
Vincent van Geel
@vincentvangeel
I build and scale game teams, products, and live experiences from concept to launch.
What I'm looking for
I've led game and interactive-entertainment productions from early concept through launch and live operation for Raw Power, Antler Interactive, Star Stable Entertainment, Lagotronics Projects, and ISOTX.
At Raw Power, I built and led a six-person R&D team exploring a mobile F2P product combining Web3 and AI/LLM-driven agent systems, then integrated the team into a 25+ person production and delivered core systems and tools. At Antler, I took over an eight-person Cloudborn team, drove a gameplay and product overhaul, and hired to scale it beyond 25 people toward alpha.
I've also co-founded and grown a 50+ person games company, built studio teams, shipped PC, browser, mobile, web, and attraction products, and work hands-on across production, product strategy, prototyping, and player experience.
Experience
Work history, roles, and key accomplishments
Senior Producer
Raw Power Mobile / Raw Power Games
Oct 2024 - Present (1 year 11 months)
Built and led a new 6-person cross-functional R&D team exploring a mobile product combining F2P, Web3 and AI/LLM-driven agent systems. Following project cancellation, integrated the team into a 25+ person F2P mobile production and delivered core game systems and development tools against milestone commitments.
Independent Game Producer / Developer
Vincent van Geel
Jan 2014 - Present (12 years 8 months)
Built and operated independent game labels while producing and shipping PC and mobile titles using a mix of hands-on development, freelancers and external partners. Founded 9000 Legends for PC/Steam, self-published Xeno Rangers and currently leads an unannounced Q1 2027 project across production, product direction, publishing and early prototyping.
Senior Game Producer
Antler Interactive
Dec 2022 - Oct 2024 (1 year 10 months)
Took over an 8-person team, led a major gameplay/product overhaul and personally drove hiring as the multidisciplinary development team scaled to 25+ toward alpha. Explored AI/LLM and agent-based gameplay concepts with technical teams, balancing feasibility, constraints and player-facing design while coordinating Web3 economy integration with an external technology partner.
Chief Product Officer → Studio Head
MoonGaming
Dec 2021 - Dec 2022 (1 year)
Joined as one of the first hires and helped turn an early investor concept into an active development project, building the initial 12+ person cross-functional team through hiring, planning and production setup. Defined product vision, roadmap and long-term faction/content strategy, then led the studio organisation while aligning development, investors and commercial partners and working with lead
Senior Game Producer
Lagotronics Projects
Jan 2014 - Mar 2022 (8 years 2 months)
Produced international interactive attractions ranging from smaller installations to multi-million productions, coordinating clients, external developers, content teams, hardware specialists, suppliers and internal technology teams. Delivered against fixed budgets and immovable park-opening deadlines, adapting scope, staffing and production plans when client approvals or funding compressed already
Product Manager
Star Stable Entertainment
May 2021 - Jan 2022 (8 months)
Managed a major Star Stable Horses overhaul with external development partner Bongfish, coordinating gameplay, visual polish, content direction and alignment with the wider Star Stable product. Produced the Star Shine Legacy HTML5 anniversary release with internal stakeholders and external QA, delivering on schedule and coordinating launch readiness with marketing.
Co-Founder · Creative Director · Game Producer
ISOTX
Mar 2005 - Dec 2013 (8 years 9 months)
Co-founded ISOTX and helped grow it from a small modding/start-up team into an internationally funded 50+ person games company, leading production and creative direction across multiple shipped PC/browser products and original IP. Created and developed the Iron Grip IP and led productions from concept through commercial release, including Iron Grip: Warlord, Iron Grip: Marauders and March of War,
Education
Degrees, certifications, and relevant coursework
HKU / Utrecht University of the Arts
Bachelor, Design for Virtual Theatre & Games
2000 - 2004
Bachelor's degree in Design for Virtual Theatre & Games from HKU / Utrecht University of the Arts, completed in 2004.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Website
vincentvangeel.comSalary expectations
Social media
Skills
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