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24 Caret Games is an independent developer dedicated to making enjoyable interactive entertainment for audiences all over the world. Creating fun games can seem to some like catching lightning in a bottle. However, we at 24 Caret know it is equal parts art and science. We have the creativity and the technical knowhow to make entertaining games for the global game market.

Our development methodology is structured around rapid iteration. Creating an entertaining game is similar to the process of evolution. Great game developers take an idea and are never content with it. They try to mutate it in many different ways trying to find something that works even better than what they had before. This evolutionary trial and error process can be long and slow. Luckily, we have experienced developers with a 6th sense for fun and tools built around allowing us to quickly test different ideas.

Similar to survival of the fittest, game developers need to know when to let go of an idea when it doesn’t “fit”. This is one of the hardest things for game developers – to throw out months of work, but the best game developers know that is the nature of the industry. Although many developers worry that throwing away work is wasteful, we at 24 Caret Games know that is not a waste – knowing what doesn’t work helps us along the path towards what does.

The importance of rapid iteration is infused into our company DNA. Our tools, pipeline and all of our processes revolve around the need to refine our products as quickly as possible. 24 Caret Games has an experienced team that has worked on many games and many different pipelines, so we have vast knowledge to draw on when creating our own internal technology.

Although we have an impressive technical background, we are not in the business of creating tech demos. We are passionate about technology and are interested in building cutting edge games, but the technology is only the means we use to deliver a great experience to gamers. When we are salivating over the specs for the latest and greatest video card or rumored next gen console, it’s not because we see the opportunity to display more polygons or increase the shader instruction count, but because we know how to use those tools to create a better experience.

In the end, we are extremely dedicated to our games. We have voracious appetites for knowledge about games or any other disciplines that can help us polish our product more. Whether it’s film techniques, fine art composition, or software engineering paradigms, we strive to learn all we can in order to create the best games.

Justin Wilder
Co-Founder | Engine

Justin Wilder has been a professional game programmer for 10 years.  He has extensive experience in engine development for multiple platforms and across a wide range of disciplines, with a particular focus on graphics programming for the current-generation consoles.

Prior to co-founding 24 Caret Games, Justin worked on multiple million-selling titles including "SpongeBob SquarePants: Battle for Bikini Bottom" and "The Incredibles" for THQ and "Ratchet & Clank: Size Matters" for High Impact Games and SCEA.  He was principle architect behind the current-generation PlayStation 3 and Xbox 360 engine in-use by Heavy Iron Studios, a subsidiary of THQ.  And up until recently, he was architect for the engine and tool-chain of an as-yet unannounced current-generation title in development at High Impact Games.

Justin has a strong background in mathematics, graphics and effects programming, and game engine design.  He is also an expert at high-level optimization in C++ and low-level assembly optimization.  Platform experience includes: Windows PC, Xbox, Xbox 360, PlayStation 1/2/3, PlayStation Portable, and GameCube.  Justin is currently using these skills to develop the core technology for 24 Caret Games.


Shipped Titles
Secret Agent Clank – PSP – SCEA/High Impact Games
Ratchet & Clank: Size Matters – PSP/PS2 – SCEA/High Impact Games
Ratatouille – PS3/Xbox 360 – THQ/Heavy Iron Studios
The Incredibles: Rise of the Underminer – PS2/GameCube/Xbox/PC/Mac – THQ/Heavy Iron Studios
The Incredibles – PS2/GameCube/Xbox/PC/Mac – THQ/Heavy Iron Studios
Spongebob Squarepants: The Movie - PS2/GameCube/Xbox - THQ/Heavy Iron Studios
Spongebob Squarepants: Battle for Bikini Bottom - PS2/GameCube/Xbox - THQ/Heavy Iron Studios
Black Bass – PC – Hot-B

