Chief Executive Officer / Co-founder
Seth began in the industry as a gameplay programmer and has been a product manager, lead designer, and executive producer. Prior to Proletariat, Seth was the Lead Designer on Indiana Jones Adventure World at Zynga Boston. In 2011, he was named one of Game Developer Magazine’s Top 50 Developers and, in 2012, was recognized in Develop Magazine’s 30 under 30 and gave a popular GDC talk. Don’t let the CEO title fool you, Seth still adds value by writing code, even though he seems to be the only team member that is required to do a code review before checking anything in.
Art Director / Co-founder
Damon started as an intern at Turbine working on MMOs and was quickly promoted to Senior Artist. He joined Insomniac Games in 2004 as a Lead Artist where he worked on Resistance: Fall of Man, its sequel, and the Ratchet and Clank titles. Damon returned to the East Coast to join web/social games startup, Conduit Labs, which was acquired by Zynga in 2010. Damon was Art Director on Adventure World, which was lauded for its visuals. When not working on his art, Damon can be found biking around the Charles River, making bawdy remarks, and dancing to Michael Jackson’s “Thriller.”
Design Director / Co-founder
The old man of the team, Jesse’s been making games professionally for 15 years. He was thrown into the deep end as a designer (and occasionally, an engineer) on the first (and later) generations of MMOs at Turbine, then on to the first wave of social games at Conduit Labs, and finally to Zynga Boston, where he worked on a Facebook game Kotaku called “actually pretty good” and was named one of Game Developer Magazine’s Top 50 Developers of 2011. With co-founding Proletariat, he only wants to make you (and sloths) happy, but chances are that if you swear at something in one of our games, it’s probably his fault.
Director of Engineering / Co-founder
Joe’s engineering career began on Wall Street, but there’s only so much fun that can be found working on financial trading systems (read: none). After many years of having his soul slowly devoured, he sought solace in the warm bosom of gaming and joined Zynga Boston as the Principal Engineer on Adventure World. At Proletariat, Joe’s responsible for copious systems and keeping the team honest both to their code and to their hearts. He’s really excited for the first time he sees a random person on the subway playing one of our games. No, you probably don’t get it; he’s REALLY excited about this.
Chief Technology Officer / Co-founder
Dan isn’t known for starting small. His first game job involved writing engines (yes, plural) for MMOs at Turbine back in 2001. After a few years, he was off to Harmonix to work on Guitar Hero and Rock Band to help party-goers the world over realize their dreams of being karaoke gods. He continued working on music games by co-founding Counduit Labs, and after Zynga acquired Conduit, he became responsible for the engine that powers CityVille, ChefVille, and most importantly, Adventure World. In his spare time, he makes adventure movies with his son and likes to write new compilers for his own languages to build new engines from scratch, because hey, why not?
Senior Environment Artist
Senior Character Artist
Senior Game Designer
Benefits and Office Manager
Senior Quality Assurance Tester
Quality Assurance Tester
Senior Gameplay Engineer
Head of Product
Senior UI Artist
Senior Quality Assurance Tester