WE MAKE BIG, AMBITIOUS GAMES

We started DPS to build the kind of games we've always loved to play: dynamic, persistent worlds where player decisions have real consequences, where systems collide in unpredictable ways, and where the story comes from what players do, not what we script. Our team has spent decades shaping the evolution of online shooters and persistent world design. We've worked on some of the most complex and expansive multiplayer games ever built, and we’ve seen firsthand what makes them succeed–and what holds them back. DPS exists to go further. To create multiplayer experiences that are more evocative and less disposable.

With Reaper Actual, we're channeling that experience into something new: an Open World Persistent Shooter where consequences matter, systems are deeply connected, and the world never resets. Every encounter is tactical. Every loss and win has meaning and what you take in is just as important as what you bring out.

We're also building for scale. DPS is pioneering and utilizing the latest advances in game networking, procedural content pipelines, and backend systems to support massive-scale high-fidelity gameplay. This isn’t a nostalgia project. We’re not chasing trends. We're building a platform to drive the future of persistent, player-driven multiplayer experiences. That's the point of DPS. That’s what we're here to do.

Distinct Possibility Studios Team
Aaron Snyder
Principal Tech Animator
Alex Clauss
Level Designer
Andres Naranjo
Lead Character Artist
Andrew Ettensohn
DevOps Engineer
Brad Heinz
Principal Game Engineer
Christopher Hanson
CX Manager
Clint Worley
Director of Development
Cooper Waddell
Producer
David Walker
Engineer
Evin O'Shea
Game Services Engineer
Fisa Castellanos
Lead Environment Artist
Gage McDonald
Producer
Gavin McDonald
Quality Assurance Tester
Janeska Paredes
UI Artist
Jason Crawford
Lead Gameplay Engineer
Jimmy Whisenhunt
Director of Influencer Marketing
Joe Rubino
Cine Director / Cine Design Director
John Smedley
CEO
Jonathan Ferguson
Tech Director, AI
Joshua Sanchez
Game Designer
Julia Dahl
Office Admin
Keith Sizemore
Lead Animator
Kevin McCann
Designer
Kyle Perras
Technical Designer
Linda Carlson
Head of Customer Experience
Matt Higby
Chief Creative Officer
Michael Hall
Associate Gameplay Engineer
Michael Hunley
Chief Technology Officer
Michael Norris
Audio Director
Nikolai Shkurkin
Sr Gameplay Systems Engineer
Noah Watkins
UI/UX Lead
Nora Shramek
Principal Lighting Artist
Paul Carrico
Senior Game Designer
Ryan Antonelli
QA Manager
Ryan Petrie
Lead Gameplay Engineer
Ryan Thompson
Game Services Engineer
Sameer Chauhan
Senior Game Services
Tammy McDonald
Chief Business Officer
Tim Lochner
Lead Content Pipeline Engineer
Tramell Isaac
Chief Art Officer
Vincent Greene
CX Manager
BiG Moxi Team
Aldemir Schervinski
Material Artist
Álvaro Eltz
Rigger
Álvaro Ferreira
3D Artist
Andre Andrade
Character Artist
Andre Ferreira
Lead Engineer
André Vieira Lima
Animator
Caio Brasil
Technical Animator
Camilla Takada
Creative Director (Internal)
Christian Wink
QA
Damon Alberts
Studio Head (Internal)
Edson Conceicao
Animator
Eduardo Gottschald
Game Director (Internal)
Eduardo Pereira
Senior 3D Artist
Fábio Cainã
Level Designer
Felipe Carvalho
Lead 3D Artist
Fernanda Sanchirico
Engineer
Giordano Jankovski
Lead Level Designer
Guilherme Vacari
Animator
Ígor Ferreira
Producer
Jean-Paul Balazs
Engineer
Jhony Alves
VFX Artist
João 'Sid' Eibs
Level Designer
John Souza
AI Engineer
Jonatan Silva
Character Artist
Jonathan Adona
Character Artist
Leandro Shigaki
Engineer
Luiz Torres
Engineer
Marcelo de Sousa
Environment Artist
Marcelo Khouri
3D Artist
Murilo Floriani
Engineer
Pedro Medeiros
Animator
Priscilla Takada
Lead Producer (Internal)
Rafael Arcari
Environment Artist
Rafael Batista
3D Artist
Raphael Fabris
3D Artist
Robson Adler
Lead Character Artist (Internal)
Sergio Morales
Engineer
Tacitto Adamis
Level Designer
Thales 'Tails' Milanézi
Engineer
Tiago Ballin
Principal 3D Artist
Tiago Marino
Engineer
Tiago Sambatti
Producer (Internal)
Vanderson Silva
Character Artist
Vanessa Aguillar
Level Designer
Vicente Danzmann
Engineer
Vinicius 'Van' Vargas
Technical Artist
Yuri Mota
Enviroment Artist
Iron Belly Team
Chris Gundy
Lead Unreal Engineer
Nourhan ElSherief
Lead Unreal Engineer
Secret Dimension Team
Ada Tufankjian
Senior Rendering Engineer
Brittany Steiner
Senior UI Engineer
Chris Kagel
CCO
Jason Miller
Principal Designer
Josh Cook
Senior Game Designer
Justin Boswell
Tech Director