Mahdad provides leadership on our production front at Game Circus. He spends his time coordinating content & resource planning on our projects and leading the production team in managing our live development sprints.
Mahdad started in the flight simulation industry in 1993 before joining Paradigm Entertainment to develop console games in 1996. He has held leadership and management roles at Paradigm, Atari, THQ and Zynga.
Mahdad was a member of the production team at Zynga Dallas, where he helped develop, launch and support live content delivery for Castleville’s 7+ million players in 2011. He started developing mobile games in 2012, and is especially drawn to mobile’s rapid development cycles, robust business model,and potential for growth on quality of content and user experience.
Some of Mahdad’s title credits include Castleville, Stuntman: Ignition, Terminator 3: Redemption, Mission Impossible: Operation, Big Air Freestyle, MX Rider, Duck Dodgers and Aero Fighers Assault.
Marcus joined the team in April of 2015 and provides leadership for our User Acquisition team. He splits his time developing and executing Game Circus’s marketing strategy as well as managing ongoing advertising initiatives.
Prior to joining Game Circus, Marcus led mobile gaming analytics, user acquisition, and marketing efforts at a mobile developer in his home state of Minnesota.
Marcus enjoys rock climbing, action movies, cooking, and all things gaming.
Michael joined Game Circus in August of 2012, and contributed to several of Game Circus’s titles before becoming the Technical Lead Programmer on Coin Dozer, and then later the Programming Department Manager. He now oversees the code quality and architecture of Game Circus’s titles and the unified core technology systems behind them.
Prior to working at Game Circus, Michael worked as a Technical Director in the computer graphics film industry, contributing to films such as “How To Train Your Dragon”, “Megamind”, “Madagascar 3”, “The Tale of Despereaux”, and “Open Season 2”. He also designed and developed the main pipeline tools for the film “The Ant Bully”, as well as the TV show “The Adventures of Jimmy Neutron.”
Michael was the lead programmer on the PC game “Entrepreneur”, as well as contributing code and art to “Galactic Civilizations 2.” Michael graduated from the University of Southern California’s School of Cinema-Television with a degree in Cinema Production. He has been programming computer games since the Atari 800 was a thing.
Having departed high school some twenty-six years ago, Rich enjoyed a year or so of portfolio work and general bone-idleness. It was a good time. Ushered by parents with good intentions, he was ‘encouraged’ to get a job that would get him out of the family home. After a few months of applications to the few games companies that existed in the UK in the mid 1990s, Rich was hired as a concept artist at his first studio on an odd Nintendo first party game called ‘Glover’. Twenty-years later, having worked as concept, senior concept, lead artist, production designer, art director and studio art director, Rich is now Game Circus’ art director.
Since 1995, Rich has worked across three continents (Europe, Australasia (twice) and North America (twice), from art director of BioShock 2, XCom, Elite: Dangerous (in pre-vis), Roller Coaster Tycoon, Crash Bandicoot and a handful of mobile titles to production designer/matte painter on Iron Maiden’s music video ‘The Final Frontier’, BBC TV shows like Spooks, Outcasts and multiple science documentaries, to art director on two children’s animated TV pilots (Neverspace and Forrester 5), he has been fortunate to have worked on exciting projects with great people. The long and the short of it is: likes art, likes art direction and does it as a job.
He loves gaming too and to be honest, if he couldn’t work in the video game industry, having no other career skills, he would serve no function in society. He is also quite, quite English.
Here at Game Circus, Donny provides leadership for our programming, IT and analytics teams, and leadership for those initiatives. He’s spent two decades immersed in a wide range of projects relating to internet technologies, IT, architecture, interactive media and web-based application development. Prior to joining Game Circus, Donny held various senior management positions with the Institute of Science Learning, and taught programming and multimedia production at the UNC School of Journalism and Mass Communication.
