ForgeFX Simulations is a custom training simulation software development company. Founded in 2002, ForgeFX develops high-quality custom interactive 3D simulation and visualization software products for clients across a wide array of industries. Leveraging high-fidelity 3D graphics and modern game engine development tools, ForgeFX provides virtual and augmented reality application development services for clients who are looking to distribute interactive simulation-based training solutions, as well as machine learning development services applicable to a variety of different business processes.
Our training products, employed by industries including national defense, healthcare, pharmaceutical, insurance, mining, construction, and transportation, produce measurable improvements in trainee engagement and knowledge retention.
To learn more about ForgeFX Simulations and our capabilities, please contact us now to learn how we can be of service to your organization.
The ForgeFX Team
ForgeFX Simulations Founders

Greg Meyers
CEO and Co-FounderAs Chief Executive Officer, Greg consults with our clients, studies their business and generates creative solutions for their training needs. Greg helps clients come up with a range of big picture, out-of-the-box solutions, and works with them to make their vision a reality. With more than 20 years of industry experience, Greg serves as our principal consultant and initial point of contact for companies who are seeking simulation-based training guidance relevant to their specific requirements.

Adam Kane
CTO and Co-FounderAs Chief Technical Officer, Adam is our technical team manager for all projects, Adam plans and designs the technical architecture for our clients’ projects. Adam has 20+ years of experience leading teams of programmers to develop interactive 3D applications and simulations, using a variety of 3D engines in the rapidly changing landscape of 3D technologies.

David Vaillancourt
COO and Co-FounderAs Chief Operating Officer, Dave oversees all daily operations and manages the production staff to develop the high-end training simulation-based products that ForgeFX is known for. Dave oversees our Directors and Project Managers who lead the development of the training simulations we develop for our clients.
ForgeFX Simulations Development Team

Scott LaForge
Director of Product DevelopmentAs Director of Product Development, Scott provides architectural solutions and designs, assessments, strategies, and road maps. He works with senior leadership, stakeholders, and subject matter experts to define product ideas, iterate on those product ideas, and formulate a vision. He defines functional requirements for software products to fulfill the envisioned ideas, and interacts with other cross-functional teams to architect, design, develop, test, and release features and final products.

Genevieve Moore
Creative DirectorGenevieve is an award-winning interactive designer who creates the user interfaces of our products. She ensures that our simulators reflect the branding and positioning of our clients, while keeping them intuitive and easy for their customers as well.

River Cox
Technical Program ManagerAs the technical program manager at ForgeFX, River orchestrates the implementation of products across multiple disciplines. River is responsible for ensuring the timely and stable execution of product requirements and deliverables. He works closely with individual contributors to ensure the team is well prepared, trained, and coordinated to meet the unique requirements and challenges of each delivery.

Devin Weidinger
Senior Software ArchitectA virtual reality enthusiast and passionate developer for Mobile VR, Devin enjoys rapid prototyping and proving theories one demo at a time. And when he’s not working, he’s still working—breaking new ground for the future of virtual reality. His interests are new technologies, drawing, programming, virtual reality, software development and competitive gaming.

Rachel Calgaro
QA ManagerRachel oversees the quality assurance process at ForgeFX. As QA manager, Rachel and the QA team works closely with the development team throughout the production of each simulator we create, testing the application as it gets built to ensure a bug-free delivery. Rachel's attention to detail and methodical testing and reporting methods guarantee that upon release, your software will work as expected, without issue.

Brandon Floyd
Technical Artist LeadBrandon oversees the technical art processes. As Tech Artist Lead Brandon and the art team work closely with the clients to obtain source CAD files and process them down to support real time models while keeping exquisite fidelity and realism. Brandon’s attention to detail and vast experience with multiple 3D software platforms gets the job done fast and accurately.

Jordan Schindel
Technical Artist / QA EngineerWith a background in AAA game and console hardware testing, Jordan is responsible for technical art implementation, quality assurance and performance profiling. Jordan's history with real-time rendering pipelines combined with an understanding of end-user expectations ensures ForgeFX's simulators provide users with a comfortable, consistent, and smooth virtual/extended reality experience.

