// These are the official credits for the game // All text will be centered, if it has a : the : // will be centered on the screen to give // a nice Hollywood credits alignment. // List yourself in alphabetical order. // Give credit for the things you want credit for. // '_' print line with header underline // '+' print line with personal underline // Remember that at 320 x 240 the screen can only have about 25 characters on a line. //Credits _Development Team +Lars Brubaker Design Programming Project Management +Scott Campbell Lots of Design and story The Manual +Ion Hardie Original Story Lead Level Scripting Design & Construction Level #5 #6 #10 #11 Construction Assist Level #1 +Bill Heineman A bit of assembly +Chad Max Art CG Animation Textures Sound Music +Jeff McAteer CG Animation Start Game Movie End Game Movie +Steven Parsons Businesslike Stuff +Jesse Pearce Game Design Level Scripting Design & Construction Level #3 #8 #12 Level #4 Design +James C. Smith Programming +Zach Young Level Scripting Design & Construction Level #1 #2 #7 #9 #13 Death Match Levels Level #4 Construction Monster Sounds Misc. Sounds _Visceral Productions +Executive Producer Bill Levay +Producer Mark R. Hall +Game Manual Ben Knight +Cover Art Concept Kurt Miller, Tyson Milbert +Box Execution Ed Weiss, Mark R. Hall, Bill Levay +Box Design Moore and Price Design Group, Inc. +Production Coordinator Phyllis Opolko +Marketing/Promotion Mark R. Hall, Ed Weiss +Advertising Ed Weiss +Voice Direction Mark R. Hall, Bill Levay _Voice Overs Counselor Seung : Patty Coleman General Tagaris : Mark Redfield Tech 1 : Alex Cortright Dr. Habaras : Chris Graybill //Minutia // Write an essay about what you did +Lars Brubaker Original story concept Original Escher 2D Game Library (used in AstroRock) 3D Programming 3D Line and Sphere Collisions BSP sorting Monster AI Z Buffering Span Lists 3D Hardware Support Gouraud Shading (so last minute!) These here credits Lots and lots of other crap... +Ion Hardie Story Scripting and Rewrites 3DStudio Animations Mucho Lightwave Modeling The Vat and Mine are mine Many cool game and trap ideas... +Chad Max Interface Design 2d Sprite Animation 2d Weapon Art 3d Weapon Art Power Ups Monster Models - Bohemeth AracnaDrone Tunnel Runner Level Textures 3d Level Enhancements Sound Effects Original Music Composition +Jesse Pearce Original Level Concepts Story Development Voice-Over Concept Script Development Came up with lots of imaginative level gags Lots of "Research" Oh yeah, built some levels too... +James C. Smith Programming... Code That Holds the Game Together Improvements to Escher Game Library Scripting Engine Net Play Load/Save Game Level Editor Texture Map Application Editor 3D Studio Max Animation Plug-in JWindow Library Menus and Other Interface Coding Weapon Art and Sound Coding +Zach Young Sound and Voice Over Mixer Previous credits say it all... //Silly // Write whatever is funny and short // Remember that at 320 x 240 the screen can only have about 25 characters on a line. Trees that fall in the forest are dead. Jesse got to use the overhead projector at 3DO once. Scott Campbell did all the paperwork. Poor guy. Whoop Dang. Hail Feynman. Read his books. Special thanks to Chris Hecker for his love and support of the gaming developer (and so many insights into texture mapping) to John Carmack for placing the bar so high and to all my friends who worked for free. Lars.