our people

DESIGN DEPARTMENT

MARSHALL ADAIR - ASSOCIATE PRODUCER

ROB CARROLL - GAME DESIGNER

CHRIS MAKA - GAME DESIGNER

BRAD WOOLWINE - PRODUCER/DESIGNER

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



TECHNOLOGY DEPARTMENT

PAUL H. - PROGRAMMER

ALAN SHAPIRO - PROGRAMMER

WAYLON CALABRESE - LEAD PROGRAMMER

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


ART DEPARTMENT

ALICIA ANDREW - 2D/3D ARTIST

SHAUN BRYANT - LEAD ARTIST

MIKE JANKE - ANIMATION SUPERVISOR

WES JENKINS - CREATIVE DIRECTOR

AARON MILLIKEN - ARTIST

ALAN PEREZ - ARTIST

KRISTEN SCALLION - ART DIRECTOR

JEREMY SMITH - ANIMATOR / ARTIST

JESSICA TREMBLAY - ARTIST

GUS WARTENBERG - CG SUPERVISOR

JAYME WILKINSON - CG SUPERVISOR

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.

 

 


MARSHALL ADAIR - PRODUCER / DESIGNER

Marshall Adair assists in designing and executing in-game and web-based content and events. For production projects, he organizes and maintains in-house communication and development, and sustains positive relationships with outside clients or businesses. Performs special projects as directed by the producer and as necessary for the studio. Also, holds prowess as a creative-content and technical writer with experience writing design documentation. Has written content for multiple websites that were built from scratch for clients in many professional fields ranging from music, to film, to marketing, to game development. 

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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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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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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: wjenkins -at- criticalmassinteractive.com

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

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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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BRAD WOOLWINE - PRODUCER / DESIGNER

Brad Woolwine is currently a Producer and Designer for Critical Mass Interactive, Inc. and has been with the company for over five years now. His job as a Producer has him working with a variety of clients in project management, budget and scheduling, and team coordination.

Brad 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, and has done design and production consultation for over 150 cell phone games. 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: bwoolwine -at- criticalmassinteractive.com

You can also connect with him on www.linkedin.com.

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