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Mark Jacobs, President
"Early in my career, I'd do everything from conceptualize, design and program an entire game
(Galaxy). Nowadays, I focus on creating the initial concept and design for a game, and
then work with the team which handles the actual game creation."
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Lance Robertson, Producer
"Twenty-some years of Warhammer material makes our lives so much easier when developing an MMO - it's all
right there to draw from! The emphasis on battle, conflict, strife, mayhem, etc. is a natural."
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Destin Bales, Content Director
"Being surrounded by "candy" but rarely having time to "eat" it is the
quintessential game industry experience."
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Greg Grimsby, Art Director
"Art classes, exposure to cool artwork, and keeping yourself steeped in relevant
imagery and media such as movies, fantasy paintings, comic books, etc.
are all part of what helps an artist to be as creative and effective as possible."
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Colin Shannon, Lead Programmer
"As far back as memory serves I've been in front of a computer in one facet or another,
either plugging away on simple games on an Apple II or learning how to program on the
various PC platforms available from the early 1980's to present."
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Paul Barnett, Design Manager
"To mangle a famous quote: 'Fudge the game for the Intellectual Property, fund the
Intellectual Property for the game and always make tasty fudge.' "
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Matt Daniels, Lead Writer
"I've always believed that good storytelling can be found in many mediums, and I've probably
been influenced, consciously or otherwise, by numerous films, novels, comic books and other
games. Heck, even some television commercials have well-rounded stories these days! There are
lessons that can be taken from all of these about how to create and present a compelling story."
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Mark Davis, Deputy Content Director
"I really like the Warhammer Dwarfs. I mean, what’s not to like? They enjoy drinking beer,
hording gold, and blowing things up!"
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Colin Hicks, Deputy Producer
"I think in a lot of cases MMOs take themselves a bit too seriously, and we definitely
want to convey the sense of humor and irreverence that is inherent in all aspects of Warhammer.
It’s a game after all, and it should be fun!"
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Chris Ondrus, Deputy Art Director
"When people ask me what I do for a living, I reply by saying, 'I make games for a living.'
No matter whether I’m talking to a neighbor, my dentist or a complete stranger, the reply
is always the same, 'That must be the coolest job! You mean you get paid to play and make
games?'"
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Jason Dawdy, Product Quality Manager
"I can often be found stalking the halls like the Grim Reaper, except instead of a Scythe I wield a
stack of bug and gameplay issues."
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Maurice Nelson, Lead Content Developer
"Mostly I review the design documents for an area with my team. Then assignments are passed
out and everyone gets to work. Sometimes I burst into flames (with horns mind you) and stomp
around while the developers scurry around trying to find out what they did wrong."
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Adam Gershowitz, Lead Character Artist
"It's WARHAMMER! Need I say more? Really, if you had to pick a fantasy (Or Sci Fi for that matter)
setting for an online game Warhammer has to be one of the top picks."
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Jeff Skalski, Deputy Art Director
My spouse unfortunately doesn’t let me display my latest creations around the house since
Pottery Barn doesn’t carry them in their catalog. That’s no big surprise since she won’t let me
keep my arcade cabinet in the kitchen anymore. Anyone up for some Samurai Showdown?
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Michael Phillipi, Concept Artist
"If I’m rolling and things are going smoothly I can knock out 2 full color concepts in a day or a mess of B&W drawings depending on what the subject requires. This “going smoothly” I speak of, is a rare event because of the nature of the IP and our desire to make everything as true as possible to Warhammer… "
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Jeremy Dale, Animation Lead
"To be honest, everything's an influence (ok, well, maybe not EVERYTHING). I play a lot of different kinds of games. Watch a lot of different kinds of movies. I watch a lot of animation. Some things are directly translatable, like some Animal Planet special that's got a great shot of buzzards fighting over a carcass. Some are more oblique, like the rhythm of some fight sequence or song."
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Doug Woolsey, Lead Content Developer
"I remember waiting around in the rain in Tacoma, Washington in 1985 so that I could buy a copy of
Warhammer Fantasy Roleplay. I still have that book. I still remember the way I felt when I saw
that orange-haired Slayer on the front cover sticking an axe into a goblin. There's a connection that
Warhammer hobbyists have with the table-top and role-playing games that goes beyond loyalty."
