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Adam Wiggins

Moby ID: 12048

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Adam Wiggins entered the game industry at age 19 when he went to work on the game that would eventually be titled "Revenant" in 1995. After two years as the primary programmer & game designer for Revenant, but before it was completed, he left Cinematix to go to Angel Studios. There he worked as one of three programmers on the game Savage Quest, an arcade game that is now almost unknown due to its very limited release. Only about three hundred cabinets were deployed; the game can still be found in most Gameworks locations. Adam considers this release the height of his career, as Savage Quest was a fun and original game, unfortunately released at a time when the arcade industry was sinking at a rapid pace.

With SQ complete, he began work on the Playstation 2 game commissioned by Capcom that would eventually be titled Red Dead Rover. Several months into the project he left Angel to go to work at Treyarch, LLC in late 1999. At Treyarch he assisted in the completion of the Dreamcast game Draconus: Cult of the Wyrm, then moved on to another Dreamcast title Max Steel, commissioned by Matell Interactive.

Shortly before Max Steel was completed, Adam decided to leave the video game industry. He felt that the emphasis on polygon counts and vertex shading was squashing his childhood dream of creating truly fun, engaging games that challenge and entertain through unique gameplay. Though no longer creating games professionally, Adam went on to create a unique no-charge MMORPG called Blood Dusk (http://mud.dusk.org). Unfettered by the money, management, and "market studies" of the professional game industry, he is now free to create true game art.

Credited on 3 games

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True Crime: New York City (2005, GameCube) "Hibernal"
Max Steel: Covert Missions (2000, Dreamcast) Programmers
Revenant (1999, Windows) Additional Programming

[ full credits ]

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