Andrew Wilson, Lead Animator
In 2007, Andrew Wilson - not to be confused with the CEO of EA - landed his first work in the games industry as a lead animator on title called Symantec: Endpoint, a promo game from the makers of Norton Antivirus. In December 2007, he joined Timegate Studios as an animator working on projects including Section 8 and its 2011 follow-up Prejudice, as well as Aliens: Colonial Marines. In January 2011, he was hired by Uncharted studio Naughty Dog as gameplay animator and ended up staying at the studio until June 2019 when 2K Silicon Valley hired him as lead animator.
Shay Stone, Senior Animator
Animator Shay Stone has been working in games since 2011 when she landed a role at Oktobor, working on Penguins of Madagascar and Robot and Monster for Nickelodeon. From there she joined Playstation in San Diego - via a three month stint doing character animation advertising for The Sims 4 - working on first-party titles such as Killzone: Shadow Fall, The Order 1886 and The Last of Us: Left Behind. She left Sony, working at animation studios Bardel and Icon Creative before spending two years at Sony Pictures' Imageworks outfit. In June 2018, she joined Blue Sky Studios before moving to 2K Silicon Valley 12 months later as a senior animator.
Grant Whitten, Senior Artist
Whitten's career in the games industry kicked off in November 2006 as a 3D modeler and texture artist for titles including Wheelman and Blacksite: Area 51 before moving to Electronic Arts as an environment artist in May 2008. He was at the Redwood games giant for five months, departing for the same role at Midway for just six months straight afterwards. In April 2009, he worked as an environment artist at Sony Computer Entertainment's American branch, primarily on PlayStation Home, before being hired by Sledgehammer in September 2010. He remained here until March of this year, moving to 2K Silicon Valley as a senior artist.
Eric Pavey, Technical Art Director
In 1995, Eric Pavey's career in development started with a four-month stint at Neversoft Entertainment as a CG artist. This was before two short stints at Luminous Media and Viridis, after which he moved to Square's US business, working on titles including Final Fantasy IX and Parasite Eve. Between 2000 and 2002, Pavey worked as a senior animator on Ronin Entertainment's Bruce Lee: Quest of the Dragon, until he was hired by Visceral. His time at the Electronic Arts-owned developer lasted seven-and-a-half years, during which time he worked on Dead Space and its sequel, as well as games based on the Lord of the Rings and Godfather IP, before he was hired by Sledgehammer in August 2009. Here he was a character technical artist on titles including Call of Duty Modern Warfare 3, Advanced Warfare and WWIi before moving to 2K Silicon Valley in March 2019.
Lucas St.Martin, Lead Character Artist
In 2009, St. Martin made his break into the games indsutry with a one year internship at developer 38 Studios, rising to character artist in July 2010. He remained with the firm until September 2012, when he was hired by Cryptic Studios as a character artist, a a role he held for two years. The developer moved to MMO specialist Trion Worlds in October 2014, working on Atlas Reactor for another two years before he was hired by Cold Iron Studios first as a senior character artist, then as a lead/principal character artist in January 2019. Six months later in June of this year, he was snapped up by 2K Silicon Valley, where he is the lead character artist.
Lawrence Mai, Art Director
Lawrence Mai began his career as a concept artist at Electronic Arts, where he worked for almost six years. In January 2010, he joined Sledgehammer Games as a senior concept artist, rising to lead concept artist in March of the next year before being promoted to associate art director in February 2018. He held that role until being promoted to art director at 2K Silicon Valley.
Anthony Ermio, Senior Artist
Anthony Ermio's career in games kicked off with a one-year stint at Electronic Arts as a concept artist, before he made the move to LucasFilm Animation in 2005 in the same role. After over two-and-a-half years, he was promoted to lighting concept artist, a position he held for more than five years. In July 2013, he went freelance, working as an illustrator for DeNA, Wizards of the Coast and Telltale, before going in-house at Hangar 13 as senior concept artist. Here he worked on Mafia III, and left in March 2018 to join Sledgehammer Games. In May 2019, he was snapped up by 2K Silicon Valley as a senior artist.
Brian West, Senior 3D Artist
West's career started in 2000 as an artist at Massive Black, a San Francisco-based creative agency for the entertainment and advertising industries. He was at this firm for six year, before moving to development studio Factor5 as an artist in 2006 for less than a year. He then spent six months at Dead Space maker Visceral Games an environmental artist, before moving to Sledgehammer in March 2010 as vehicle weapons artist. He moved to RPG maker inXile in March 2015 as a senior environment artist. In June 2019, he was hired by 2K Silicon Valley as senior 3D artist.
Gerardo Garza, Principal Artist
Garza's career kicked off in 2004 when he was hired as a concept artist at Electronic Arts, where he worked for over two years. In 2006, he moved to Rockstar New England as an art director and lead environment artist. In July 2008, he was hired by Activision Blizzard as senior environment artist before moving back to Electronic Arts in February 2010, this time as a senior modeler.
He moved to Sledgehammer as a lead environment between April 2013 and August 2018 working on Call of Duty: Advanced Warfare and WWII. In April 2019, he was hired by 2K Silicon Valley as principal artist.
Stephen Tang, Principal Artist
Since 1994, Stephen Tang has been working in design in one way or another, starting out doing graphic design for brochures and print ads, moving into city planning before joining SSI to create maps for strategy titles in 1996. From there he has held design and art roles at the likes of Cyclone Studios and THQ before landing a role at EA in 2001 as a senior artist. He was at the Redwood firm for nine years, working on 007 Nightfire, Dead Space, Lord of the Rings: The Third Age among others. In 2010 he was hired by Sledgehammer as a senior artist and ended up working at the Call of Duty maker until April 2019 when he was hired as a principal artist for 2K's new Silicon Valley studio.
Himchan Kim, Concept Artist
Himchan Kim might be the 2K Silicon Valley employee with the shortest career to date. His work kicked off in May 2015 with a three-month stint as a UI artist at Wing Studio, before working as a freelance illustrator during 2016. For two months he was a prop artist at San Francisco's Present Creative, before working towards a BA in Game Design from the Academy of Art University between 2016 and 2019. After graduating, he was hired by 2K Silicon Valley in July 2019 as a concept artist.
Dustin Davis, Principal Character Artist
Davis' career in games started in 2004 with five-month stints doing character modelling at Archimage on Escape from Diab and LA Rush at Pendulum Studios. In 2005 he was snapped up by EA Chicago, working as a character and lead technical character artist on Def Jam Icon and its sequel, as well as Fight Night Round 3. He was hired by Sega as a senior character artist where he worked for almost three years before a nine-year stint at Sledgehammer Games as an expert character artist. In June 2019, he was brought on board as a principal character artist at 2K's new Silicon Valley studio.
Matt Bein, Principal Environment Artist
Environment artist Matt Bein started off at California's Totally Games working on projects such as Secret Weapons Over Normandy and Star Trek: Bridge Commander. After three years and three months, he moved to Crystal Dynamics in October 2004, contributing to the Tomb Raider franchise in his close-to five-year stint as a senior environment artist. In September 2009, he was hired by Sledgehammer Games being promoted to expert environmental artist. He left the Call of Duty studio in October 2018 and following an eight-month stint at Cold Iron Studios, moved to 2K Silicon Valley as a principal environment artist.