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Brian Wheeler, Designer
"Warhammer is its own world that is very harsh and combat oriented. That’s not
excluding magic either. Seeing the Fist of Gork slam down on the Empire would be...messy
and wild to see! There are loads of imagery and depictions of battles that fit great in
an MMO. Great terrains and battles fought with Hero’s on both sides provide such a
dramatic backdrop, how can you NOT make a game based off that? The animosity between
all factions and the whole aspect of a world at war is what I want show in Warhammer Online.
It’s a war in a dynamic fantasy world that’s harsh and brutal. Sure there are beautiful
vistas and views to be seen, but I’m more interested in where the metal meets the meat!"
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Yvonne Bridges, Deputy Content Director
"I want Warhammer to be a fun way for people from all around the world to meet,
communicate, and learn about different cultures, shortly before bashing each other
with big heavy objects."
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Josh Drescher, Associate Producer
"Personally, I like getting to brag about it. Since I was pretty young, I’ve had a
fair number of friends who were HUGE Warhammer buffs. When I was in college, I had
a roommate that was a hardcore player (his White Dwarf collection was my first real
introduction to Warhammer) and my boss on campus had an office full of miniatures.
The bragging rights that come from getting to work with such a high-profile
property are a nice bonus."
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Bruce Maclean, Content Lead
"My first real job out of college was as an Infantry Paratrooper in the 82nd Airborne
Division. Fortunately, the premise of our game is that war is everywhere. This made the
transition from my eight years of soldiering to working on this project natural and easy."
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Kareem Leggett, Lead Terrain Artist
"What is the biggest problem with current MMO’s you hope to fix with WAR? Hello? It’s in the
name! WAR! Face bashing, Gut punching, Arse Kicking, WAR!!"
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Justin Webb, Senior Design Manager
"I'm originally from a little town in south-west England and have a Physics degree
from Imperial College, London. Like in most industries, having a degree is
invaluable in getting noticed by a recruiter or hiring manager, even if it's
in something strange—like physics. Stay in school kids!"
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Ellisa Barr, Implementation Lead
"I read something in the Dwarf army book about how it takes a minimum of
three to man a flame cannon. So I started thinking – what about those three
Dwarfs? What's their story? What happens to them? - That's the kind of thing
we're trying to bring to life."
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Jeff Hickman, Senior Producer
"Not to sound too cliché, but it truly is to make the best MMO ever. We are setting ourselves apart
in so many different ways such as; RvR, Public Quests and the Tome of Knowledge (just to name a few).
I have no doubt of our future success, it is just a matter of how massively successful WAR will be ;)"
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Pete Lipman, Deputy Art Director- Environments
"My hope is that we make a game that causes you to forget about life for a while and simply have fun.
I’ve always thought of games as an escape: a way to experience things above the ordinary. I want a
player to enter our game world and be awestruck with the scale, scope, and detail to the world. I
want the game to be a success because the world needs to know just how cool Warhammer and its history
really are. It is a story worth telling and a story worth experiencing"
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Brian Clarke, Terrain Artist
"Warhammer isn't like other MMO ideas out there. Nothing is cute, nothing is prancing fairies.
It’s all about the struggle for survival. It’s a world at its darkest hour with no sign of emerging
victorious. War is everywhere and whether you want to or not, you will have to fight. That is the
feeling I hope to convey in all the parts of the world I build; a sense of urgency and despair."
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Amber Turner, Content Developer
"People around the world have been purchasing, painting and occasionally paying vast sums of money to
cheerfully slaughter their rivals across a battlefield for twenty five years. If WAR can achieve a
small part of that fanatic love, I feel we will have done our jobs well."
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Ken Shuck, Development Director
"My greatest dream is that all of the planets align and I create the mythical
perfect project plan that delivers this game on schedule and it exceeds even the
toughest fan's expectations. I lie in bed at night sometimes and think about this."
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Kristen Neal, Software Engineer
"One of the things that I’m working on that I’m really excited about is the
Tome of Knowledge. This is one of the features we really hope will differentiate
WAR from other games out there. "
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Yvette Nash, International Producer
"I used to hate PvP combat until I played Camelot. We did a great job at making
RvR so much fun
in Camelot and Warhammer is going to take it to the next level."
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Jeremiah Hennon, Effects Artist
"Currently I’m painting a Wood Elf army. Painting the miniatures
is a good way to do something artistic at home that doesn’t
involve sitting in front of a computer after you spend your
entire day at work sitting in front of a computer."
