Meet the Team —

Two people DJing at a booth with neon heart-shaped lights, colorful lights, some electronics, and a small table with accessories.

Our Warped Worlds are created by Worldbuilders

Together this community of designers and artists develop installations and experiences that are designed to transport visitors to otherworldly environments.

The Kitchen Kauldron Team

  • A young man with light skin wearing a dark knit beanie and a gray shirt, smiling at the camera, with a purple and blue-lit background.

    Avery Taylor

    Game Designer / Fabricator

  • Simon Smith

    Game Designer / Programmer

  • A woman with black hair, glasses, and a bright smile at a party or event, with purple and pink lighting.

    Sammy Gerolaga

    Game Designer / Producer

  • A young woman with shoulder-length brown hair, smiling, wearing a black graduation cap.

    Stella Golden

    Concept Artist / Voice Actor

  • A young man wearing glasses and smiling, with black hair and a dark jacket, in front of a purple and blue background.

    Nicholas Huang

    Concept Artist

  • A young man with glasses smiling in a colorful, illuminated environment.

    Wilson Huang

    Concept Artist

  • Close-up of a young woman smiling with purple lighting on her face.

    Jenelle Yuan

    Concept Artist

  • Smiling young man with short dark hair and a checkered shirt, illuminated by purple lighting.

    Justin Andarza

    Producer

  • "The goal was to make sure that players felt like they were truly working with Wendy the Witch, so some of the controllers like stirring the cauldron or moving the crystal ball were made with that in mind."

    Nicholas Huang

  • "We knew we wanted to make a food truck type of game from the start. Being in LA, they are a part of food culture here and a great source of inspiration."

    Jenelle Yuan

  • "Whether that’s shaking a drink mixer or using your hands to magically grab food as a chef, there is something different for a variety of players that range in difficulty, interest, and physical interaction."

    Simon Smith

  • "Making sure that our experience, from the games to their controllers were easily graspable by players was one of the biggest takeaways from this project."

    Sammy Geolaga