better ones for the setting, history, and characters of Nomali. He also brings years of reading and thought on game design and development to the team.