Production Team

Our team is known as Frobot Prime and is comprised of the following members.

Internal Producers:

Adam Harte

  • Role: Co-Project Manager for Frobot Prime
  • Responsibilities:
    • Ensuring Deliverables such as the Design Document, Tech Document, Core, Alpha, Beta, and Gold builds are completed on time and distributed to their designated recipients.
    • Maintain Risk Documentation, Task Lists, and Hansoft schedules.
    • Facilitate communication between Programmers and Artists, as the manager of the Programmers.
  • Contact: Twitter

Chris Pentz

  • Role: Co-Project Manager for Frobot Prime
  • Responsibilities:
    • Ensuring Deliverables such as the Design Document, Tech Document, Core, Alpha, Beta, and Gold builds are completed on time and distributed to their designated recipients.
    • Maintain Risk Documentation, Task Lists, and Hansoft schedules.
    • Facilitate communication between Artists and Programmers, as the manager of the Artists.

Game Artists:

Chris Prue

  • Role(s): Art Lead / Environment Artist / UI Artist
  • Responsibilities:
    • Guiding our Art team towards a unified Art Style and Theme.
    • Crafting unique and captivating environments to bring the player into the gaming experience of Airplane Dash.
    • Work closely with the teams Tech Lead to ensure all art assets match the games engine requirements.

Nate Terhune

  • Role(s): Technical Artist / Animator / Effects Artist
  • Responsibilities:
    • Developing and Creating characters to fill our world.
    • Modeling, Rigging, Texturing, and Animating our characters.
    • Working closely with our Animation and Exporter programmers to ensure they function properly in the game.

Game Developers:

Jamison Fullerton

  • Role(s): UI Engineer
  • Responsibilities:
    • Creation and relaying of information through the front end menus.
    • Relay in-game information to the player to keep them up to date on in game events.
    • Works closely with the UI Artist to ensure things are working properly.

Jeremy Goodman

  • Role(s): Audio Lead / Physics & Collision Engineer
  • Responsibilities:
    • Research and Implement a WWise Audio Solution to handle in-game sound effects, music, and other sounds.
    • Create a robust collision system for programmers to relay information from the game world to the necessary functions.
    • Ensure all models and objects have a proper bounding volume to match their purpose, movement, and activity level.
  • Contact: Email

Luke Berghaus

  • Role(s): Animations Engineer
  • Responsibilities:
    • Developing and Maintaining our Animation System alongside our Animator to ensure the assets match the engine.
    • Assists programmers with animations relating to gameplay, including animating all characters and some objects in the world

George Oliver

  • Role(s): Design Lead / Gameplay Lead
  • Responsibilities:
    • Curator of the Design Document charged with updating the Design Document if any changes to the game’s design are deemed necessary, as well as making sure the game stays focused on the original design.
    • Works closely with the environment artist and animator to ensure their designs match the original Design Document.
    • Handles gameplay changes pacing issues, and any other balances.
  • Contact: Twitter

Jordan Joyner

  • Role(s): Asset Lead
  • Responsibilities:
    • Creating an Exporter / Importer for use with Maya
    • Constructing and monitoring our teams Asset Pipeline, to ensure all assets are integrated into the build properly.
    • Manages any Geometry Effects being drawn in the game.
  • Contact: Website

Corey Ringer

  • Role(s): Quality Control Lead / Quality Assurance Lead
  • Responsibilities:
    • Create and Manage bug testing practices, as well as bug submission forms.
    • Manages the Bug Tracking database and works closely with other leads to ensure the correct individuals are working on problem tasks.
    • Ensuring that Studio Coding Practices are maintained.
    • Ensuring Subversion file management (Alienbrain) is being used correctly.
  • Contact: Facebook / Twitter / Email

Shad Ratliff

  • Role(s): AI Engineer
  • Responsibilities:
    • Develop a solid set of Artificial Intelligence (AI) rules that are followed by the passengers encountered in the game by our player.
    • Assists programmers in gameplay pacing relating to the AI behaviors.
    • Works closely with Design Lead in regards to gameplay pacing.

Tim Hare

  • Role(s): Tech Lead, DirectX Programmer
  • Responsibilities:
    • Works closely with the Internal Producers and Programmers to facilitate communication.
    • Develops and Maintains our Render Engine and oversees the team members working on other engines for our game.
    • Works alongside QA Lead to diagnose and resolve bugs.