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.

 
> Matthew VanDolen - Models, Animation

 
> Matt Armstrong - Level Design
 

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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