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Jeff Mianowski, Lead Graphic Artist
"There’s so much to draw from the Warhammer universe that visually
there’s not much need to look elsewhere; it’s all about refining
the ideas we have and trying to make the best art possible. When
it comes to game art in particular, I’m always examining how other
games have handled similar problems or systems that we have to
deal with. It’s always inspiring to look at how another game has
done something really well then try to incorporate that technique
or quality into our game."
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Brian J. Miller, World Fixture Lead Artist
"Warhammer excels in every department of cool possible.
It’s gritty, it’s exaggerated, and it will kick your ass.
Personally, I would like to bring out the distinct differences
between races as much as possible through their architecture.
I think every race in Warhammer is completely different, more
so than any other fantasy property out there, and everything
from their buildings to their lamp posts should reflect that
difference."
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Mike Donatelli, Content Design Lead
"I sincerely hope that millions of folks from all over
the world rise up and play WAR, forging a new world
order of peace and love and... I’m sorry I’m tearing
up, we should move on."
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Rob Hinkle, Designer: Combat and Careers Team
"I’ve been a Warhammer fanatic for years, and so the very idea of
playing in an MMO that reflects the world I’ve grown up with is
excitement enough for me. Warhammer is the perfect setting for
an MMO, it has just enough heroes that the concept isn’t foreign
to the world, but the setting isn’t generated around a specific
set of heroes that everyone wants to be. With so many races,
people, places in the world, there is a ton of rich lore that
will be perfect to take and expand upon, bringing the world to
life for the players."
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Kate Flack, Deputy Content Director
"If I was going to recommend seven ways to prepare for WAR..."
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Michael Finnigan, Content Developer
"The thing about Warhammer is, there is no black and white, good and evil. There are only shades of grey. Sure, the Empire was forged by Sigmar ages ago and currently stands against the tide of Chaos but, is the Empire really "good?" Translating that gritty world of grey versus grey is what intrigues me the most."
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Gabe Amatangelo, Designer
Warhammer is "the fantasy genre with soul."
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Lucas Hardi, UI Designer
"It took me a long time to fully appreciate all that Warhammer
has to offer. Initially I was skeptical about working on a licensed game,
but Warhammer is a gaming license at heart, which has made the transition
to an MMO a natural one. In addition, you’d be hard pressed to find a more
bottomless mine of great ideas. Warhammer’s 25 year existence has grown some
really wonderful worlds, characters, and stories, all designed to work well
in a game."
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Jon Farinelli, Quality Assurance Supervisor
"The coolest thing about Warhammer is the fighting of
course! I hope that we can bring the hatred that the races
have for each other to light. I would like for our players to
become so immersed in the conflict that everyday events stir
memories of battles."
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Georgia Nelson, Software Engineer
"MMOs are nothing without the players. It is my belief that if
players are able to effectively communicate, then the MMO will
thrive. The Community Systems team is really striving to create
the functionality needed to make a living, breathing community
in our game."
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Mike Franchina, Concept Artist
"Whereas another person might spend their days at work thinking
about how best they can expedite an order or shipment, I spend
many hours thinking how best to mutate a zealot’s face into the
most painful and disturbing configuration possible."
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Spyke Alexander, Associate Producer
"My biggest hope has always been that we are able to nail this IP, as far as the look and feel go. That’s something that’s very subjective on a person by person basis, but I honestly feel that we have and are going to continue to. And I’m not just saying that since we have a Bloodthirster in the game. *eg*"
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Ellie Crawley, QA Team Lead
"We hope to bring the player-on-player action to the forefront. Too many games lack good or even fair competition against other players. We are doing our best to make that part shine above all others!"
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Kevin Boehm, Lead Artist
"I think one thing that sets WAR apart from other games is the level
in which players can affect and change the state of the world. In WAR,
fighting your enemies and beating them in RvR will allow different
things to happen through out the world, such as cities becoming
vulnerable to attack. You can then go and take over that city and wreak major
havoc."
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Mike Stone, Development Manager
"We are taking RVR to a new level and I know the fans will enjoy it."
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Dan Enright, Senior Game Designer
"I’d like the tone of the Warhammer universe to be conveyed by the underlying game systems in
addition to the content in order for the game to deliver an experience that is
undeniably Warhammer."
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Nate Levy, Combat & Career Designer
"My hope is that even my friends who haven’t liked other PvP games so
far will love WAR’s RvR!"
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