

The Beginning
Naked Sky Entertainment was founded in a tiny L.A. apartment by three close friends - Tian Mu, Joshua Glazer, and Sam Thibault - in 2002. Tian and Josh have known each other since high school, and Josh met Sam in college. The trio have always been passionate about games and technology and were ultimately pulled together by a compelling game concept that led to the founding of the company.
Why "Naked Sky?" Well, Tian wanted the word “sky” because as the saying goes, the sky's the limit. However, every type of sky was taken - crystal sky, blue sky, electric sky, and even sky sky. As Tian was scrambling for an available adjective on a cloudless afternoon, an inspired Josh peeked out from behind his laptop and shouted "NAKED" before returning to his programming. The rest was history.
The Early Years
Even though we had no money, we were very fortunate to find others that shared our vision and passion. After an art team was assembled, Naked Sky became a traveling circus for the next few months since we couldn't afford an office. We held design meetings in various locations throughout Los Angeles - a local Park, a neighborhood Starbucks, the Union Station, and finally ended up in the home studio of our lead artist at the time. That factory-converted studio became our home base for the next two years, while we worked on our early prototypes.
Photo courtesy of GameDev.net
Personnel
Tian Mu – Co-founder, Chief Executive Officer Since 2002, Tian has built a 3-person start-up into the development studio as we know it today. During this period, Tian assembled a team of top-notch game developers; secured numerous development, licensing, co-marketing, and distribution deals; and raised funding from private investors for the development of RoboBlitz. Prior to founding NSE, Tian consulted for various software start-ups, including PlanetLingo, MobiPower, and EnglishXchange, on business development, marketing, web development, and project design. Tian was educated in the U.S., China, and Japan, and has lived and worked in Asia, North America, and Europe. Tian holds a Bachelor of Arts in Economics and East Asian Studies from Wesleyan University.
Joshua Glazer – Co-founder, Chief Technology Officer Joshua spearheads the programming team at NSE. He is an expert on physical simulations, asset streaming, multithreading, graphics pipelines, UI toolset programming, object serialization and reflection systems, network engineering and optimization, scripting language development, state-based animation blending, web application server development, and low level Xbox 360, PS3, and iPhone service integration and optimization. Since programming his first shareware game at age 12 and first commercial game at 15, Joshua has been lead programmer for numerous projects, including those he ran at EnglishXchange, MobiPower, and Learnection. He received both his Bachelor's and Master's degrees in Computer Engineering from the Massachusetts Institute of Technology in four years, and attributes all his greatness to his wife Lori and their cat Feets.
Tarik Soliman – Creative Director Tarik is a creator of innovative ideas and virtual worlds. He began working with NSE in 2003 as a story writer. Since 2005, he is the company's Creative Director, designing such games as the critically acclaimed RoboBlitz, and most recently, Star Trek: DAC. Tarik has a Masters in Film Production from the USC School of Cinema and worked professionally in broadcast TV, journalism, and graphic design before transitioning to the games industry. In addition to working at NSE, he also teaches a course on level design theory and development at USC's Viterbi School of Engineering.
Nathan Leland – Art Director Nathan has art directed Xbox 360, PS3, PC, online, and mobile games since 1998. In that time, he has served as the Art Director for Sony Picture Digital and SOE-LA, WagerWorks, Silicon Gaming, and a number of other companies. Nathan has defined the look and feel of, among other titles, Star Trek: DAC, God of War: Betrayal, The DaVinci Code, Spider-Man 2 & 3, and MGM Grand's Family Feud (awarded several patents for innovative game play). Following his boyhood dream, Nathan graduated with a Bachelor of Science in Industrial Design from the Pasadena Art Center College of Design.
Charlie Monroe – Producer Charlie joined NSE at the beginning of 2009 as QA Lead for Star Trek: DAC and was soon promoted to Associate Producer for DAC’s subsequent expansions and releases. Over the course of his career, Charlie has done QA work for Testronic Labs, Sony Computer Entertainment Europe, and Disney Interactive Studios. Charlie is a hands-on facilitator, who is happiest in the trenches, doing what he can to keep things running smoothly. Charlie will fight like a junkyard dog for his team, even though they’re pretty sure they see a glint of evil in his eyes when he jokes about chaining them to their desks. Charlie holds a Bachelor of Science in Anthropology from University of East London, with research emphases in online and urban-youth countercultures.
Justin Molinari – Engineer Justin joined the company over 2 years ago and he has contributed to a large variety of projects and tasks but finds those involving lunch the most satisfying. He likes programming and making video games but his primary duties at the office involve his continuous mastery of NBA Jam.Graduating from Full Sail with a B.S. in Game Design and Development you could say he planned on getting this job, and you would be right. He moved to Los Angeles three years ago primarily for the sunshine, tacos and to meet the creators of Roboblitz. They just happened to be needing a programmer. He has been at home ever since.
Michael Niles – Engineer During the summer of 2007 I became an intern at Naked Sky Entertainment. While there I worked on Destroy all Humans: Path of the Furon where I helped prototype and create new game modes. After graduating from Cal State Fullerton I returned to Naked Sky in 2008 to work as a full time programmer working on engine, gameplay and AI related tasks for League of Legends and Star Trek: D-A-C.Personal random facts: My first game was Qix on the gameboy when I was seven. Convinced my parents its okie I play so many games because I am "researching" for my future career at the age of nine. Around ten I got 2nd place at a local blockbuster tournament... I got a pack of marvel cards as a prize. Learned to quad kite while doing math homework on my Everquest druid. Those otters never stood a chance. Helped lead a world first World of Warcraft guild (because world firsts are important k?~)
Hayato Yoshidome – Technical Designer Ever since playing games on the Atari 2600, Hayato wanted to work in the video game industry. Fortunately his wish came true! Woot! Having a degree in Computer Science, he often likes to script weird things as well as hack in fun stuff in projects. While not working on games, Hayato likes to stuff food into his face. Random Facts:
Michael Altuna – 3D Artist
Most people refer to me as Tuna. I joined Naked Sky Entertainment in November 2008 as a 3D Artist. Since then I have worked on a variety of projects on various platforms. When not pushing polygons you will find me somewhere near the ocean. The most valuable thing I have learned working in the game industry is to marry someone wealthy. That said, making games for a living is awesome and something I want to do for a long time.
Julius Santiago – UI Artist
Born and raised in FL*, Juls comes to NSE with seven EA Sports titles under his belt after losing a lifelong battle with humidity, hurricanes, and mosquitoes. Armed with his trusty bike, and a copy of Illustrator, he now battles illegible copy and the dreaded 17 W gamertag fueled by LA's food trucks and limited release movie line up. *Go Magic!
Charles Morton– Engineer
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Jonathan Stern - Engineer
Jonathan is NSE's international undercover agent who may or may not be programming in one or more foreign countries at any given moment. Graduated from the DigiPen Institute of Technology, he was originally found by NSE at the Student Showcase of the Independent Games Festival some number of years ago in a cardboard box holding a sign that either read "will program 3D games for food" or maybe "I am the walrus." Amongst editor and tool development, integration with online services like XBLA and GameSpy, and half a million other odd tasks, he was responsible for making things not crash into walls (AI) in RoboBlitz and them making them crash into walls again (collision detection and response) in Star Trek: DAC. His primary duties outside the office involve wondering how many times he will be made to play through Metal Gear Solid 3 again before he has memorized all the dialogue. In Japanese.