our people

DESIGN DEPARTMENT

BRAD WOOLWINE - LEAD DESIGNER/QA MANAGER

MICHAEL BELLIPANNI - LEVEL DESIGNER

JIM BRAZELL - SERIOUS GAME EVANGELIST

ROB CARROLL - GAME DESIGNER

CHRIS MAKA - GAME DESIGNER

Many more Game and Level Designers are availble through Critical Mass. CMI locates the correct team member for your particular project.



ART DEPARTMENT

WES JENKINS - CREATIVE DIRECTOR

MIKE TAYLOR - LEAD ARTIST

ALAN PEREZ - ARTIST

KAREN WELFORD - 3D ARTIST

AARON MILLIKEN - 3D ARTIST

CHRIS KASTNER - 3D ARTIST

ALICIA ANDREW - 2D AND 3D ARTIST

KRISTEN SCALLION - 2D AND 3D ARTIST

Many more Artists of all types, skilled on all art tools are availble through Critical Mass. CMI locates the correct team member for your particular project.

 


ENGINEERING DEPARTMENT

WAYLON CALABRESE - LEAD PROGRAMMER

MICHAEL GIACOMO - SOFTWARE ENGINEER

Many more Engineers are availble through Critical Mass. CMI locates the correct team member for your particular project.




PROJECT DIRECTORS

WES JENKINS - CREATIVE DIRECTOR

CHRIS MAKA - GAME DESIGNER

 



BRAD WOOLWINE - LEAD DESIGNER / QA MANAGER

Brad Woolwine is currently the Lead Designer and QA Manager for Critical Mass Interactive, Inc. He also heads up CMI's cell phone game review service, working on such titles as Buffy the Vampire Slayer and Predator, and was the lead designer on the PC flight sim USAF: Air Dominance that was produced by Critical Mass Interactive for the United States Air Force.

Brad was a Quality Assurance member on Deus Ex: The Invisible War while at Ion Storm, and a Design Assistant on Legends of Wrestling 3: Showdown. He possesses an intimate knowledge of games and their workings, and can help you understand what makes a game fun for both hardcore and casual gamers alike. He can also clearly explain the flow of the design process and how to utilize the best tactics to draw a player into your game. He maintains a strong background in console and PC games by playing both frequently.

Contact: Brad Woolwine. He will be more than happy to assist you with any questions you may have regarding Design, Development, Quality Assurance or General Gaming. You can also connect with him on www.linkedin.com.

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MICHAEL BELLIPANNI - LEVEL DESIGNER

"Living" levels are what Michael is known for in the Unreal community. He is building a demo level for one of our games in preproduction right now.

Michael got his start in the game development industry at the IC2 Institute’s Digital Media Collaboratory at the University of Texas at Austin. There he learned about game development from industry veterans. While working at the lab he developed several award winning projects with the Unreal Engine. Michael tries to always do something original with all of the maps and mods that he develops. He hopes that his work can inspire other level designers to create maps with new and original concepts.

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JIM BRAZELL -SERIOUS GAMES EVANGELIST

Jim serves as the Critical Mass Interactive “TEAMS AMBASSADOR” for network learning games, network health games, network policy games and all genres of “Serious Games.” TEAMS is an acronym that builds on the idea of STEM education and work to include art—Technology, Engineering, ART, Mathematics and Science (TEAMS).

Jim’s role is to leap the chasm between early adopter serious gamers and real world case studies and projects that move network games and game technology into other fields of human endeavor. To read and see Jim’s early work related to TEAMS and GAMES, please download the free report “Gaming, A Technology Forecast.”

Jim is affiliated with the Digital Charter School for Military Aviation (San Diego-Orlando-Austin-San Antonio), the Digital Convergence Initiative (San Antonio-Austin-Waco) and the Learning Strategies Consortium (USA).

Jim Brazell has 18 years of experience in the computer software industry including 10 years of Internet Strategy serving enterprise customers in heavy equipment, automotive, direct sales, financial services, sports marketing and educational technology industries.

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ROB CARROLL - GAME DESIGNER

Rob is a game designer with Critical Mass working out of the San Diego Area. In his role, Rob takes client game concepts and develops them in to full game designs. Rob is also called upon for time to time to create game design proposals for interested parties.

Before starting with Critical Mass, Rob was a producer and designer for the massively multiplayer on-line game, Glympse, which is in development by Sojourn Development, now Meta4 Interactive. At Sojourn, Rob directed a talented team of independent developers, while working to design a rich and enthralling world.

Outside his game development work, Rob was a producer on the film "The Greater Meaning of Water." Scheduled for release later this year. Rob is on the Board of Directors for the International Game Developers Association, San Diego chapter. He is a member of the Program Advisory Committee for the Game Development curriculum at the Art Institute of San Diego and has contributed to the on-line game publication Stratics.

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CHRIS MAKA - SERIOUS GAMES EVANGELIST

One of CMI's regular stable of game designers.


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WES JENKINS - CREATIVE DIRECTOR

Wes Jenkins, B.A., B.F.A., has provided effective and efficient concept, story, character, design and game development for multimedia, print, radio and broadcast for 30+ years. His career experiences include: LEGO to Disney, ABC to PBS, IBM to MCA, NASA to Zappa, Mindscape to Sierra, Stanford University to the California Academy of Sciences, and finally Bill Graham to Neil Bush. He has had a major high profile, pro-active role in over 15 multimedia products including the Lego Island Series… earning profits, accolades and numerous awards including the Award for Innovation from the Smithsonian Institute and the Family/Kids Title of the Year from the Academy of Interactive Sciences.

