The Developers at Work
Severance/Blade has been in development
for several years now and looks to be one of the most ambitious
and unique game ever created. Through this ongoing article, we'll
let you take a closer look on what's going on behind the scenes,
to learn more about the developers and how they work at Rebel Act
Studios
Rebel Act Studios
Rebel Act was created
in 1996 by the Spanish game distribution company, Friendware.
The development team consists of over 18 people, including Xavier
Carrillo as the project manager.
The Developers
Here is a sorted list of all the currently featured developers.
The latest additions are always listed first, and each link will
take you to a new page with a detailed description of their work
on Blade and a picture taken directly from the according developer's
desktop.
3d Artist: Daniel
Delgado
When I joined RAS I was finishing my university
degree in Technical and Artistic Architecture and I liked playing
with programs such as 3DS4. I also used to be not too bad in drawing
and knew one of the guys in Rebel who asked me if I wanted to try
to perform a trial to enter Rebel and I tried and I entered. That
was about 4 years ago, in October 1996. [More]
Programmer: Carlos
García Cordero
I studied Mathematics in the Complutense
University of Madrid, when I finished I taught programming in an
academy for other Mathematics students and translated several books
from English to Spanish. This does not mean that I have a good English,
those books were technical ones and their English was very easy
to understand. At that time, about five years ago, I had a friend
who knew that Friendware was forming a development group for creating
videogames, I had always liked videogames a lot (a friend and me
did a videogame for the spectrum that was almost published), and
so I got in touch with them. [More]
3d Artist:
Luis Miguel Quijada
Before I joined RAS and came to Madrid
I was finishing my Computer Science degree in Granada. I had not
worked for any other commercial project before, but I had been working
with many graphic design programs under different computers and
O.S. I started working here because one of my friends (Manuel Ruiz),
who already worked here and loved Videogames as much as me, told
them about me. [More]
Level Designer:
Fernando Del Ama
I started to work at Rebel Act in 1996.
I had just finished my courses in the Architecture School in Madrid
in those days. Then I heard about "Blade". I had no experience
with video games, but it wasn't any problem because we wanted to
create something new; nothing like any videogame made before. [More]
Special Effects
Programmer: Manuel Ruiz Montes
Before working with Rebel Act I studied
a science degree in the Granada University (Spain). I've worked
on Blade since the very beginning (a long time ago, that is), when
the whole thing was a not a very defined project undertaken by a
small group of people. At the beginning I worked as a 3D graphic
artist, but later I got into level design and some programming too.
Well, may be that's why the call me Manolito++! [More]
AI Programmer:
Jose Raluy
Before RAS I took a Software Engineering
degree, with the Graphics specialty, the first one in Spain (Deusto
University) and the second one in London (Middlesex University).
While in University I did some database programming (boring as hell,
btw). Then I moved back to England (to Etchinghill Studios), to
work developing stuff for the Internet, first a 3d chat program,
and later the seed of an online RPG, still in the works there. While
in England I discovered RAS because of their web page, and I got
in touch with them immediately. Here, at RAS, I have worked for
2 and a half years on Blade, doing the AI with Bob Yves, the animation
system with Angel Cuñado and game programming in general.
[More]
Script Programmer:
Arturo Justo Ibánez
Before joining RAS four years ago, I was
working in a group called Noria Works, creators of Speed Haste and
Thunder Off. I then begun a strategy project of the C&C kind;
due to insufficient funds this firm joined another and the whole
thing was renamed Hammer Technologies. I started working there on
a Volleyball project, but since I did not agree with the firm's
policy I left and entered in contact with Rebel; they really liked
my CV because, in spite of being 20 years, I already had 3 years
of experience in the industry. [More]
3d Artist: Javier
Rollón Morán
Before becoming a part of RAS I was in
the TV industry making some 3D advertisements with Alias power Animator,
and later, animations for the Cheshire cat from Alice in Wonderland
for DisneyQuest in a company called SiliconArtist; as some internet
stuff (web pages, VRML, etc.). Before getting into RAS I got in
touch with video game developers in Spain (PyroStudios and RAS),
and in the rest of the world (Westwood,Electronic Arts,...); all
of these made via internet. I made some tests before getting inside,
and now I am another member of 18 people, working hard on developing
one of the better games ever seen on the screens. [More]
Level Designer:
Enric Álvarez
I started as a level designer making some
levels for Duke Nukem 3D, a long time ago :) Then I was literally
shocked by Quake and of course I started making levels for it. It
was very HARD, because it is much more difficult building deathmatch
levels than single player levels in my opinion and little experience
of course. One year ago, a good friend of mine sent me an email,
in which he let me know that Rebel Act had a position, as a level
designer, available. I sent a few Quake and Quake 2 levels to Rebel
Act and a few months later they hired me... [More]
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