The game is being developed by a small, independent team, a mix of full-timers and contractors. Eric A. Anderson Eric spent the last decade designing and building fantastical places as a veteran of Cyan Worlds and the Myst franchise. After experiencing firsthand the mainstream decline of "adventure games", he is proud to be part of The Witness - a project that aims to bring smart, subtle, discovery-driven gaming back to the table. Originally from Minneapolis, MN, Eric lives in the pacific northwest with his wife and 1-year old son. Luis Antonio Luis, born in Portugal, left to London right after University to work at Rockstar Games as an Environment and Character artist. Later he moved to Canada to work at Ubisoft as Lead and eventually Art Director. Unfulfilled by the current state of the mainstream video games industry, he is hoping that this new endeavor will provide him with some answers. You can see his work at artofluis.com Salvador Bel Salvador has been working in the games industry for over 15 years. After being part of various companies in his native Spain, he moved to Amsterdam to work at Guerrilla Games where he focused on physics and animation for several Killzone games. He's now excited to be back in a small studio and working on games that reignite the passion that made him decide to be a game programmer when he was a kid. Jonathan Blow Jonathan is a designer-programmer whose goal is to make games that are mind-expanding in ways special to this medium. He is best known for the well-received game Braid. He is also a partner in the Indie Fund, an initiative to help creative new developers grow stronger while remaining independent. He speaks frequently at conferences and universities on the advancement of game design as an art form. Ignacio Castaño Ignacio started programming at an early age and became obsessed with graphics. That led him to work at several game companies including Crytek, Relic and Oddworld. More recently he worked at NVIDIA, where he contributed to the design of modern graphics hardware, APIs, and programming models. Today he's the father of a 3 year old boy and embraces all aspects of human experience. Andrew Smith Andy has been programming games since he got his first computer, a Sinclair Spectrum ZX+, but can't remember any of them because that was in 1985. He got his industry start in the days of the original Playstation, and has been mostly successful at avoiding x86 until now. He comes to Thekla to refocus on the reason he applied for that first job - to make great games for and with people who appreciate them. Oh, and to continue indulging his weird penchant for code optimization. Orsolya Spanyol Orsi was lucky enough to get her first game industry job as a contract artist for Thekla. Her dream was to help create meaningful and unique game worlds and, working on The Witness, she got the chance to do exactly that. Since July 2011, she has been contributing many ideas to help make the island a more magical place. Aside from games, she also enjoys experiencing and creating many other forms of art, and tries to travel to new places as much as possible.