|Halo: The Master Chief Collection (2014)||(Director of Game Content)|
|The Sopranos: Road to Respect (2006)||(Production Executive)|
|Duke Nukem: Zer:0 H:0ur (1999)||(Senior Producer)|
|Blood II: The Chosen (1998)||(Producer)|
|Balls of Steel (1997)||(Producer - GT Interactive)|
|Blood: Plasma Pak (1997)||(GTI Producer)|
|Duke Nukem 3D (1997)||(US Producer (Personal friend o' Duke))|
|Duke Nukem 64 (1997)||(Producer)|
|Death Rally (1996)||(Coproduced by)|
|Blood II: The Chosen (1998)||(Writing)|
|Max Payne (2001)||(Additional Models)|
|Death Rally (1996)||(Beta Testing)|
|Williams Arcade Classics (1995)||(Publications Manager)|
|Shadow Warrior Classic Redux (2013)||(Additional Thanks)|
|Duke Nukem: Forever (2011)||(Gearbox also wishes to acknowledge the following people who were registered on our credits website and may have been involved with or influenced Duke Nukem Forever between 1997 and 2011)|
|Halo: Combat Evolved - Anniversary (2011)||(Special Thanks)|
|Will Rock (2003)||(Special Thanks to)|
|WWII GI (1999)||(Special Thanks to)|
|Duke Nukem (1998)||(Special Thanks)|
|Duke Nukem: Time to Kill (1998)||(Special Thanks)|
|NAM (1998)||(Special Thanks to)|
|Blood (1997)||(Special Thanks To)|
|Shadow Warrior (1997)||(Additional thanks to)|
|Phantasy Star IV (1993)||(Special Thanks )|
|Laser Arena (2000)||(Other)|
|Vikings: The Strategy of Ultimate Conquest (1996)||(Publication Manager)|
Raymo, from Newfane, Vermont has produced and contributed creatively to over 42 titles to date. He has been credited on a large number of Duke Nukem 3D projects, Blood, Shadow Warrior, Death Rally and Max Payne.
Along the way he has worked with such companies as I.D.G., GT Interactive, GameSpy, Red Jade, Interactive Studio Management and Hudson Soft where he made a silly number of mobile titles.
In March 2007, he joined Saber Interactive as Director of Game Content, working both in the New Jersey headquarters as well as in Saber’s production studio in St. Petersburg, Russia.
Prior to joining Saber, Rick worked as Production Exec for HBO Interactive Entertainment, where he spearheaded their efforts to create interactive properties out of internal licenses.
Last updated: Oct 09, 2016