Matt Gilgenbach
Co-Founder | Gameplay

Matt Gilgenbach has been making games professionally for over 5 years but has been making them as a hobby for over 10 years. He's worked on gameplay for hit games such as the critically acclaimed "Ratchet & Clank: Size Matters" for PSP and the multi-million seller "The Incredibles" for PS2, Xbox, GameCube, PC and Mac. Before co-founding 24 Caret Games, he was the Lead Gameplay Programmer at High Impact Games and had just finished work on "Secret Agent Clank" for the PSP. On "Secret Agent Clank", he managed the team of programmers to meet all the milestones, assigned tasks and gave high level gameplay direction, all while coding the core player mechanics and several level segments. As well, he was leading High Impact’s gameplay programming on their unannounced current-generation title and working closely with Justin on the gameplay technology.

His expertise lies in capturing fun and encoding it into C++, so that the enjoyable experience can be shared with the game playing populace. This is one of the most difficult aspects of game development because fun is difficult to define let alone capture. Creating great gameplay requires knowledge of player control, AI, cameras, level design, and effects, which happen to be Matt’s specialties. He has worked on many different types of gameplay for many different platforms. He is equally talented in developing shooters, platformers, fighters, racing, rhythm games and pretty much every genre except sports because unlike most, he spent his youth inside making games.

Matt graduated Summa Cum Laude from the University of Michigan’s College of Engineering with a degree in Computer Science. He has written articles for the AI Game Programming Wisdom series as well as for Game Developer magazine. He also maintains a blog, http://www.binarycreativity.com, with his thoughts.


Shipped Titles
Secret Agent Clank – PSP – SCEA/High Impact Games
Ratchet & Clank: Size Matters – PSP/PS2 – SCEA/High Impact Games
Ratatouille – PS3/Xbox 360 – THQ/Heavy Iron Studios
The Incredibles: Rise of the Underminer – PS2/GameCube/Xbox/PC/Mac – THQ/Heavy Iron Studios
The Incredibles – PS2/GameCube/Xbox/PC/Mac – THQ/Heavy Iron Studios
Spongebob Squarepants: The Movie - PS2/GameCube/Xbox - THQ/Heavy Iron Studios
Windows Media Center Extender – Xbox – Microsoft

Jeff Parrott
Art Director

Jeff has been working in the video game industry in some capacity for over 5 years. From teaching video game art to creating art on big budget projects, he's done a variety of things. Before co-founding 24 Caret Games he worked on titles such as "50 Cent: Bulletproof" for the PS2 and Xbox, "Ratchet & Clank: Size Matters" for the PSP and PS2, and "Secret Agent Clank" for the PSP. He has also been a Senior Artist on the Silent Hill series.

Leaning towards the technical side of art Jeff has a great understanding of game engines such as Unreal 3, Renderware, among other internal engines. Focusing on the more artistic side he creates levels and vehicles. He prides himself on being a well versed Artist having done user interface design, particles, levels, characters, character rigging, and optimization, among other things on past projects.

Jeff graduated from Central Michigan University with a degree in Graphic Design and a minor in Computer Science. He has written tutorials on Alias/Autodesk Maya for Alias about Unreal exporting/importing, normal mapping, creating lightmaps, as well as various other tutorials. He has also had his tutorials published in magazines around the world. In his spare time he does landscape oil painting on location around the Los Angeles area.


Shipped Titles
Secret Agent Clank – PSP – SCEA/High Impact Games
Ratchet & Clank: Size Matters – PSP/PS2 – SCEA/High Impact Games
Silent Hill: Origins – PSP/ PS2 – Konami/Climax Group
50 Cent: Bulletproof – Xbox/PS2 – Sierra/Genuine Games
Mojo Master – PC – Wild Tangent

Joe Grabowski
Artist

Joe is a recent graduate of Savannah College of Art and Design and is thrilled to be working on Retro/Grade. He creates environments, ship models, and animates for 24 Caret. He is a jack of all trades, so any art that is needed, Joe will deliver.