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THE TEAM

The Team

FOUNDER & CEO ERIN SHAVER

Erin Shaver, founder and CEO of Taralumen Games, has a bachelors from Northwestern University and has completed post baccalaureate work in psychology and neuroscience at Columbia University, where she also served as a research assistant, and the University College of London. She has studied studio art at the Hampstead School of Art in London and at Duganne Ateliers in Los Angeles. She worked as Operations Director for IndieCade, the The International Festival of Independent Games, for ten years before founding Taralumen Games.  

The Team

CO-FOUNDER & CCO ALLISON FUNK

Allison Funk is a writer and historian with degrees from Bard College, Tufts University and Northeastern University. As Chief Creative Officer, Allison brings to Taralumen a passion for storytelling and a talent for deeply researched, highly detailed world building. Her background as a public and military historian, and as a collections management professional in the museum field, underscores her passion for the objects, anecdotes, memories, and details that bring history and stories to life.

Joe Bauer

Gameplay Prototyper JOE BAUER

Joe is a self-taught game developer who runs his own studio to work on games that resonate with people who suffer or know of others, struggling with mental health. He also freelances, helping other studios design, implement and ship their games. He released The Fabled Woods in collaboration with Headup Games in 2021, kickstarting his game development career. In 2023 he followed his first game up with Level 0: A Backrooms Experience collaborating with Headup Games again.

Tithi Luodthong

CONCEPT ARTIST TITHI LUADTHONG

Tithi is a freelance digital artist and illustrator whose work is well known on major stock websites, Fine Art America, and Instagram. With degrees in design and architecture, he studied at the Poh-Chang Academy of Arts, and King Mongkut’s Institute of Technology, Ladkrabang. His art is vivid and imaginative, ranging from evocative magical landscapes to intricate sci-fi cityscapes. His favorite work styles are dystopian, cyberpunk, horror, and fantasy.

Chevon Hicks

UI Design CHEVON HICKS

Chevon Hicks is a trailblazing creative, entrepreneur, and educator. He co-founded PatternBreak, a creative consultancy known for innovative digital solutions for clients like Adidas, Pelican Products, and Shinola Detroit. On top of his entrepreneurial ventures, Chevon shares his wealth of knowledge as an Adjunct Professor of User Interface Design at the USC School of Cinematic Arts. Chevon has worked at Sony Online Entertainment, shaping the visual design for notable games like Chain Reaction, Chain Letters, and Wheel of Fortune. He founded Heavenspot, a digital agency that worked with AAA gaming giants like Blizzard, EA, EA Sports, and Ubisoft, and which was acquired by M&C Saatchi in 2015. Chevon continues to bring his wealth of experience to the table, working alongside a variety of innovative brands in the digital space. He remains committed to exploring new frontiers in digital experiences, fostering growth in the field, and persistently striving for improvement.

Caleb Bladh

Technical Artist/3D Animator CALEB BLADH

Caleb is a game designer with a Bachelor’s degree in 3D Animation from California State University of Northridge and a Master’s Degree in Interactive Media and Game Design from the University of Southern California. He has been making games since 2015 and worked at Blendo Games and Otherworld Interactive. He likes to wear many hats and has experience working in Game Design, Technical Art, and Character Animation.

The Team

3D Artist, VFX JOSEPH BISSELL

Joseph Bissell is a 3D generalist who collaborates with various indies and startups. His passion for the world of gaming and the aesthetic art it entails is evident in every project he undertakes.

ADVISORS

Lourdes De Las Heras

COLLABORATOR LOURDES DE LAS HERAS KUHN

Lourdes De Las Heras Kuhn is a psychotherapist based in Canada. She has a Master of Research in Developmental Neuroscience and Psychopathology from University College London and a Master of Research in Social Work from Columbia University. She is an experienced clinician who has worked in research settings, psychiatric hospitals, and outpatient programs with a diverse population living with mental health disorders.

Noah Falstein Mar21p

COLLABORATOR NOAH FALSTEIN

A professional game developer since 1980, Falstein was among the first 10 employees at LucasArts, The 3DO Company, and Dreamworks Interactive. Through his company The Inspiracy he has been a pioneer in the application of games to causes beyond entertainment (Serious Games). He recently served for four years as Google’s Chief Game Designer, working closely with their AR and VR projects, leaving in 2017 to pursue health/games opportunities. 

Falstein was the first elected chairman of the International Game Developers Association and has published over 100 articles and book chapters. He is currently working with many notable health/neurogaming companies including Executive Advisor to Akili Interactive, the company that recently won FDA clearance for a video game to treat pediatric ADHD.




Doris Rusch

COLLABORATOR DR. DORIS C. RUSCH

Dr. Doris C. Rusch is a professor at Uppsala University, department of Game Design, with a focus on transformative play, and regenerative systems design.  She is the author of “Making Deep Games”, journal papers and book chapters as well as lead designer of numerous award-winning games about the human experience, e.g. “Elude”, “Zombie Yoga”, “Soteria – Dreams as Currency” and “For the Records”. In her non-academic life, she is a transformative coach with training in health coaching, strategic intervention, neuroscience for coaches and embodied transformation.

The Team

COLLABORATOR DR. EMMA REAY

Dr. Emma Reay is a Senior Lecturer in Emerging Media at the University of Southampton. Her research is located at the intersection of Games Studies, Games Design, and Childhood Studies. Emma is interested in the social, ethical, and political dimensions of games – particularly in play’s radical potential to help us envisage alternate selves and alternate futures. She is an advocate for lifelong play, cooperative games, and joy as resistance.