While translating the intended message to the desired audience, Wes understands the creative process and has the experience to reach a goal, on time, under budget with visual, verbal, written and leadership solutions that cross discipline boundaries, tightens the gap between technology and usability and allows for a sense of ownership and fun for the team…and, most importantly, for the audience.

Contact: Wes Jenkins. Wes is ready at any time to answer any questions about how he can plug into your projects.

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MIKE TAYLOR - LEAD ARTIST

Formerly with Acclaim Studios Austin, Mike is a 10 year veteran of the game industry. Mike began his career at Acclaim on NFL Quarterback Club 96 working on U.I. design and later stadium models and textures. He went on to serve as Assistant Lead Artist on NFL Quarterback Club ’97, Lead Artist on All Star Baseball ’99 and 2000, NFL Quarterback Club ’02, 03, NBA Jam (’04) and All Star Baseball 2006. Mike also served as Assistant Director of Sports Graphics at the Austin Studio. His main artistic contributions to the many sports titles he worked on at Acclaim include the creation of realistic environment models, textures and lighting as well as true to life player/character textures.

As a contract artist Mike has worked on projects such as Microsoft Flight Simulator 2004 for Big Sesh Studios, Microsoft Train Simulator for Train Artisan and Area 51 for Midway Studios Austin. Since joining the Critical Mass team in April, 2005 Mike has worked on upcoming titles for Majesco and THQ.

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ALAN PEREZ - ARTIST

Alan is a 12 year veteran of the game industry. After graduating from the Art Institute of Houston and stint in the US Navy as an Operations Intelligence Specialist, he started at Origin Systems in 1993 on in-game cinematics for Privateer’s Righteous Fire, and did the intro sequence for Strike Commander CD, concept sketches storyboards, game art for Wing Commander III, and Crusader: No Remorse.

Alan began his contracting business starting with Digital Anvil building, texturing, rigging and animating organic space ships and space stations for the game Conquest. Then he contracted with Origin to work on Ultima Online 2, and Ultima Online Third Dawn where, along with regular artist work, he converted four LOD versions of characters and delved into motion capture and character wearables.

In 2001 he worked as an in-house contractor for BigSky Interactive (Formerly KalistoUSA) creating various title screens, concept creation, and implementation for Jimmy Neutron: Boy Genius, as well as character and object building, texturing, rigging, animation and implementation and cinematics for SpongeBob SquarePants: Revenge of the Flying Dutchman.

After that he continued with several short term contract positions mainly, but not exclusively, from his relations with Critical Mass Interactive that included Sony Online (building and texturing character wearables), Wireframe Interactive (reworking, rigging, and animating characters), Vivendi’s Lord of the Rings, Electronic Arts - Ultima X Odyssey, CMI’s game demo - Sword of Dracula, Electronic Arts Ultima Online: Samurai Empire (Redemption and Evil elements) and USAF: Air Dominance. He just completed a contract through CMI for an Xbox 360 launch title for THQ/relic (The Outfit), where he got a chance to create and implement normal mapping and other new high end procedures.

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KAREN WELFORD - 3D ARTIST

In 2002, Karen graduated from Ringling School of Art and Design with a B.F.A. in computer animation (Maya) and a minor in photography / digital imaging. She then completed an internship with the local CBS station (Mobile, AL) where she used Maya and AfterEffects to create 3D elements for the opening sequence of their Mardi Gras coverage and created a commercial for Chrysler Jeep. Afterwards, she interned with a local sound studio, Dogwood Productions, editing music and audio using Motu and Protools. In 2004, she was hired at Acclaim Entertainment, Austin to edit in game cinematics for 100 Bullets (AfterEffects, Premiere, SourceSafe). While waiting on assets from 3D artists, she assisted with modeling and texturing (3dStudioMax, Photoshop).

She joined the CMI team in February 2005 and has worked on projects for Majesco and THQ/relic, modeling and texturing - including unwrapping UVs, creating LODs, damaged states, normal, diffuse, and specular maps, and optimizing geometry (3dStudioMax, Photoshop, DeepPaint3d, AlienBrain).

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AARON MILLIKEN - 3D ARTIST

One of CMI's regular stable of artists.

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CHRIS KASTNER - 3D ARTIST

One of CMI's regular stable of artists.

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ALICIA ANDREW - 2D AND 3D ARTIST

One of CMI's regular stable of artists.

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KRISTEN SCALLION- 2D AND 3D ARTIST

One of CMI's regular stable of artists.

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WAYLON CALABRESE - LEAD PROGRAMMER

Waylon Calabrese has been in the video game industry since 1997. He has worked on a variety of titles for all of the major gaming platforms, including Sony PlayStation®2, Microsoft Xbox, Nintendo GameCube™, and PC. He has contributed to the following titles: The Hobbit, SpongeBob SquarePants, QB Club 2002, Nightcaster, Hired Guns 2, Seeker, and The Tone Rebellion. Waylon has worked with a variety of game technologies, in multiple areas of game development.

Most recently he was a lead programmer for a casino gaming company's technology team. Previously he was lead character programmer on numerous titles, as well as contributing to AI, special effects, game systems, and UI. Waylon's programming proficiencies are in C++/C, C#, .NET, Java, HTML, and XML.

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MICHAEL GIACOMO - SOFTWARE ENGINEER

Mike is one of CMI's engineers, currently working on new technology for some of our upcoming projects.

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