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Anderson, Jason - One of Troika's three principals, Jason
entered the game industry in 1994, becoming the first artist to be
assigned to Interplay's yet unnamed Fallout. Working closely with Tim
Cain, he helped design the isometric engine, game world and interface
used in Fallout, earning him the title of technical art director and
designer.
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Bode, Bryan - After being the first of six people to graduate
from the newly formed Digital Media program at John Brown University,
Bryan set his path for sunny California. Within a few months he found
himself at Rhythm & Hues Studios working on the feature films, Dr.
Dolittle 2 and Cats & Dogs, as a freelance Matchmover TD. Still
hungering to for a full-time position as a 3d Modeler in the gaming
industry, Bryan continued to work on his artistic skills. Troika Games,
gave Bryan his first opportunity as 3D modeler to work on Vampire: The
Masquerade - Bloodlines, as an intern. After a few short months, and
many late nights, Bryan was offered a full-time position as an
Environment Modeler with Troika Games. And he was happy.
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Boyarsky, Leonard - Troika's second principal entered the game
industry as a freelance artist in 1992 after completing a Bachelor of
Fine Arts degree from the Art Center College of Design. He soon joined
Interplay as a clean up artist and quickly worked his way up the ladder
to become the lead artist on both Stonekeep and Fallout. He then
assisted Jason and Tim in designing Fallout 2 before leaving Interplay
to form Troika Games.
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Bremerkamp, Mark - Mark graduated with a bachelor's degree in
animation and digital media from the College for Creative Studies in
Detroit Michigan. After graduation Mark made the move to California in
search of employment. After a year of working as a freelance animator
Mark was hired at Troika games in May of 2002 as a character animator.
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Cain, Tim - Troika's final principal is best known as the
producer, lead programmer and designer of Fallout, Tim Cain has worked
in the game industry since 1982. Spending most of his career at
Interplay, Tim was lead programmer on Bard's Tale Construction Set and
Rags to Riches. He also designed and programmed GNW, a user interface
and OS-abstraction library utilized in many Interplay games.
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Decker, Tom - Deciding fourteen years at Interplay was enough,
Tom left to reunite with Tim Cain at Troika. Tom worked with Tim as
producer/designer on Bard's Tale Construction Set and Rags to Riches
before heading up Interplay's Brainstorm division and later the
localization department.
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Heinz, Brock - Brock Heinz: Brock has been a normal human male
for 26 years. Brock works for the Troika company in the capacity of
Junior Programmer and Lead Level Scripter. Brock is not gathering
information about your planet's puny defenses prior to the comming
armageddon. Brock thinks you should not be asking so many questions
regarding his origin and history, one day you may regret knowing it.
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Jacobson, Scott - Scott started in the game industry at Troika,
playtesting Arcanum, and was hired back on for the next Troika project.
Before life in Arcanum, he was holding down several non game-related
jobs, and working his way to an AA in BCIS.
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Marsh, David - David got an early start making games while
working on the top two half-life modifications Counter-Strike and Day
of Defeat while in high school. After a breif stint at the University
of Arizona, he was bound, gagged and whisked into a van by Troika
henchmen. When he came to, he was a level designer at Troika, and not a
day goes by that he dosen't thank his captors for rescuing him from his
studies.
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Meggs, Andrew - Andrew began programming his own games at age 6
on a Sinclair ZX-81, and except for some strange interludes involving
leech vivisection and M-16s with serial ports, he's been doing so ever
since. After years of saying he'd like to work on an RPG, in 2001 he
came to Troika and has worked happily ever after. Currently he serves
as lead and graphics programmer on the game that's not D&D.
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Mitsoda, Brian - bmitsoda spent his first month of life
incubating in a "Pong" machine. At age 3, he began working in the
industry on his first game, the template for modern shooters, "Space
Invaders". Urged to refine his craft by his uncle, Shigeru Miyamoto,
bmitsoda then began work on his next project, "Yellow Man Eat Dots,
Watch Out Yellow Man, Ghosts!", later renamed "Pac-Man". Following this
success, a young bmitsoda hit a creative depression, squandering most
of his fortune on a Pixie Stix and espresso habit. A little known fact
from this time is that he was the model for Sinistar. After a brief
stint on a ghost pirate ship and in an alternate reality fighting robot
monsters, bmitsoda returned to the game industry and began work at
Interplay and Black Isle Studios. Recently, he was added to the
friggin' phenomenal Vampire team in the capacity of writer/designer.
Three things people most often point out about him are that he is very
tall, his hair is very prematurely gray, and that he is not wearing
pants.
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Moore, Chad - Chad Moore has hit a new level in game
development. To try and explain it in such a limited forum would
doubtlessy prove a fruitless endeavour, so just
let it be said that he's currently involved in creating the kind of
games that make you want to sit up and beg for buttermilk. Print that,
homey. PEACE.
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Moret, Steve - Steve's career in the game industry began in the
summer of 2000, with contract work on Arcanum. After a year he was
hired on at Troika as a full-time programmer. When Troika needed a Lead
Programmer for Greyhawk: Temple of Elemental Evil, he was excited to
take on the additional responsibility. Currently, Steve can be found
willfully chained to his desk, overburdened by all the work he happily
promised to get done.
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Perillo, TJ - Thundarr J. Perillo is known to deliver
object-oriented dialog solutions, bumpmapped system design, and savage
cubicle kneecappings (AoO) for upwards of 100 hp's of damage. TJ's long
and illustrious career began when he programmed a graphical RPG in
BASIC on the Apple II back in 4th grade. It was multiplayer in that a
total of 3 people played it. The whole thing kind of fell apart when he
fired the QA department after she grounded him. Now, he is immensely
proud to be a Troika Tovarish. In his free time TJ enjoys words,
numbers, games, the company of his Russian bride, and their orange cat.
He is also the proud copyright holder for the words vamptastic,
fangtacular, and troikalicious. Oh and he can code, he swears.
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Reynolds, Jesse - Jesse joined Interplay in 1994 as a programmer
for StoneKeep. After StoneKeep shipped, Jesse joined programming forces
with Tim Cain to work on the award-winning Fallout. He was promoted to
Lead Programmer on Fallout 2, and once it was completed, left Interplay
to join the Troika team. At Troika, he worked on Arcanum, and is
currently working on an as-yet unnanounced project.
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Sue, Jaime - Originally hatched in the rural splendor of
Florida, Jaime Guthrie is actually a spy sent down from Valve to keep
an eye on Troika. She is a master of many obscure martial arts,
including Lap-Gock. Alien visitors often mistake her for a colleague,
due to her diminutive stature, and peculiar ability to glow in the
dark. She likes hamsters more than gerbils because they have more dark
meat. She feels the collage is an underrated art form. She is currently
spoken for, but always willing to reconsider offers from attractive
women (please send a nude photo to gabenatvalvesoftwaredotcom )
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Taylor, Dennis - Though no actual measurements have been taken,
Dennis's body is rumored to be composed of as much as 80% sugar (by
volume). This self-proclaimed ninja coder gains his strength by
consuming pounds of sugar on an hourly basis. He uses that extra energy
to attempt to fuse intelligent life into inanimate computer objects. In
late 1995, he began to perfect his new fighting style in the gaming
industry at a tiny company called Viridis (It's Latin for green). After
that company went belly up (unfortunately not by ninja assasination),
he followed some friends over to Dreamworks Interactive where he worked
on the games Small Soldiers, Medal of Honor and MOH: Frontline.
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