|Front Mission Evolved (2010)||(Senior Game Programmer)|
|Silent Hill: Homecoming (2008)||(Senior Game Programmers)|
|Marc Ecko's Getting Up: Contents Under Pressure (2006)||(Core Gameplay Programming)|
|Robin Hood: Defender of the Crown (2003)||(Programming)|
|Slave Zero (1999)||(PC Programming )|
|Interstate '76: Nitro Pack (1998)||(Lead Programming)|
|Interstate '76 (1997)||(Programmers)|
|Interstate '76: Nitro Pack (1998)||(Additional Voices)|
|Interstate '76 (1997)||(Additional Voices)|
|Vigilante 8 (1998)||(Activision, Inc. Internal Visioneers)|
|Vigilante 8 (1998)||(Internal visioneers)|
Kurt started in the video game industry in November of 1995 when he was hired by Activision to work on Interstate '76. Immediately, he got hijacked to work on MechWarrior 2 NetMech because I he some networking skills. After completing NetMech, he moved on to Interstate '76 and then on to the I'76 expansion packs. He was the one who created the odd blur effect that you see in I'76 when your car collides with something at high speed. He also did all the in-cockpit displays and weapons.
On the I'76 expansion packs he was made the lead programmer. Along with an external contractor, Kurt made changes to allow I'76 to run on a hot new peripheral called a 3D cards which were just starting to catch on back then. He also added many networking enhancements, and game play features.
For a brief period of time after I'76 he worked on Heavy Gear 2 doing special effects such as the explosions, and a fairly unique building collapsing effect. Although they clearly used his effects in the final game, the director of the project didn't see fit to even give Kurt credit for his work.
After I'76 Kurt moved back to the San Francisco Bay Area to work for Accolade on Slave Zero.
When Slave Zero finished, Kurt's friends Sean Vesce and Lars Batista were just starting to try to revive the old defunct game company called Cinemaware and bring it back to life. So in Feb 2000, he contracted with them to begin work on a prototype of the game Defender of the Crown for the PC. He worked from his apartment to produce this prototype and a design the engine for the new game.
Kurt worked with Cinemaware until the end of Nov 2002 when they ran out of money and layed off nearly all the employees and he was one of them.
In Jan of 2003 Kurt started working for Tsunami Visual Technologies in Fremont, CA. where he's currently working on motion based arcade games.
Last updated: Aug 07, 2003