Studio Founder   Game Director   Industry Veteran

Chad Grenier

Over 20 years shipping iconic shooters — from the battlefields of Call of Duty to the arena of Apex Legends, and beyond.

20+ Years in the Industry
7 Award-Winning Titles
200M+ Players Reached
$5B+ Revenue Generated
ABOUT

Building Iconic Shooters Since 2002

I'm Chad Grenier — a studio founder, game director, and lifelong gamer with over two decades of experience building some of the most-played shooters in history.

"Making mods in high school was just the beginning of a 24-year career of making some of the most memorable games."

Over nearly a decade at Infinity Ward, I was a key creative and technical force on the Call of Duty franchise — designing iconic missions, leading gameplay scripting, and building the gameplay systems that underpinned the entire design team's work across four titles. That reach extended to the main stage at E3, where I helped craft and run live gameplay demos that introduced these games to the world.

In 2010 I was a day-one founder at Respawn Entertainment, helping build the studio from its earliest days before contributing to both Titanfall games and stepping up as Game Director on Apex Legends. Directing Apex meant leading a team of over 400 people — engineers, artists, designers, producers, and live ops — running a thriving live service generating over $1B per year under my leadership. The game won Best Multiplayer at the 2019 Game Awards and attracted over 100 million players worldwide.

In 2021, I co-founded Wildlight Entertainment, building a studio from the ground up — hiring the team, shaping the culture, and shipping an original IP in Highguard. While the game's commercial run was cut short, the studio itself was something I'm genuinely proud of — a tight-knit, talented team that operated with real craft and care from day one.

Outside of games, I'm a licensed commercial pilot — a pursuit that has shaped how I think about high-stakes decisions, crew leadership, and staying calm under pressure.

After two decades of building iconic games and founding a studio, I'm now exploring what comes next — open to the right opportunity to create something great again.

CAREER

A Career Built On
Iconic Franchises

From modder to studio founder — two decades at the forefront of competitive shooters.

2021 — 2026 Wildlight Entertainment
Co-Founder & Studio Head

As Co-Founder and Studio Head of Wildlight Entertainment I built the studio from the ground up — establishing hiring practices, team culture, creative process, and production pipeline. I assembled a world-class group of veterans from Apex Legends, Titanfall, and Call of Duty and led development on Highguard, an original free-to-play 'raid shooter' revealed at The Game Awards 2025. While Highguard's run was brief, the studio itself was a genuine success: a cohesive, high-performing team that shipped an original IP that we were all incredibly proud of. It was a huge learning experience for all of us, and I take away dozens of valuable lessons along with me for my future career.

Studio Leadership Team Building Culture & Process Game Direction Original IP Free-to-Play
2010 — 2021 Respawn Entertainment
Game Director & Designer

A day-one founder at Respawn Entertainment, helping establish the studio from the ground up before contributing to both Titanfall and Titanfall 2 as a technical designer — building iconic levels, leading gameplay scripting, and developing gameplay systems used across the design team. Continued with Apex from early prototype through its record-breaking launch — 50 million players in the first month — and into a sustained live service. Won Best Multiplayer Game at The Game Awards 2019. Rose to Game Director on Apex Legends, taking full ownership of creative vision, product direction, and the leadership of a team that grew to over 400 people, reached over 100 million players, and $1.5B in annual revenue.

Apex Legends Titanfall Titanfall 2 Gameplay Scripting Systems Design 400+ Person Team Battle Royale Live Service
2002 — 2010 Infinity Ward
Designer — Key Creative & Technical Contributor

Joined Infinity Ward in its early days after building a reputation in the PC modding community and quickly became one of the franchise's most impactful contributors. Designed and scripted many of the series' most iconic missions — moments that defined a generation of shooters. Also led gameplay scripting and built core gameplay systems adopted by the entire design team, raising the bar for what was possible across each title. Represented the franchise on the industry's biggest stage, crafting live gameplay demos for E3 that introduced Call of Duty to the world.

Call of Duty CoD 2 Modern Warfare MW2 Level Design Gameplay Scripting Systems Design E3 Live Demos
GAMES

Games I've Shipped

Twenty years of shipping some of the most played shooters ever made.

Highguard key art Highguard
2026 — Wildlight Founder / Director

A free-to-play competitive hero shooter blending FPS combat with mounted mechanics and destructible environments. Revealed at The Game Awards 2025, released January 2026.

Apex Legends key art Apex Legends
2019 — Respawn Game Director

A free-to-play battle royale that launched to 50 million players in 30 days. Groundbreaking ping system and character-driven design set a new bar for the genre.

🏆 Best Multiplayer — The Game Awards 2019
Contributions
Gameplay Systems Director — 400+ Person Team Live Service Leadership
Titanfall 2 key art Titanfall 2
2016 — Respawn Designer

One of the most acclaimed FPS campaigns ever made. Fluid pilot movement, giant mechs, and a genre-defining time-manipulation level made this a modern classic.

Levels & Systems
Global Gameplay Systems Into The Abyss The Beacon Trial By Fire
Titanfall key art Titanfall
2014 — Respawn Designer

Respawn's debut title that introduced wall-running, parkour movement, and titan gameplay to mainstream audiences. Launched to widespread critical acclaim.

Systems
Global Gameplay Systems Scripting
Call of Duty Modern Warfare 2 key art CoD: Modern Warfare 2
2009 — Infinity Ward Designer

One of the fastest-selling entertainment products in history at launch. Contributed key level and mission design, including work showcased in the E3 live demo.

Levels
Takedown Wolverines! Exodus
Call of Duty 4 Modern Warfare key art CoD 4: Modern Warfare
2007 — Infinity Ward Designer

The game that redefined the modern shooter. Designed iconic missions, and represented the title with a live gameplay demo at E3.

Levels
Death from Above Safehouse The Bog War Pig
Call of Duty 2 key art Call of Duty 2
2005 — Infinity Ward Designer

A landmark Xbox 360 launch title that raised the bar for WWII shooters. Designed iconic set-pieces and levels, with work featured in the E3 live showcase.

Levels
The Battle of Point du Hoc
Call of Duty 2003 key art Call of Duty
2003 — Infinity Ward Designer

The game that launched one of gaming's greatest franchises. A key creative contributor on level and mission design — winner of over 80 awards including PC Game of the Year.

Levels
Car Ride Brecourt Manor Fall of Berlin
CONNECT

Let's Connect