Current Developers


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Brad "Acceler8" Dixon || 2D/Texture Artist

One of the originators of the team who, after a long absence has returned to finish what was started some 5 years ago. He is workings with Apocx to revamp the texture archive as well as create various other graphics such as skins / interfaces Also working on his modeling skills, may eventually take on the task of some various polygon pushing.

Tools used: Photoshop, Illustrator, 3ds max r4, gmax, Maya 4

email | web


ApocX

"ApocX" || 2D/Texture Artist

One of the older members. He has created countless textures for SWQ, and now has the joy of doing it all over again, but in 32bit color!

Programs used: Photoshop 6.0, Lightwave 7


FuShanks

Scott "FuShanks" Boyce || 2D/3D Artist

One of the more hot-tempered members of the team, Fu is currently working on a redesign of the HUD as well as meshes for the various weapons in CotF's arsenal. Eventually he'll be creating a few new player models/skins to take advantage of the new engine features. He is also the caretaker of the web site and thus the one responsible for pushing the bug-riddled YaBB on all of you.

Fu kindly asks that everyone stop taking him so seriously. Also, you can all die in a fire.

Tools used: Photoshop 6.0.1, Illustrator 9.0.2, 3ds max r4.2, Edit Pad Lite

email | web


psychospaz

"psychospaz" || Programmer (Engine & Game), 2D graphics

Starts a funny little SW flight mod when the SWQ DM Release SDK is released, and catches attention of Privater, and is tricked into hax0ring up a nice new saber effect. Then the patches are released. Suddenly Rip and Fu are once again up to finishing SWTC. Joins the SWQ dev team. After this the team has the mod going fairly well and then the impossible happens. Q2 full SRC release. Now psychsopaz works on engine modifications while learning its intricaties, whilst working on what is now CotF -- the game.

Tools used: MS Visual Studio 6, PSP7, Photoshop, various l33t hax0r apPz (Notepad, Hexedit, etc.)

email | web


RipVTide

Christopher "RipVTide" Sisk || Artist, Level Designer, Oddjob

Having worked on every part of the mod except for music (and I'll darned well get to that too) Rip is currently working on level design, and the odd graphics job (wheather it be texturing or other shtuff). He'll be getting into video sequences as time goes on, and generally doesn't flinch from any odd job that happens to strike him as interesting at the moment. Ooh... Shiny!

Tools: GTKRadiant, QuArK, Photoshop, Illustrator, Flash, Director, Dreamweaver, 3dsMax 2.5 (I'll upgrade.... soon), Cubase 5VST, Premiere, After Effects, Wavelab, Media100 editing station, and so on, and so forth.

email | web


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"ViolentBlue" || some guy

He bugged us long enought that finally for the sake of sanity we had to let him join. He dosn't do a lot, but he's entertaining to throw things at and occasionally he'll produce an amazing piece of 3d art.

No tools.

email

Former Developers


Red Knight

Matt "Red Knight" Stevens || Project Leader

RK founded the the CotF team several years ago. Although RK has stepped down from his leadership position, his design doc is still referenced by the current team. RK's vision still holds up after all this time, and is the heart and soul of CotF.

Red Knight has left the gaming scene, and at last contact he was working "in the forward-looking department for a major enterprise communications company."

email | web


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Ed "MamboKing" Lima || Composer

MK was given a significant challenge: create an original soundtrack that would both fit in with the memorable score heard in the original Star Wars films, as well as meet the constraints of what can be done within the Q2. Though his CotF time was short, he never balked once at the task, and his efforts helped to add even more life to the mod.

MamboKing is currently the composer and sound designer for Static, a Fallout-esque RPG that is a finalist in the 2002 Independant Games Festival. In addition, MK was the composer for Sierra's Empire Earth. He's also one of the nicest people you'll ever meet.

email | web


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Paul "Privater" Rogers || 3D Artist

Having been among one of the first to join the project during its Quake 1 days, departing, then rejoining the team again for a large part of the Quake 2 developlment, Priv has seen just about everything when it comes to CotF. Art credited to him includes the player model, some of the weapons and enemies, and all of the bystanders.

email | web


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Brad Jeffrey || 2D Artist

Filling the open position of skin artist, Brad took an area of the mod that had been lagging far behind and brought it not only up to speed, but far ahead with excellent, quality work. A great deal of the skinning work found in the TC can be attributed to him.

email


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Willi "Maxer" Hammes || 3D Artist

Stepping onto the team as an environment map artist, Maxer helped give the world outside of the immediate level area a sense of life, then proceeded to do the same for the actual level with the Ionus IV spaceport.

The Maxer's current work can be found on his site, and also in the "../images/" subdirectory of any 3ds max r4 installation.

email | web


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Au Yeong "falkon2" Khai Meng || 3D Artist

falkon2 was with the team almost since the beginning. He contributed quite a lot, and is responsible for the majority of the in-game models and animations.

Although he has left the project to pursue other interests, falkon2 has been known to pop up unexepectedly from time to time.

email


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David "Grey Knight" Lawson || Level Designer

Grey Knight made great contributions to establishing a unique look & feel for the levels while still making them seem a part of the Star Wars universe. The planet Thalkos in particular evolved into his own personal project, and the attention to detail truly does show. He was also reponsible for doing most of the extensive research that helped to bring the culture of the Jedi to life in the TC.

email | web


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Jeremy "War|ocK" Raymond || Level Designer

War|ock joined the team to help realize the DM aspect of the TC. His first project was a map based on Cloud City as seen in The Empire Strikes Back, but unfortunately he left before it was completed.

email | web


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Craig "CaRRaC" Rennie || Lead Programmer

The prime coding force behind CotF, CaRRaC put virtually every aspect of the project's code-related elements together, and in doing so contributed extensively to the project as a whole.

CaRRaC is currently pursuing a bachelor's degree in computer science.

email | web

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