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core talent > Randy Pitchford - Direction, Lead Game Design
Before co-founding Gearbox Software, Randy was lead designer on the Prax
War project at Rebel Boat Rocker. Prior to RBR he's had a long professional
background of design and level building in 3d games including work on 3dRealms’
Duke Nukem 3d, Atomic, Duke Nukem 64 and Shadow Warrior. He also
is a fierce deathmatch enthusiast who has earned a reputation since the
days of Doom with the handle “DuvalMagic”. Before becoming a full-time
game developer, Randy was a professional magician in Hollywood occasionally
performing at the famous Magic Castle between classes at UCLA.
> Brian Martel - Art Czar
Brian is the most experienced developer on our team. He comes from
a long history of game development first with Microprose then with 3dRealms
and Rebel Boat Rocker. He has worked in just about every aspect of
artistic design, creation and implementation for digital entertainment
and is a value to our team. Brian has worked on a number of successful
AAA titles from Civilization to Duke Nukem 3d. He also serves as
Gearbox Software’s art director. Brian is a competitive gamer who
deathmatches regularly and has skills to prove it.
> Landon Montgomery – Models, Animation
Landon is a talented designer who has the rare ability to balance speed
efficiency with very high quality in his character and weapon models and
animation. Before helping form Gearbox Software, Landon enjoyed various
tenures at technology companies including Hewlett-Packard, Virtus, Bethesda
Softworks and Rebel Boat Rocker. He has developed many titles including
DeathMatch Maker for Quake, Bethesda’s Battlespire and PraxWar. Landon
enjoys RPGs, CART racing, and Mystery Science Theater 3000 - he can also
deliver quite a whomping on DM6 as “Nexus-6”.
> Stephen Bahl – Models, Animation
Stephen, an artist who focuses on model building and animation, is a power-house
of 3d game content development. He created and brought to life the
characters of “Eclipse Team” for Rebel Boat Rocker’s Prax War. Gearbox
Software is glad to have Stephen for his clever animations, focus on the
3D game genre, cool enthusiasm, and level of output. Stephen is also our
token member with real-world military experience. He was in the army for
three years and earned the rank of corporal. He was stationed in locations
like Panama and Korea.
> Rob Heironimus - Lead Level Design, Sound F/X
Before becoming a professional designer, Rob sold software and fueled the
big rigs in Indiana while going to school at Purdue University for Computer
Science. Rob's level designs for Quake set new standards using mood and
suspense in first person action. He was discovered by Rebel Boat
Rocker and became a level designer for Prax War. In addition to design,
Rob works closely with external sound resources to provide the audio game
content for our projects. He also happens to be one of the best 3d
game players in the office consistently topping the frag count list in
our friendly games.
> John Faulkenbury – Lead Programming
Long before studying computer science at Virginia Tech, John hacked software
and programmed games and demos. Before turning pro he created 3d engines,
and game demos in C, C++ and Java. In addition to developing games
in his long career as a software engineer, John was a programmer for Volvo
and Frazee Systems. He became Prax War’s game coder at Rebel Boat
Rocker and subsequently joined Gearbox Software as Lead Programmer.
> Mike Wardwell – Level Design
Before joining Gearbox Software’s design team, Mike worked for Ritual Entertainment
where he contributed to SiN and the highly rated Quake Mission Pack #1:
Scourge of Armagon. Before Ritual, after he left school at the University
of Massachusetts in Amherst where he studied engineering and computer science,
Mike briefly worked for Epic Megagames contributing to the UnReal project.
Mike also currently holds a post with the Cyberathlete Professional League
as their Director of Tournaments.
> Sean Reardon – Engine Programming
Starting life as a demo scene programmer, Sean quickly became lost in the
world of polygons and visible surfaces. Around the same time that
he entered college at the University of Texas at Dallas, Sean began work
with his high school friend Steve on the Opal Engine. The development
of this engine brought much experience, and led to working at VRGN and
Gearbox Software. Sean plans on finishing his Comp Sci degree at
UTD, though it may take a while. Once, Sean ate a Taco Bueno product
every day for ninety days.
> Steve Jones – Engine Programming
Steve joins Gearbox after working on the Opal 3d Engine with Sean.
While working with Sean, Steve attended the University of Texas at Dallas
where he recently graduated with his B.S. degree in Computer Science.
Along with his undergraduate work, Steve also took a number of graduate
classes working towards his Master's degree in CS with an emphasis on software
engineering. When not working on Opal or attending classes Steve
spent the last few years as a programmer for Electronic Data Systems.
And yes, Steve can vouch for Sean's ninety days of Taco Bueno.
> Patrick Deupree - Game Programming Patrick
comes to Gearbox Software after working at Ion Storm for the past year
on Anachronox. Prior to that he has contributed to many titles including
Dominion, Monty Python And The Quest For The Holy Grail, and Arcade America.
He started down the path of a game developer by programming home games
on the Apple II in 1982. But, before getting into professional game
programming Deupree worked on two non-game commercial products: Actor,
an object oriented programming language for Windows, and PyWare 3D, a tool
to choreograph marching band drills in a 2D/3D environment). In Patrick's
spare time he managed to earn a black belt in Tae Kwon Do and he's healing
up nicely.
> Dave
Mertz - Level Design
> Stephen Palmer - Network Administration Before becoming Gearbox’s network administrator, Stephen worked as a programmer for NASA's Geographic Information Systems Department. And, prior to Gearbox, he was a core member of the Rebel Boat Rocker team. In addition to being RBR’s net-admin, he also was a level designer for Prax War. His amateur levels for Quake (including “Dark Forest” and others) created under the handle "Reichert" garnered him a strong reputation in the on-line community. For Gearbox, Stephen manages the network and quality assurance teams and oversaw the development of the "All Star" multiplayer levels in Half-Life: Opposing Force.
additional help > Kristy Junio - Writing - MAIL
Kristy joins us from Confetti Interactive where she had written the stories
of "Korky's Quest" - a 3d children's adventure game. She studied
English Literature at UC Santa Barbara and UC Los Angeles. As an
advocate for children's organizations, each year Kristy spearheads one
of the largest Toys For Tots collections in Dallas with many local game
development companies including Ensemble Studios, Ion Storm, Rogue, G.O.D.
and, of course, Gearbox Software.
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