Funomena is an independent game studio located in downtown San Francisco, California. The company was founded in January of 2013 by Robin Hunicke and Martin Middleton - two passionate game developers who believe that games can have a positive impact on the world. If you are curious how to say Funomena - just use this little song as a guide.
We are working on a mostly-unannounced commercial game, a cool for-change game project with UC Davis and the National Science Foundation... and a new game that we'll be announcing at this year's IndieCade. In the meantime - we'd love to introduce you to the current crew of Funomenauts!
Robin Hunicke: CEO/Empath
Robin is Funomena's co-founder and CEO. She is a game designer and producer, with a background in fine art, computer science and applied game studies, best known for her role as Executive Producer on the award-winning PSN downloadable title, Journey. Recognized this year for her role as an Ambassador for Woman in Games, Robin is an evangelist for diversity of thought and participation in game design and game culture. She co-organizes the annual Experimental Gameplay session at GDC, teaches and lectures extensively on how developers can create novel, experimental designs by focusing on the feeling.
Keita Takahashi: Designer/?
Keita is the Creative Director on Wattam. A Japanese game designer and artist. He studied at Musashino Art University from 1996 to 1999, where he studied in Fine Art and Sculpture, gaining a degree in the latter. His commercial titles (Katamari Damacy, We Love Katamari and Noby Noby Boy) all express a deep fascination with childhood, physical play, sculptural objects and the feeling of being small. His games and interactive installations have been exhibited around the world, most recently at the Museum of Modern Art in New York City.
Martin Middleton: Tech Director/Funomenologist
Martin is Funomena's co-founder & Tech Director. In 2006 he joined thatgamecompany to work on the AI and constraint systems for the creatures in their first title, flOw. He then built the procedural geometry systems and distributed grass simulation for Flower. On Journey, Martin developed the game's distributed, deformable sand terrain system, and its unique peer-to-peer networking solution, which connects players seamlessly as their paths cross during gameplay.
Glenn Hernandez: Art Director/Lumberjack
Glenn is the Art Director on Luna here in the studio, as well as our non-profit game Terra. A talented artist and illustrator, Glenn has a background in music, animation and a deep passion for illustrating children's books. He earned his Bachelor's in Studio Art from St. Olaf College and spent several years immersing himself in visual storytelling. He is excited to help create games that color outside the lines of convention and help promote change.