Josh Martel

Developer BIO

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. No, really, a whole lot of C code. I wrote 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 get my various senses on. 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.

FUTURE THE NEXT
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. You know... playing games and programming. 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've was there for about four years. It's a unique place with talented and wonderful people.

I left Ritual on good terms, for personal reasons, and moved to Austin, where I'm currently doing a whole lot of nothing (and enjoying it).

Websites

There are no related websites on file for this developer. If you know of any related websites for the person, please consider contributing them.


Games Credited
Depths of Peril (2007), Soldak Entertainment, Inc.
25 to Life (2006), Eidos Interactive Ltd.
SiN Episodes: Emergence (2006), Valve Corporation
Counter-Strike: Condition Zero (2004), Sierra Entertainment, Inc.
Half-Life: Counter-Strike (2003), Microsoft Games Studios
Star Trek: Elite Force II (2003), Activision Publishing, Inc.
Hyperspace Delivery Boy! (2002), Monkeystone Games
Anachronox (2001), Eidos Interactive Ltd.
X-Men: The Ravages of Apocalypse (1997), WizardWorks Software
Final DOOM (1996), id Software, Inc.
H!Zone (1996), WizardWorks Software
 

Errors and omissions on this page may be reported to the MobyGames approvers.

MobyGames™ Copyright © 1999-2009, MobyGames.
All rights reserved. Do not duplicate or redistribute in any form.
moby sites | about us | advertise | disclaimer | privacy statement | become an approver | RSS