Alec Tyre
ProgrammerA programmer who enjoys 3D math, gameplay programming, VFX, and systems, Alec likes bringing ideas to life and digging into the gritty details that make it happen. He is detail oriented and has an eye for bugs. In his spare time he works on hobby projects in Unity and hikes the hills and beaches around his house.

Travell McEntyre
3D ArtistTravell has a wide variety of high-end skills involving 3D development. He is capable of 3D modeling, rigging, animation and performing all the necessary procedures to bring assets into our simulation engine. Travell has a great understanding of all of the technologies ForgeFX leverages, which means he is able to assist in the entire development process of the projects. He works steadily and efficiently to ensure that his workflow is incremental and of high quality.

Jesto Jose
3D Environment ArtistBringing more than 10 years of experience working on a variety of games for leading game companies, Jesto is a senior 3d environment artist with AAA game art background. He is responsible for virtual environments that closely resemble the real-world, and optimizing them for the platforms our simulators run on. Jesto is constantly in the process of learning new techniques to make the 3D environments stand out in the simulators that ForgeFX produces.

Sathish Kumar
3D ArtistSathish specializes in the development of high-quality 3D art. He is constantly exploring the latest technologies and implementing them to produce a consistently evolving style. Sathish is also responsible for setting the quality bench-mark for the 3D assets based on next-gen technologies to develop and deploy your project successful.

Ken Vernon
ProgrammerComing from a background as an independent video game developer, Ken brings a wide and varied suite of skills to the team. He primarily provides programming, debugging, and general Unity development, but is capable of branching out to anywhere within the development pipeline as the needs arise. When not working, he can be found composing music, or devoting himself to the continuation of his own VR game, Broken Dungeon, that has been released on Steam.

Spencer Bentley
ProgrammerA recent graduate with a passion for developing games and simulations, Spencer is a programmer responsible for implementing new features for VR products and providing assistance to the team whenever possible. When he's not working, you can find him either developing games on the side, hanging out with friends, or helping out his former professors at his local college.

Dimitri White
ProgrammerDimitri is a passionate simulation and game developer. He is responsible for bug fixing and feature implementation. His experience includes game design, QA, and rapid prototyping. When not at work, he is gaming, playing guitar, or studying Japanese.

Miguel Whitney
Quality Assurance EngineerMiguel is a big part of the Quality Assurance process at ForgeFX. Miguel brings 20+ years of know-how in the user experience and technical support fields to the table. As a detail-oriented front-end web developer, he brings the ability to see the products we develop for our customers from the user's perspective. Helping the team deliver a better product for both the client and the end user.

Benjamin Fever
Audio EngineerBen’s main role revolves around the production, processing, engineering, and implementation of audio into our simulations. Viewing audio almost as a visual environment, Ben helps paint 3D soundscapes that help submerge the user into a more immersive experience. He has a deep interest in extended reality and its development, and believes that it will pave the way for the future of technology.

Ken Cope
AnimatorKen is a 2D and 3D animation generalist. A TV, film, and game development artist, Ken is a pioneer of real-time 3D CG production, modeling the face of Cain in Robocop II, and animating for theme park rides and games, including Disney's Magic Carpet Ride in VR. For over two decades, Ken has taught his craft in California art schools and community colleges.

Christopher Workman
ProgrammerWith a background in enterprise-level software development, Christopher's responsibilities at ForgeFX include programming and feature implementation. An ever-dedicated software engineer and passionate VR enthusiast, when Chris isn't at work you can find him pushing the boundaries of VR gaming on his own projects.

Jamie Cooper
Business Development RepJamie helps ForgeFX research and identify new customers, make contact with them, and schedule meetings for potential clients with our sales executives. In addition, Jamie helps us by reporting on sales metrics, conducting market research, and helping us build strong relationships with our customers and colleagues.
Company Structure
Our History
ForgeFX Leadership
Passion For What We Do
Long-Term Relationships
3D Graphics Specialists
Game Engine Specialists
Development Tools Experts
Agile Development Methodology
Sprint Planning
Sprint
Sprint Delivery
Review Meeting
Ready to work with us?
Contact ForgeFX to discuss custom training solutions for your organization’s needs. Whether you have a detailed project specification in hand and are looking for a great team of developers, or are just beginning to explore the advantages that interactive training simulations can bring to your organization, we’d love to hear from you.