The adventure game classic Grim Fandango has been remastered! It's now available on GOG, DRM-free.

Josh Martel

Game Credits

Design

Star Trek: Elite Force II (2003)   (Level Designer)
Final DOOM (1996)   (Level Designers)
 

Programming/Engineering

WWE SmackDown vs. Raw 2008 (2007)   (Programmers)
25 to Life (2006)   (Programmers)
SiN Episodes: Emergence (2006)   (Programming)
Star Trek: Elite Force II (2003)   (Additional Programming)
Anachronox (2001)   (Programmers)
Hyperspace Delivery Boy! (2001)   (LUA Programmer)
Half-Life: Counter-Strike (2000)   (Programming)
H!Zone (1996)   (Levels made with utilities by)
 

Audio

Depths of Peril (2007)   (Sound Effects)
X-Men: The Ravages of Apocalypse (1997)   (Sounds)
 

Quality Assurance

Everyday Genius: SquareLogic (2009)   (Playtesting)
 

Other

Rage (2011)   (Additional Online Work)
DOOM Resurrection (2009)   (Team)
X-Men: The Ravages of Apocalypse (1997)   (Developed in cooperation with)
 

Companies

Counter-Strike: Condition Zero (2004)   (Ritual Entertainment)
 


Developer Biography

Eighties
Atari BASIC, Byte magazine, a four-foot stack of NES games, homebrew D&D.

Nineties
From IBM XT clone to Pentium 100. From text adventures and BBSs to Quake and Teh Intarweb. From "teach yourself C" books to writing C code all the time. I worked on some small Doom/Heretic/Quake editing utilities, some mildly successful Quake mods, some mildly unsuccessful Quake mission packs, commercial Quake front-ends, helped kick-start machinima with Operation:Bayshield (which I now violently cringe at), rendered a few wireframe meshes in mode 13h, made the LEDs on my keyboard blink, cheated in games I didn't really care to cheat in just because it was fun to hack savegames and EXEs, wrote a war-dialer and never used it, and generally soaked up and regurgitated every bit of information I could find. I helped create a small startup company to make a Quake mod, made said Quake mod, then buried said company and Quake mod.
... lived in dirty 3-bedroom house with 6 to 8 other people because it meant I could program and play games all day.
... lived in a friend's art studio because it meant I could program and play games all day.
... worked various crappy side jobs because it meant I could program and play games part of the day at least.

Somehow I never got tired of it.

Etc
I finally got my first "real job" at Ion Storm working on Tom Hall's Anachronox. I was there for about three years and it was an incredible experience. After Ion went under, I was lazy for a while. You know... playing games and programming. Some other stuff happened. Eventually I worked at Monkeystone Games, worked on a few mobile-phone games that never shipped, and worked on Hyperspace Delivery Boy, which did ship.

After I left Monkeystone, I was lazy for a while. Some other stuff happened. Eventually I worked at Ritual Entertainment, where I helped ship Star Trek: Elite Force II, Sin Episodes: Emergence, and a few other things. I was there for about four years.

Then I spent a year in Austin, which is a great place to live. After chasing a fool dream of working in audio design, I found the now-defunct Fizz Factor, where I helped ship WWE SmackDown vs. Raw 2008 on the DS and generally had a great time.

Now you can find me at Escalation Studios.

Last updated: Mar 25, 2011