Current MobyGoal: Help us reach 250 documented ZX81 Games

Bret Mogilefsky

Also Known As

  • Bret Mogilefski

Game Credits

Production

The Secret of Monkey Island: Special Edition (2009)   (Testing by)
 

Design

Grim Fandango (1998)   (Assistant Designers)
 

Programming/Engineering

Escape from Monkey Island (2000)   (Additional Programming)
Grim Fandango (1998)   (Lead Programmer)
Star Wars: Jedi Knight - Dark Forces II (1997)   (Game Programming)
 

Quality Assurance

Monkey Island 2: LeChuck's Revenge - Special ... (2010)   (Additional Testing by)
The Secret of Monkey Island: Special Edition (2009)   (Testing by)
Indiana Jones and the Fate of Atlantis (1992)   (Quality Assurance)
Monkey Island 2: LeChuck's Revenge (1991)   (Additional Testing by)
The Secret of Monkey Island (1990)   (Testers)
Secret Weapons of the Luftwaffe (1990)   (Playtesting)
Zak McKracken and the Alien Mindbenders (1988)   (FM Towns English Playtesting)
 

Support

SOCOM 3: U.S. Navy SEALs (2005)   (USB Mass Storage Device Support)
 

Thanks

Brütal Legend (2009)   (Special Thanks)
Unreal Tournament III (2007)   (SCEA Support)
Death Jr. (2005)   (Special Thanks)
Death Jr. (Limited Edition) (2005)   (Special Thanks)
RTX: Red Rock (2003)   (The Developers Wish To Thank)
Dragon's Lair 3D: Return to the Lair (2002)   (Dragonstone Special Thanks)
Motor Mayhem (2001)   (Special Thanks)
Star Wars: X-Wing Alliance (1999)   (Special Thanks To)
The Curse of Monkey Island (1997)   (Special Thanks To)
 

Other

EverQuest Online Adventures (2003)   (SCEA Developer Support)
 


Developer Biography

Bret Mogilefsky graduated from UC Berkeley in 1995 with degrees in Applied Math and Computer Science. At LucasArts, Bret was Lead Programmer and co-designer for the adventure game Grim Fandango, followed by a short stint on Escape from Monkey Island. He created 3D engine GrimE, the successor to SCUMM, using the Free Software scripting language Lua, which was used in both games.

Bret joined Sony Computer Entertainment America's R&D group in 1999 to research non-photorealistic rendering techniques on the PlayStation2. In July of 2000, he moved to SCEA's developer support group, where he uses his background in games, math, Linux, and PlayStation 2 programming to help game developers make the most of Sony's latest hardware.

Last updated: Apr 12, 2007