Donny coached and helped lead a number of award winning documentary multimedia projects, including the Pirelli International Award winning Genomics MediaBook, NowWhatArgentina.org and Special Olympics World Games Webcasts (2007 Shanghai, China; 2009 Idaho, US). Most recently he helped lead A Roma Homeland which documented stories of the Roma people in Eastern Europe.
Donny started playing video games when Atari was the only game in town, is a reformed WoW addict and is particularly interested in the cognitive psychology behind games, and learning what motivates players to finish “just one more level.”
Donnie earned his stripes at Ensemble Studios, Bonfire Studios and most recently, Zynga. He was hired out of college as a high-level “Age of Empires” player by Ensemble, and Donnie’s obsession with systems and balance eventually lead to a systems design position. There, he helped build “Halo Wars.” After Ensemble closed its doors, Donnie joined Bonfire Studios, working on several titles, including “We Farm.” After Bonfire’s acquisition by Zynga, Donnie worked on “Castleville” from concept to completion, and eventually helped lead the team, setting record user and revenue numbers.
After joining the Game Circus team, Donnie helped to focus the culture on higher-quality development practices. Five months after being hired on, he helped spearhead the release of “4 Pics 1 Song,” which quickly became the #1 App in the US iTunes store, with over 10 million downloads.
Mike joined Game Circus in July of 2012 and provides corporate leadership and strategic guidance. In addition, he executes the company’s legal, accounting, business development, user acquisition and publishing efforts.
Prior to Game Circus, Mike spent seven years on Wall Street as an investment banker, providing strategic advice to small and large corporations, including new media, mobile app and mobile game development companies. During this time, he advised on mergers, acquisitions, divestitures, restructurings, capital raising and corporate initiatives, and assisted in closing over $10 billion dollars worth of transactions.
Mike is a Yale University alumnus and avid admirer of all things video gaming. Some of Mike’s favorite franchises include Call of Duty, Zelda, the Rainbow Six Series and Tetris.
Jhon Restrepo Graduated from Digipen Institute of Technology and shortly after joined Big Huge Games Because he was a huge fan of Rise of Nations. He started out working at Big Huge Games as Tester, before eventually making his way to senior programmer.
In 2010, a couple of friends decided to create a new studio on the rising mobile market, and Game Circus was created. Since then, he has held positions as a Lead Programmer, CTO and COO at Game Circus. His titles include Kingdoms of Amalur: Reckoning (Programmer), Rise of Nations: Rise of Legends (Programmer) and Age of Empires 3: Asian Dynasties (Lead Programmer).
At Game Circus, Randy providers senior leadership and high level vision for all Game Circus projects.
Randy splits his time between game design and marketing, and was the initial visionary behind the world famous Coin Dozer app.
Prior to Game Circus, Randy has over 12 years in the gaming industry, most recently he worked at Big Huge Games on Rise of Legends and Age of Empires 3. Prior to that, Randy was also was a world champion in Age of Empires.
Back in the time-shrouded past of 2012, Bradley found himself in dire straits. In a world where he lived amidst a land filled with decadent palaces devoted to gambling, performance entertainment, winding rivers, lush parks, snow capped mountains, and one of the most disgustingly clear, blue lakes mankind has ever had the misfortune to colonize, he knew he had to get out. Luckily, word came of opportunity to join the video gaming industry. Leaving behind the wretched hive of scum and villainy called Reno, he set out for the sun-kissed climate of Dallas.
Hired on as a Quality Assurance tester, Bradley found himself working long, backbreaking hours in the Game Circus mines, digging through game-veins to make them as bug-free as a stagnant lake in the summer. He would grow hardy from the fumes of computers overworked into the wee hours of the morn: hardy enough to rise first to Test Lead and finally to Manager. Now, he sits upon a gnarled throne of dust and bone.
Now lording over those he calls his “QA cretins,” he expresses his love with sarcasm, derision, iron-fisted leadership, and rarely, it’s whispered… a begrudged smile.