Code Mystics is formed from a core team of industry veterans, all with multiple areas of expertise, and many shipped titles under their belts, spanning multiple generations of video game hardware. Below are bios of some of our key personnel:

 
Jeff Vavasour

Code Mystics' founder, Jeff has 15 years' experience in the video game industry. He was formerly a founding partner and EVP of Canadian Operations for Foundation 9 Entertainment, departing in 2006 to serve as an industry consultant. Jeff started Backbone Entertainment's Vancouver studio in 1997, which, by the time of his departure had grown to over 100 people, developing for all modern video game platforms. Studio accomplishments included the award winning Age of Empires: The Age of Kings for the Nintendo DS and more than 40 other titles. Jeff has personally led development for more than 30 titles, contributed to more than 60, and served as Chief Technical Officer for both Digital Eclipse Software and Backbone Entertainment from 1998 to 2005. He has first-hand knowledge of all aspects of the process, through contribution to programming, business development, production, design, budgeting and art. Prior to his work in video games, Jeff was a researcher in polymer physics, holding an M.Sc. degree as well as a P.Phys. designation.

 
Darren Schebek

Code Mystics' Chief Technical Architect and lead on the Nintendo DS implementation of the Prometheus Engine. Darren has 24 years' experience in the video game industry as a programmer on more than 20 games, and his contributions range from kids to action to sports, on platforms from Commodore 64 to PlayStation to Nintendo DS, making him a well-rounded and diverse technical asset. His core responsibility is in technical architecture and infrastructure, with an eye toward compactness and efficiency. Darren has contributed to the award winning Age of Empires: The Age of Kings for the Nintendo DS as well as Death Jr. and the Science Fair of Doom and Monster Lab. His notable credits include co-Lead on the flagship Spyro the Dragon series on the Game Boy Advance, with significant responsibilities in design in addition to coding. He has also worked on cross-over licensed properties including Cat in the Hat (movie tie-in), Tron 2.0: Killer App, and Rayman: Hoodlum's Revenge.

 
George Phillips

Senior Programmer and lead on the platform adaptations of our FOCAL Emulation Technology. George has 15 years’ experience in video game development, previously culminating as Technical Director of Backbone Entertainment’s Vancouver studio. He is an expert in infrastructure coding, including graphics, collision, physics, and networking, with strong skills in optimisation, compression, debugging and coding in everything from C++ and Perl to assembly. He has served in a significant or lead role on nearly 50 SKUs from the Sega Genesis to the PS3. Recent credits include Monster Lab (PS2), Sonic Rivals 2 (PSP), Castlevania: Symphony of the Night (XBLA), Ultimate Mortal Kombat (DS), and Activision Hits Remixed (PSP). Prior to his work in video games, George was a significant contributor to web standards, including the ubiquitous CGI web interface standard and to the first implementation of the transparent GIF format in the Mosaic web browser. He also earned an M.Sc. in Computer Science from University of British Columbia, where he was subsequently employed.

 
More bios to come!