|Half-Life: Counter-Strike (2000)||(Management)|
|Medal of Honor: Airborne (2007)||(Project Coordinators)|
|25 to Life (2006)||(Development Director)|
|Perdition's Gate (1996)||(Production Assistant)|
|SiN Episodes: Emergence (2006)||(Game Designer)|
|Delta Force: Black Hawk Down - Team Sabre (2004)||(Executive Lead Game Designer)|
|Star Trek: Elite Force II (2003)||(Executive Studio Designer)|
|Quake: The Offering (1998)||(Design)|
|SiN (1998)||(Level Design)|
|Quake Mission Pack No. I: Scourge of Armagon (1997)||(Design)|
|Final DOOM (1996)||(Level Designers)|
|Perdition's Gate (1996)||(Design)|
|Master Levels for DOOM II (1995)||("Paradox" level by)|
|H!Zone (1996)||(Levels made with utilities by)|
|Perdition's Gate (1996)||(Artwork)|
|Perdition's Gate (1996)||(Music)|
|SiN Episodes: Emergence (2006)||(Marketing)|
|SiN Episodes: Emergence (2006)||(PR)|
|The Conduit (2009)||(Team Thanks)|
|Everyday Genius: SquareLogic (2009)||(Special Thanks)|
|007: Nightfire (2002)||(Special Thanks)|
|007: Agent Under Fire (2001)||(Special Thanks)|
|Half-Life: Blue Shift (2001)||(Special Thanks From Gearbox To)|
|Rage (2011)||(Additional Online Work)|
|DOOM Resurrection (2009)||(Team)|
|SiN Episodes: Emergence (2006)||(Vice President)|
|Heavy Metal: F.A.K.K. 2 (2000)|
|Counter-Strike: Condition Zero (2004)||(Ritual Entertainment)|
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.
Last updated: Jan 25, 2009