Age, Biography and Wiki

Josh Holmes was born on 25 December, 1973 in Vancouver, British Columbia, Canada, is a Canadian video game designer. Discover Josh Holmes's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is he in this year and how he spends money? Also learn how he earned most of networth at the age of 50 years old?

Popular As N/A
Occupation Video game designer
Age 50 years old
Zodiac Sign Capricorn
Born 25 December, 1973
Birthday 25 December
Birthplace Vancouver, British Columbia, Canada
Nationality Canada

We recommend you to check the complete list of Famous People born on 25 December. He is a member of famous game designer with the age 50 years old group.

Josh Holmes Height, Weight & Measurements

At 50 years old, Josh Holmes height not available right now. We will update Josh Holmes's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
Body Measurements Not Available
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Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
Parents Not Available
Wife Not Available
Sibling Not Available
Children Not Available

Josh Holmes Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Josh Holmes worth at the age of 50 years old? Josh Holmes’s income source is mostly from being a successful game designer. He is from Canada. We have estimated Josh Holmes's net worth, money, salary, income, and assets.

Net Worth in 2024 $1 Million - $5 Million
Salary in 2024 Under Review
Net Worth in 2023 Pending
Salary in 2023 Under Review
House Not Available
Cars Not Available
Source of Income game designer

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Timeline

Josh Holmes is a Canadian video game producer and designer originally from Vancouver, British Columbia.

Holmes is known for his work at 343 Industries, the studio responsible for the Halo franchise.

Holmes was born and raised in British Columbia.

After pursuing a career in acting, Holmes turned to games development and worked for years at Electronic Arts, rising from games tester to producer.

1995

Holmes got his start working at Electronic Arts' campus in Burnaby, Canada, in 1995.

He served as a game tester for sports games before being hired for game production.

While there, he co-created the NBA Street series.

His passion for storytelling was demonstrated when he worked on NBA Street as the lead designer, ensuring that even a sports game had a plot.

When Holmes was tasked with helping a troubled wrestling game project, he and the team brainstormed "the concept of 'urban culture meets fighting and wrestling.'" The resulting game was Def Jam Vendetta, which was a critical and commercial success.

After release, many ideas remained for another game, and early on in development the team decided the gameplay would move away from the wrestling found in the original and be shaped by combat from other fighting games and genres.

2004

In 2004, after finishing the sequel, Def Jam: Fight for NY, Holmes left Electronic Arts.

Holmes co-founded Revolution Interactive, later Propaganda Games.

Holmes pitched Disney Interactive on an adult-focused game studio, and Disney acquired the company shortly after it opened.

While at Propaganda, Holmes worked on the reboot of the Turok first-person shooter game series, as well as a scrapped Pirates of the Caribbean game.

2008

In 2008, Holmes left Propaganda Games and Disney Interactive.

2009

After leaving Electronic Arts, he co-founded Propaganda Games, before joining 343 Industries in 2009.

At 343 Industries, Holmes worked on Halo: Reach, before becoming creative director for Halo 4 after replacing the previous director.

For Halo 5: Guardians, he served as a producer.

Holmes joined 343 Industries in 2009 and was an executive producer on the Halo website Halo Waypoint and Halo: Reach.

Holmes stated he was drawn to the challenge of working at 343 Industries because it was founded specifically to become the caretaker of the Halo series; only around 25 people worked there when he joined.

Holmes said he and his team were "blown away" by the number of people accessing the Halo Waypoint.

As part of the development of Halo: Reach, Holmes worked with previous Halo developer Bungie.

One of Holmes' favorite aspects of Reach was the "melancholy feel you had that you were understanding the stakes of the challenge and things weren't necessarily going to end up all rosy".

Holmes replaced Ryan Payton as creative director on Halo 4.

Holmes said his job was to take the ideas Payton had developed and translate them into concrete development goals.

Early on, Holmes recalled that the developers created a slice of the game that was almost an imitation of Bungie's work on Halo, and the team decided to move beyond that to try new things.

Holmes described his design philosophy as making gameplay accessible to as many people as possible, including those who are new to established games such as Halo.

Part of the redesign of Halo that Holmes initiated was the make the game faster-paced, making both Master Chief and his enemies move more quickly, and include much larger game spaces for characters to explore.

Visual changes included rebuilding all the characters to optimize their performances.

An aspect of Halo 4's design that was preserved was the presenting of challenges to players, but not forcing it upon them and making the game linear.

Holmes worked on introducing enemy cues and unique behaviors gradually and individually so that players had to fight creatively and effectively.

Single player mode was imagined to be a training ground for multiplayer, and for success there to lead to continued membership in the Halo fan community.

The game also was built to have a deeper resonance for players who had played previous games or read the expanded universe materials.

After four years of designing Halo 4 and playing the game for thousands of hours, Holmes stated he still loves the game, particularly due to the work on the story and the freedom players have to "play with the world and explore".

2016

Holmes left 343 in 2016 to pursue a career in independent game development, and founded Midwinter Entertainment.

Holmes was born and grew up in British Columbia and attended Kitsilano Secondary School in Vancouver.

He several years pursuing a career as a film actor in Los Angeles, including filming a television pilot.

Frustrated by trying to make ends meet with side jobs, he looked for a career that interested him as much as acting.

Having been a life-long gamer, he looked into game development.

Interviewing with Electronic Arts, Holmes recalled he told them that he planned on being a game designer within five years.