Great teams make great games. They connect deeply with their audience and are driven by passion, humility, and mutual respect. At Seeker we embrace these ideals, always approaching challenges honestly, with thoughtful determination and heart.
Oksana Kubushyna
Co-Founder, CEO
Oksana spent the first 10 years of her career as a video game programmer and technical director with multiple games shipped. She also served 9 years at Riot Games as Head of Infrastructure, Head of Development for League Of Legends, Head of Riot Platform, COO Entertainment (consumer products, Film/TV, music, Forge Games). Oksana built Riot Platform that launched Valorant, Wild Rift, Legends of Runeterra and Teamfight Tactics, and helped release Arcane.
When not working on or playing games, Oksana volunteers her time with CASA. She is an honoree of Girls Inc and Wonder Women Tech, and a speaker and an advocate for inclusion and diversity.
Scott Shicoff
Head of Design
Scott started his career in QA back in 1994 before moving over to game design. Over the last 29 years he has contributed to a variety of game genres where he gained a wealth of diverse experience, including how to build solo, multiplayer, and live service games. Scott has served in design and leadership capacities at companies including Maxis, Acclaim, Cryptic, and Blizzard. Scott is a writer, designer, and all-around pop culture and entertainment enthusiast.
When he’s not enjoying the latest game/comic/movie/music/show around, he can usually be found trapped under a cat while his wife does her best to remind him that you can just move a sleeping animal. He, however, remains unconvinced.
Travis McGeathy
Co-Founder, CCO
Over a career spanning more than 2 decades and 35 titles, Travis has chased a consistent passion: designing games that bring people together. As the Lead Designer on EverQuest, Travis brought this to life over 9 expansions while helping it win an Emmy Award and Walk of Game induction. At 38 Studios, he was the Design Director on the Kingdoms of Amalur MMO. At Blizzard he led the design for Heroes of the Storm, guided design teams for the classic Diablo, WarCraft, and StarCraft franchises, and formed an incubation team to create a new game set in an iconic Blizzard IP.
In his spare time, Travis mentors aspiring game designers, loves to hang out with his fiancé and their 3 dogs, and plays more games than is reasonably healthy.
Denis Korkh
Senior Software Engineer
Denis began his journey as a VFX artist for film at Giant Killer Robots where he had the privilege of painting a background for the movie Happy Feet (2006). His career has been a humble exploration, punctuated by perpendicular moves that span most game art disciplines and technical art, all in pursuit of, and finally arriving at, systems programming. Tools, graphics, performance, and debugging have been the persistent focal points in his work, and they continue to excite him.
Denis is also still a painter. He paints metaphor, philosophy, myth, owls, and at least one octopus. Denis jokes about his paintings but takes them very seriously; he cares about art, deeply.
Justin Thavirat
Art Director
Justin started his video game career in 1994 when answering a job posting at college that read, “Do you like to draw and play video games?” and since then he’s worked as an artist and art director at Blizzard Entertainment. His experience spans visionary creative leadership, team building, and overseeing art departments through the entire game development lifecycle. He’s a contributor to the artistry behind Blizzard's acclaimed titles, encompassing art direction, visual and creative development, cinematic visuals, marketing illustrations, and iconic box covers across franchises such as Warcraft, StarCraft, Diablo, Hearthstone, Overwatch, and World of Warcraft.
Justin also sits on the Game Developers Conference Advisory Board and the Laguna College of Art and Design Board of Trustees, where he received an honorary doctorate of fine arts for his contributions to the industry and his assistance in establishing a thriving game art major at the college.
Jason Roberts
Principal Game Designer
Jason started his career within the Colorado tech industry before joining a small game studio in 1998 and starting his journey in game development. In the 25 years since, he has been fortunate enough to work with some amazing teams, at great studios in various design and leadership roles on games such as EverQuest II, Guild Wars 2, StarCraft 2, Diablo IV, and Dragon Age: Dreadwolf, among many others. Jason is a passionate designer, design mentor, tech enthusiast, tabletop roleplayer and avid photographer.
When not actively developing games, he and his wife love to travel and have explored all 50 U.S. states, over 45 national parks, and 12 countries together with cameras in hand.
Joshua Manning
Senior Technical Artist
Josh followed his childhood dreams from Texas to California. After finishing up his degree at Laguna College of Art and Design, he saw them come true when he became an environment artist in the dungeons of Diablo, his favorite game growing up. Over the past decade, he worked on Diablo III, Diablo IV, Overwatch, and unannounced projects. Always hungry to learn more, he also delved into character art, programming, tools, and performance optimization thanks to the many patient and supportive mentors he met along the way. He’s fully embraced his generalist passion for all things game development and is ecstatic to start a new chapter!
When he’s not hunched over a keyboard, he’s usually happily soaking up the sun at the beach with his wife and daughter, traveling to visit family, or being pinned to the couch by a 16 year old feline void goblin watching nerdy YouTubes or competition reality TV “against his will” with his lovely wife.
Michelle Geng
Production Coordinator
Originally studying pre-med at Hofstra University to become a medical director, Michelle worked as a bookkeeper and phlebotomist but left due to Covid and in pursuit of a more creative field. She further discovered her love for crafting amazing experiences as a barista making amazing latte art, building deep customer relationships, and redesigning the workflow for her coworkers. To further develop her creative outlet, she continued her education in UI/UX at Santa Monica College.
This unique blend of passions for people, science, and design led to an internship opportunity at Seeker Games, which has since evolved into a full-time role as a production coordinator.
In her free time, you’ll find Michelle hunting in thrift stores for vintage glassware and anything with lace, baking quiches, knitting a blanket, and of course playing games - just don’t bring up that one time she was a game off from hitting Diamond in League of Legends.
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