|Mech Commander: Gold (1999)||(Mission Design)|
|Operation Logic Bomb (1993)||(Quality Assurance)|
|King Arthur's World (1992)||(Game Testers (USA))|
|Bases Loaded 4 (1991)||(Game Testers (USA))|
|Hypnospace Outlaw (2019)||(Kickstarter Backers)|
|The Ignition Factor (1994)||(Special Thanks to)|
|The Peace Keepers (1993)||(Special Thanks to)|
Joe started working in video games in 1988, when he started testing for Mindscape. He worked on and off for about a year. In 1992, he started as a tester for Jaleco, USA. Through attrition, he moved up to assistant (to no one) Product Manager, before leaving in 1994 to work on product development for a super-secret (at the time) virtual reality system for Hasbro.
After the Hasbro project was mercifully killed in 1995, Joe went out to New Jersey be a producer/designer for a start up called Millennium RUSH. In 1998, Joe headed back to Chicago to work as a designer for Fasa Interactive on the Mech Commander Gold expansion. As luck would have it, shortly after starting at Fasa, they were absorbed by Microsoft. Joe stayed in Chicago and went to work as a designer for Midway Games. He worked on the N64 Blitz titles until Midway started their sports group. He was then named design coordinator, overseeing design on the early phases of projects such as NFL Blitz & NFL Blitz Pro, Slugfest, and Ballerz.
Joe left Midway to pursue the wealth of the dot com explosion in 2000, which was a very, very bad move. He worked as a channels developer/coordinator on the now-defunct-but-still-beloved Audrey for 3Com.
After the implosion in 2001, he started working as a programmer for a small coin-operated game company, Cosmodog, Ltd. In 2008, he moved to work for Raw Thrills, Inc. another of the remaining coin-op game companies. He has since worked as a programmer on Guitar Hero Arcade, and for various systems and OS support for Raw Thrills and Play Mechanix' other games.
Last updated: Mar 21, 2010