The Lab

At Roxley, our team represents some of the greatest game design, graphic design, video production and artistic talent the industry has to offer. Our core team members are founders of the renowned game design group: Game Artisans of Canada. Our extensive network of playtesters aids us in ensuring our products are ready for market. At Roxley, we pour our heart and soul into every game we have the opportunity to work on.

WHAT EGGSACTLY DEFINES A ROXLEY GAME?

INNOVATIVE

INNOVATIVE

Whether it’s a new mechanism, a new theme, or both, Roxley Games requires that every one of our projects features some sort of innovation. I mean, we wouldn’t be able to call ourselves a laboratory otherwise, would we?

Addictive

Addictive

At Roxley, it is our deep dark secret to one day create a boardgame so addictive that governments all over the world have no choice but to pass legislation to limit how often people are allowed to play it.

Beautiful

Beautiful

How a game looks has a huge impact on how the game feels when you play it. That’s why our games feature amazing illustrations, intuitive iconography, and polished graphic design all created by industry leading artists and graphic designers.

Robust

Robust

How a game feels is as important to us as how it looks. Game components should feel robust and high quality. We take great care in selecting the proper component for every game mechanism to alleviate fiddliness. Our manufacturers are some of the best in the entire world.

Polished

Polished

Game development is all about testing, testing, testing… and when you are done all that testing, you test some more. Roxley Games run a gammut of playtesting with game designers and blind playtesters to ensure they are well balanced and polished. Our “gamer’s” games can be in heavy development for multiple years.

Replayable

Replayable

Hobby boardgames are not cheap to produce, and they certainly aren’t cheap to buy. We want our games to have a permanent spot on your shelf. That is why we strive to ensure that all of our games are highly replayable by featuring dynamic setup, content, and story line providing a fresh experience every time you play.

The Team

GAVAN BROWN

GAVAN BROWN
With over 15 years experience as a branding and product design expert, Gavan has been creative director and overseen production for many board games. Gavan’s true passion lies in game design and development. His most recent game codesigns are Skyrise and the epic Brass: Birmingham.

ADAM WYSE

ADAM WYSE
Adam is a large, primarily nocturnal, semiaquatic game designer. He is the designer of Roxley's parlour game, Gorilla Marketing, and codesigner of Skyrise. His firm belief in hard work and preparedness combined with this insane ability to organize and analyze massive amounts of data makes him a perfect fit as Roxley’s logistics champion.

JAMES VAN NIEKERK

JAMES VAN NIEKERK
James Van Niekerk is a Winnipeg-based Graphic Designer / 3D Artist / Game Designer, who has most recently created a zany board game series called Valor & Villainy. He carries an imposing 6 and a half foot stature, but pairs it nicely with his easy-going personality. When his front door is not sealed shut by snow James loves the outdoors, and will do what he can to swim in a lake as often as possible.

KIRA PEAVLEY

KIRA PEAVLEY
As the COO at Roxley Games, Kira supports innovative game launches and drives operational strategies. She also owns OffDutyNinja, a media management consultancy dedicated to helping gaming companies thrive through creative marketing. Her blend of leadership and passion continues to make a lasting impact on the world of tabletop gaming.

ROBYN GORDON

ROBYN GORDON
Much like the cats she loves, Robyn requires a minimum 12 hours of sleep per night. When not sleeping, she can be found consuming copious amounts of coffee, gaming, and attempting world domination. Her impressive attention to detail and teaching experience make her the ultimate rule master, board game-brawl mediator, and all round fixer. With her ray of sunshine personality, she is here to ensure that every Roxley customer has a positive experience.

MAX MICHAEL

MAX MICHAEL
Max has been fiddling with games since Risk was new. His designs include Credit Mobilier and he developed and published Tammany Hall and Airborne Commander, among others. Now retired, he has even more time to fiddle with games and suspects his wife pays Roxley to keep him busy and out of her hair.

GUI LANDGRAF AKA PROF. WHISKERS

GUI LANDGRAF AKA PROF. WHISKERS
Gui is a long, bearded and loud graphic (and maybe game) designer. They like to make people laugh and to have a bunch of ideas, although they struggle to put ideas down into existence. They love creating beautiful things and organize information in a way that is accessible and seamless, following the core principle that great design is invisible.

MR. CUDDINGTON

MR. CUDDINGTON
Misleading the crowds since 2014, Mr. Cuddington’s impressively long coat has since been proven to hide both David Forest and Lina Cossette, a husband-and-wife creative duo. Comfortably nested in their little home-based studio in Warwick, Québec, they work as one to create immersive visuals for board games.

DAMIEN MAMMOLITI

DAMIEN MAMMOLITI
Damien is a professional freelance artist living in sunny Alberta, Canada. He's worked companies such as CD Projekt Red and Sega Europe to help create memorable and exciting art for video and board games since 2009. When he's not working, he's a game-o-holic, or wandering outdoors in the mountains. Check out his website: boneandbrush.com

GABRIEL MARTIN

GABRIEL MARTIN
Gabriel is a lifelong gamer, maker, and self-proclaimed product development jedi. This charming Spaniard has been described as a slightly rotund, bearded, talented, know-it-all. A lifetime inventing gadgets and making pretty things has left him balder and a little wiser.

PAUL SAXBERG

PAUL SAXBERG
Paul does many things, and gets less and less professional at each one as you go down the list: Customer service guru, weirdo, family man, Santorini champion, game designer, parody songwriter, soccer goalie, amateur shrink, social justice NPC, and Mad Prophet. Utterly faceblind. Slightly more evolved than last year’s Paul Saxberg (that guy was a real jerk).