Troy Dunniway.
He has spent thirty years running the kind of operation Auxerion now builds software for — global studios, distributed teams, live products, and work that breaks at the handoffs.
He didn't study this problem. He ran it, at scale, for thirty years.
Auxerion sells to teams doing complex, multi-step work under real-time pressure, where the software is fragmented and the truth lives in someone's head. That is a fair description of a game studio — and of every studio, publisher and product organization Troy has built and run.
He co-founded and grew GlobeX Studios into a 250-person MMO developer and publisher with four offices across three countries, coordinating internal leaders, external developers and outsourcing partners across more than 25 countries.
He has directed premium, free-to-play, live-service, multiplayer, PvP, MMO, mobile, console, PC and VR portfolios — product lines where shipping is the start of the operation rather than the end of the project.
Three decades leading designers, artists, producers and engineers — and, at CG Spectrum, building the curriculum that trains them. Craft teams do not file tickets to make a process happy; they route around anything that adds steps.
General management and P&L ownership at Samsung, Disney, GlobeX and Blinkmoon, covering budgets, staffing, organizational design, pipelines, partnerships and delivery — the economics of an operation, not only its craft.
Studios built. Teams led. Products shipped.
Senior leadership across global publishers, platform companies, startups and education. Several founder, investor, advisory and teaching roles overlapped with the operating positions below.
Leads product, architecture and technology across three products and the shared operational core beneath them.
Created and leads the online Game Design program and the wider game development department — program strategy, curriculum, quality standards and industry alignment.
Led design for a mobile battle royale shooter built for the Indian market, shaping gameplay vision, core systems and player experience.
Co-founded and established the studio, guiding strategy, product direction, team development and international collaboration; later transitioned to investor and strategic advisory oversight.
Co-founded and launched a studio building a AAA action game for PC and console on Unreal Engine 5 with Web3 technologies — company formation, product strategy, staffing, budgets and partnerships.
Led a 70+ person studio with full P&L responsibility, creative direction, staffing, scheduling, production and day-to-day operations.
Directed all studio departments and end-to-end operations — P&L, staffing, IT, production process, resource planning and creative direction.
Co-founded and grew GlobeX into a 250-person MMO developer and publisher with four offices in three countries, accountable for production, publishing, organizational design, pipelines and delivery.
Led design and creative development of BandFuse: Rock Legends across gameplay, systems, user experience and content direction.
Not only games.
Games are where the operating experience was earned, but the career runs wider — film, software, education, publishing, standards bodies, company formation and investing.
Began in special effects for feature film, including True Lies and Lawnmower Man 2, before moving into interactive design.
Game Development Essentials: Gameplay Mechanics, published by Cengage Learning with Jeannie Novak, and used as a teaching text in schools internationally.
Built and leads CG Spectrum's online Game Design program, and has worked on educational and serious-games projects for more than twenty years.
Director of Games for ACM SIGGRAPH from 2007 to 2010, running the games program for the conference.
Consulting and advisory work for Sony, Atari, Double Fine, Plarium, GREE, Petroglyph, Pandemic, Scaleform, Limit Break, Digimancy and others; investor and strategic advisor to Nekcom.
Unreal Engine 5, Web3 and VR product work, alongside a foundation in astrophysics and mechanical engineering at UC Santa Barbara.
A representative slice of 150+ shipped products.
- Tom Clancy's Rainbow Six: Vegas
- Ratchet & Clank Future: Tools of Destruction
- Mercenaries: Playground of Destruction
- Resistance: Fall of Man
- Halo
- GoldenEye: Rogue Agent
- Ratchet: Deadlocked
- James Bond 007: Nightfire
- Age of Empires III
- Command & Conquer 3: Tiberium Wars
- C&C Generals: Zero Hour
- Rise of Nations
- Star Wars: Empire at War
- Fable
- Legend of the Blademasters
- Oddworld: Munch's Oddysee
- Psychonauts
- Voodoo Vince
- Blinx: The Time Sweeper
- The Tale of Despereaux
- Where the Wild Things Are
- BandFuse: Rock Legends
- RollerCoaster Tycoon 4 Mobile
- League of War: Mercenaries
- Super Bunny Breakout
- Shattered (VR)
- Dying: Reborn
- TNA iMPACT!
Recognition.
On these figures. Everything on this page is drawn from Troy's own professional record and public profile. Product counts describe titles contributed to across a thirty-year career in a range of roles, from lead designer to studio general manager — not titles personally authored. Awards listed were won by teams and titles under his leadership.
Talk to Troy
directly.
For investment, partnership and early-access conversations — the founder answers his own inbox.
troy@auxerion.com