Tom MustaineDeveloper BIO
Before co-founding
Ritual Entertainment Tom worked on a number of projects using the
DOOM engine, including
Master Levels for DOOM and
Final Doom for
id Software,
Hell to Pay and
Perdition's Gate for
WizardWorks, and
Memento Mori, a public domain freeware level pack.
Quake hit the scene and Tom knew what he wanted to do from that day forward. He helped founding Ritual Entertainment and initially created levels for their first product,
Quake Mission Pack No 1: Scourge of Armagon. Later on, he served as level designer on
Sin and created several single and multiplayer levels, including the first ever level to feature multiple gravity axis. For Ritual's next game,
Heavy Metal: F.A.K.K. 2, Tom took on the role lead designer and helped direct that game to completion.
Tom was Ritual's Vice President and Director of Development, planning and overseeing the development of all of the company's projects, until December 2006 when he left the company.
Earlier that year he had already co-founded the development company
Escalation Studios.
Websites
Games CreditedMedal of Honor: Airborne (2007), Electronic Arts, Inc.
25 to Life (2006), Eidos Interactive Ltd.
SiN Episodes: Emergence (2006), Valve Corporation
Counter-Strike: Condition Zero (2004), Sierra Entertainment, Inc.
Delta Force: Black Hawk Down - Team Sabre (2004), NovaLogic, Inc.
Half-Life: Counter-Strike (2003), Microsoft Games Studios
Star Trek: Elite Force II (2003), Activision Publishing, Inc.
007: Nightfire (2002), Electronic Arts, Inc.
Half-Life: Blue Shift (2001), Sierra On-Line, Inc.
Heavy Metal: F.A.K.K. 2 (2000), Gathering of Developers
SiN (1998), Activision, Inc.
Quake Mission Pack No 1: Scourge of Armagon (1997), id Software, Inc.
Final DOOM (1996), id Software, Inc.
H!Zone (1996), WizardWorks Software
Perdition's Gate (1996), WizardWorks Software
Master Levels for DOOM II (1995), GT Interactive Software Corp.