
Meet our small
but mighty
team.
Our Team is a collective of wickedly talented worldbuilders and innovative game developers who inspire each other, collaborate, and push boundaries together.
We know what good looks like! We’ve had the privilege of spearheading and working on some beloved entertainment franchises and games including The Walking Dead, The Boys, Sea of Thieves, Assassin Creed, Fable, Ninja Turtles, Halo, and many more.
We’ve learned from experience that the path to innovation and excellence requires a culture that allows its team to speak up, break silos, explore and learn from mistakes.
Harry Robinson
Design Director
Harry’s career spans a range of very different titles, from his 10 years at Rare on Kinect Sports, Sea of Thieves and Everwild to his 4 years at Playtonic creating joyful platformers. He’s in this to make playful and imaginative worlds that people can fall in love with, whilst challenging conventions to create experiences that only games can manage.
Sharon Tal Yguado
CEO
Over the last two decades, Sharon has built studio divisions and media platforms at large media companies including Amazon and Fox. She is known for her innovation and risk taking. Her credits include the successful fantasy franchises The Walking Dead, The Boys, Invincible, The Wheel of Time and The Lord of the Rings. Beyond her professional work, Sharon harbors a deep passion for books and art, with a special affinity for all things Japanese.
Sergio Delgado Diez
Technical Advisor
A gameplay engineer at heart who’s never happier than when he’s turning game design dreams into pixel realities.
Sergio’s portfolio includes titles like The Godfather games, The Simpsons, Driver San Francisco, Watch Dogs, Assassin’s Creed, Star Citizen, and a Mafia game that’s just too cool to merely call “a Mafia game”. Off-screen, Sergio transforms into a pen-and-paper RPG enthusiast, leading quests and slaying dragons one dice roll at a time.
Meagan Carabetta
Art Director
Meagan brings over 25 years of experience. She led projects at industry leaders like Crystal Dynamics, Eidos Interactive, Electronic Arts, and Amazon, contributing to franchises such as “Lord of the Rings” and “The Godfather.” Meagan loves driving innovation and creativity across small and large projects. Outside of her professional achievements, Meagan is passionate about spending time with her family, exploring the outdoors, and traveling.
Louise Hartley
Production and Operation Director
Louise has spent more than 25 years working at the intersection of creativity, technology and people, with production and leadership roles spanning games, VR and digital experiences. Her career has included major projects at PlayStation, SumoDigital and nDreams, including the much-loved SingStar franchise and Far Cry VR. She loves making sense of complexity, building happy and effective teams, and helping ambitious creative ideas find their way into the world.
A lifelong creative herself, Louise is also an artist and musician. Outside of work she can be found painting, singing, playing handpan, growing her own veggies or taking woodland walks with her five cats.
Sean Shortreed
Principal Engineer
Over the last decade Sean has created a variety of unreal games and experiences, including Predecessor, Destruction Allstars, and Switchblade. Always ready to create unique and innovative solutions to problems, Sean lives to build exciting technology. When not building, he spends his time collecting and playing Lorcana, having fallen in love with the card game since its release.
Aymeric Lambolez
Senior Gameplay Engineer
Aymeric began his game industry career at Codemasters before spending five years at Rare working on Everwild. Since then, he has worked on a variety of smaller-scale projects, including developing his own game.
His experience spans tooling, gameplay engineering, and game design, giving him a broad perspective on game development. Outside of work, he enjoys board games, playing music, and bouldering.
Gene Yanza
Principal Artist
Gene is multi talent with both games and film experience. He worked for companies like ILM, Amazon and Unity. His film credits include Transformers: The Last Knight, Teenage Mutant Ninja Turtles: Out of the Shadows and Ready Player One. In Games he worked on titles like New World and Killing Floor 2. Gene’s superpowers are his 3D skills in crafting art including solving a multitude of technical problems. In his personal time, Gene indulges in fine art portrait photography.
Jeremiah Washburn
Senior Technical Artist
Jeremiah brings more than 20 years of game industry experience, having contributed to major projects at Disney Interactive, Red Storm Entertainment, and Imangi Studios. Some of his credits include Epic Mickey, Ghost Recon, Rocksmith, and the Temple Run franchise.
As a Technical Artist, he enjoys bridging the gap between art and technology. Outside of work, you’ll find him fixing 3D printers with his daughter or mountain biking through the Texas Hill Country.
Luke Gracie
QA & Production Manager
Luke has worked in QA for nearly six years, predominantly within the realm of Game Development, while also gaining valuable expertise in Web Development along the way. He is passionate about game development for as long as he can remember, with his first foray of development in the Timesplitters franchise map makers on the PS2!
Outside of his professional pursuits, he enjoys staying active and loves working on cars.
Emma Lintvelt
Senior Designer
Nearly a decade ago, Emma began her career on Dead Island 2, later serving as a level and game designer for Hitman 2 and 3. She has also contributed to several unannounced AAA projects at PlayStation and Avalanche Studios. Emma prides herself on her versatility in design and implementation, always seeking to expand her skill set. Outside of work, her interests include painting, woodworking, and other activities that foster her appreciation for nature.
Fred Horgan
Senior Tech Designer
Having straddled the gap between design and code for over a decade, Fred has been involved in different projects from MMOs, toys-to-life, VR and physical board games. They developed many headline updates for the leading free-to-play MMORPG RuneScape and, just before joining Astrid, launched Horizon: Call of the Mountain on PSVR2. Outside of work they have a keen interest in streaming technologies and maintain an open source toolkit for VTubers.
Matt Gaser
Senior Concept Artist
Over the last 26 years Matt has designed worlds for games such as Lord of the Rings, World of Warcraft, League of Legends, and recently the acclaimed game KEEPER from Double Fine. After concepting for Star Wars The Clone Wars at Lucasfilm Animation he was launched into feature animation working on visual development for The Angry Birds Movie, The Willoughby’s, DC League of Super Pets, and the newly animated debut of The Cat and The Hat. Beyond Matt’s professional life he enjoys exhibiting his work at comic cons, gardening, camping, backpacking, and staying healthy at the gym.
Leigh Bailey
Senior Level Designer
Leigh has been a part of the games industry for over 15 years, working with some of the industries largest IP’s including Fall Guys, Fortnite, Marvel, Pokémon, Star Wars and the Total War series. He is passionate about great level design and when he’s not creating worlds he enjoys movies, running, swimming and playing with his kids.
Charlie Lapp
Senior Environment Artist
Charlie’s career spans over 25 years of world building and level design at companies such as Blizzard, Crystal Dynamics, Warner Brothers and Cryptic Studios as well as working on bleeding edge 3D technology at Adobe and Microsoft. In his spare time he enjoys film, video games, wrenching on his Subaru WRX and playing guitar in his band.
Lindsay Belkin
Environment Artist
Lindsay is a 3D Environment Artist with many years of experience bringing digital worlds to life. She’s worked on a range of projects, including Cloudheim at Noodle Cat Games, as well as a handful of unreleased projects in the games and music industries. When she’s not working, you can usually find her knitting socks or hiking with her dog.
Tom Dicken
UX/UI Designer
Tom is a UI / UX Designer with decades of experience. He has worked and been a lead on certain franchises such as Sea of thieves, Need for speed, Horizon, Burnout and many more
over his career with PlayStation, Microsoft and EA just to name a few. Tom is passionate about making the players experience always feel natural and rewarding. When not making games he can be found out in nature either with a bike or his dog.