Tom Mustaine
Game Credits
Business | ||||
Half-Life: Counter-Strike (2003) | (Management) | |||
Production | ||||
Fallout 76 (2018) | (Additional Studio Direction) | |||
The Elder Scrolls: Blades (2018) | (Additional Studio Direction) | |||
Medal of Honor: Airborne (2007) | (Project Coordinators) | |||
25 to Life (2006) | (Development Director) | |||
Perdition's Gate (1996) | (Production Assistant) | |||
Design | ||||
DOOM II (2019) | (Design Credits) | |||
DOOM (2016) | (Design) | |||
Please, Don't Touch Anything 3D (2016) | (Designer) | |||
SiN Episodes: Emergence (2006) | (Game Designer) | |||
Delta Force: Black Hawk Down - Team Sabre (2004) | (Executive Lead Game Designer) | |||
Star Trek: Elite Force II (2003) | (Additional Level Design) | |||
Half-Life: Opposing Force (1999) | (All Star Level Designers) | |||
Quake: The Offering (1999) | (Design) | |||
SiN (1998) | (Level Design) | |||
Quake Mission Pack No. I: Scourge of Armagon (1997) | (Design) | |||
Final DOOM (1996) | (Level Designers) | |||
Perdition's Gate (1996) | (Design) | |||
Master Levels for DOOM II (1995) | ("Paradox" level by) | |||
Programming/Engineering | ||||
H!Zone (1996) | (Levels made with utilities by) | |||
Art/Graphics | ||||
Perdition's Gate (1996) | (Artwork) | |||
Audio | ||||
Hell to Pay (1996) | (Music) | |||
Perdition's Gate (1996) | (Music) | |||
Marketing | ||||
SiN Episodes: Emergence (2006) | (Marketing) | |||
Public Relations | ||||
SiN Episodes: Emergence (2006) | (PR) | |||
Thanks | ||||
DOOM Eternal (2020) | (Special Thanks) | |||
Wolfenstein II: The New Colossus (2017) | (MachineGames Would Like to Thank) | |||
The Conduit (2009) | (Team Thanks) | |||
Everyday Genius: SquareLogic (2009) | (Special Thanks) | |||
007: Agent Under Fire (2002) | (Special Thanks) | |||
007: Nightfire (2002) | (Special Thanks) | |||
Half-Life: Blue Shift (2001) | (Gearbox would like to give Special Thanks to) | |||
Half-Life: Opposing Force (1999) | (Gearbox would like to give Special Thanks to) | |||
Other | ||||
Please, Don't Touch Anything 3D (2016) | (Escalation StudiosĀ®) | |||
Disney Infinity (2013) | (Core Technology) | |||
Midway Arcade (2012) | (Escalation Studios) | |||
Rage (2011) | (Additional Online Work) | |||
DOOM Resurrection (2009) | (Team) | |||
SiN Episodes: Emergence (2006) | (Vice President) | |||
Counter-Strike: Condition Zero (2004) | (Ritual Entertainment) | |||
Heavy Metal: F.A.K.K. 2 (2000) | (Ritual Entertainment) | |||
Developer Biography
Before co-founding Ritual Entertainment Tom worked on a number of projects using the DOOM engine, including Master Levels for DOOM and Final Doom for id Software, Hell to Pay and Perdition's Gate for WizardWorks, and Memento Mori, a public domain freeware level pack.
Quake hit the scene and Tom knew what he wanted to do from that day forward. He helped founding Ritual Entertainment and initially created levels for their first product, Quake Mission Pack No 1: Scourge of Armagon. Later on, he served as level designer on Sin and created several single and multiplayer levels, including the first ever level to feature multiple gravity axis. For Ritual's next game, Heavy Metal: F.A.K.K. 2, Tom took on the role lead designer and helped direct that game to completion.
Tom was Ritual's Vice President and Director of Development, planning and overseeing the development of all of the company's projects, until December 2006 when he left the company.
Earlier that year he had already co-founded the development company Escalation Studios.
Last updated: Jan 25, 2009
Related Sites
- Mustaine.com -- Official website