Also Known As
- Bruce Mack
|Nerves of Steel (1995)||(Programming)|
|Isle of the Dead (1993)||(3-D Programming)|
Before landing his first software developer job at Solid Ideas, a high resolution graphics/photo/logo treatment company, Bruce J. Mack worked for six years at Domino's Pizza. Encouraged by his brother Chris A. Mack (the "Gentleman Scientist") who allowed him to write a Quick Basic photo resist chemical/light exposure graph module in 1991 for Chris's groundbreaking PROLITH lithography modeling package, he went on to write tile based war strategy games on his own for learning purposes as he taught himself the C programming language. So, from delivering pizza to working on a Sun Micro-systems 3D Sparc-station writing hi-res mats and compose algorithms almost overnight.
Scott M. Grey, owner of Solid Ideas Inc., already had the rest of the troop that formed Rainmaker Software, Inc. working for him except for Scott Simmons (3D modeler) and Sean Glaspell (sales/marketing). Mr. Grey saw the potential in his crew and inspired them to create Rainmaker Software, Inc. Bruce took the lead role as president and 3D programmer. Together they brought the first 32-bit DOS game with virtual memory (Isle of the Dead) to the shelves for the 386 PC in 1993 just after the 486 and Pentium PC's came out. RainmakerSoftware.com was online for a few short years as he worked on their 2nd game, Nerves of Steel. This game was originally called Tunnel Rat and hoped to include the book with it. Merit Software pushed them in another direction (back to the campy style of their 1st game) after selling 10,000 copies to Tandy Corp. (also the maker of Bruce's first box loving known as the trash 80). Bruce wanted to be first to market with the first 640x480 res game utilizing the new VESA standard for VGA (Video Electronics Standards Association, which is an international non-profit corporation standards body for computer graphics formed in 1988). Instead of following Bruce's advice, Merit blew their wad on changing to Merit Studios (ooh, ah) and bringing DigiFX on board with their Harvester title. Harvester never would have made the selves without the help of Bruce J Mack.
Frustrated with their lack of vision he left the game industry for the business world working on HHC for the DSD segment of the supply chain industry where he spent 11 years and has been a successful business software developer ever since. At the time of this writing, June 2015, he is a C# architect and has left the rat race of Dallas Texas for the peaceful town of Tyler in east Texas.
Last updated: Aug 08, 2015