Brad's passion for CG dates back first to his days as a teaching assistant for graphics legend Andy Van Dam. Since then, he's worked for NVIDIA, on Call of Duty, and built Expanse Skies for Unity, which shipped as the sky solution in a number of indie and AA titles. He brings these experiences to his work developing the core algorithmic advances that power Expanse.
Lucas grew up painting, and developed a passion for computer graphics when he studied CS and Physics in undergrad. Since then, he's developed expertise in all things high-performance and low-level, which he brings to Expanse's mission to build the best GPU-accelerated real-time art tools.
Habib is currently a visiting professor at the USC school of Cinematic Arts. His credits range from pioneering VFX blockbusters like Twister (1996) to modern visual masterpieces like Blade Runner 2049 (2017). Over the course of his career he's received two Oscar Nominations, two BAFTA awards, and one VES award, and has experience across film, TV, and games/AR/VR.
Amelia is a VFX veteran whose work you've probably seen many times. During her tenure at Lucasfilm's Industrial Light and Magic (ILM), she worked on hits like Black Panther, Star Trek, and Pirates of the Caribbean. Since then, she's gotten into real-time work, most recently as CG supervisor at Evil Eye studios for the hit battle royale game Fortnite.