|Gunman Chronicles (2000)||(Level Designers)|
|Fallen Earth (2009)||(The Art Team)|
|Supersonic Acrobatic Rocket-Powered Battle-Cars (2008)||(Special Thanks)|
Dale Broadbent's career in computer games began in the late 1990s when he began modding the Quake game engine. Within a short amount of time he applied for acceptance into the Gunman Chronicles Quake Total Conversion team led by Herb Flower of Rewolf Entertainment (now Mythyn Interactive).
During his time at Rewolf Software he worked as a level designer under Stefan Baier (owner, Streamline Studios) as the game underwent engine changes from Quake to id Tech 2 to finally settle on the one used in Half-Life.
Following his time at Rewolf Software, Dale completed his Associates in Arts degree and moved to North Carolina. There, he enrolled at North Carolina State University and majored in Graphics Communications. He graduated in December 2006 magna cum laude and landed his first post-grad game job at Icarus Studios in 2007.
During his time at Icarus Studios, he made several significant contributions to the final game. As part of the studio's first SCRUM team, he designed the tutorial level "Hoover Dam". He later presided over a massive effort to path every object and level in the game by the release date. During this project, with the help of senior game engine programmer Allan Mason he helped solve persistent pathing problems in the game and trained both content and art staff in the proper implementation of game objects and towns with pathing in mind.
Last updated: May 27, 2010