How do you play retro games?

Erik Purins

Game Credits

Design

F.E.A.R.: First Encounter Assault Recon (2005)   (Content Manager)
Dave Mirra Freestyle BMX 2 (2001)   (Gamecube Level Artists)
Dave Mirra Freestyle BMX: Maximum Remix (2001)   (Remix)
 

Programming/Engineering

F.3.A.R. (2011)   (Build Engineer)
X-Men: The Official Game (2006)   (Software Engineers)
 

Art/Graphics

Aggressive Inline (2002)   (Additional Art)
BMX XXX (2002)   (Additional Art)
Dave Mirra Freestyle BMX (2000)   (Lead DreamCast Artist)
 

Quality Assurance

System Shock 2 (1999)   (Playtesting)
Thrasher Presents: Skate and Destroy (1999)   (QA Test Team)
 

Thanks

Fracture (2008)   (Special Thanks)
 


Developer Biography

Purins spent time observing China's premier game studio Nihuo in 1997, and returned in 1998 to the US to pursue a career in PC, Mac, and console gaming.

Erik moved with his family to Redwood City, CA, where he enrolled at Cogswell College in Sunnyvale, CA. A summer temp job testing System Shock 2 at EA gained him industry experience in 1999.

After working late nights on Thrasher: Skate and Destroy for Z-Axis, Purins was hired on full time at Z-Axis as an artist. His first task as an artist was to upres mesh and textures on the PlayStation-to-Dreamcast port of Dave Mirra Freestyle BMX. Purins followed up as a level mesh artist on Mirra sequels DMFSBMX Maximum Remix and DMFSBMX2.

In 2001, Erik transitioned to a role as a technical artist assigned to the tools team under Nick Torkos, with whom he would work for the next 4 years. After assuming responsibility for nightly art tools builds and maintaining various build and pipeline scripts, in 2006 Purins was eventually shifted to X-Men:TOG as a build engineer when a critical build engineer hire was let go.

Laid off from Z-Axis after X-Men, he moved to Chicago to take a job with Day 1 Studios and live close to his family in Wisconsin. At Day 1, he continued working on pipeline issues as a Content Manager on the Xbox360 and PS3 ports of F.E.A.R. and F.E.A.R. expansion packs (F.E.A.R. Files). During the long running project F.E.A.R 3 (F.3.A.R), he transitioned back to build engineer.

In December of 2011, Day 1 Studios laid off an entire game team for undisclosed reasons. Purins was one of those affected by the cutbacks.

Last updated: Dec 14, 2011