The intersection of art, business, and engineering.
 
 
 
 
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MEET SAM

Sam has spent his career doing what he loves:

Building businesses and technologies that enable artists to realize their creative vision or, more accurately — making sure business and technology don’t get in the way of artists’ creative vision.

Whether it’s been creating tools for Star Wars artists at LucasArts, building the Matrix at Microsoft (DirectX), or extending Hollywood’s epic movie universes into games, he’s had the privilege of enabling artists far more talented than himself.

 
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Sam has spent his entire career leading teams and companies at the cutting edge of the video games industry.

As CEO of Funtactix, Sam managed a team that would become the leading independent game publisher in Hollywood. Under his leadership, the company worked with film directors and authors to create award-winning mobile games for tens of millions of players based on popular films, including The Hunger Games and Mission: Impossible. Funtactix was acquired by Playtech (PTEC) in 2016. The Funtactix management team took on leading roles within Playtech Casual Games.

Earlier in his career, Sam lead the DirectX team at Microsoft and was responsible for pushing the visual limits of video games across the industry. As a result of his team’s work at Microsoft, Sam accepted a Technical Emmy for their contribution to the state of the art in interactive entertainment.

Sam established his roots at LucasArts - working on cutting-edge games for Star Wars films. 

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Over the last decade, Sam has leveraged his game development expertise to pioneer the creation of award-winning medical simulations. These training tools attracted hundreds of thousands of users and garnered support from top academic hospitals. It was this unanticipated success that served as the inspiration for Sam to establish Level Ex – a technology company that is unleashing the latest visual effects from the gaming and entertainment industry into the field of medicine.

Sam created Level Ex when he realized that the state-of-the-art in entertainment and video games was a decade ahead of surgical training – not only in terms of visual quality, but in engagement methodology and business/distribution models as well. His experiences shaped his mission to improve surgical outcomes by preparing physicians for the unexpected, rare, and challenging surgical scenarios they face in the operating room.

 

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