Josh Martel
Game Credits
Design | ||||
Star Trek: Elite Force II (2003) | (Level Designer) | |||
Final DOOM (1996) | (Level Designers) | |||
Programming/Engineering | ||||
Please, Don't Touch Anything 3D (2016) | (Programmers) | |||
Samba de Amigo (2008) | (Senior Programming) | |||
WWE Smackdown vs. Raw 2008 (2007) | (Programmers) | |||
25 to Life (2006) | (Programmers) | |||
SiN Episodes: Emergence (2006) | (Programming) | |||
Counter-Strike (2003) | (Programming) | |||
Star Trek: Elite Force II (2003) | (Additional Programming) | |||
Hyperspace Delivery Boy! (2002) | (LUA Programmer) | |||
Anachronox (2001) | (Programmers) | |||
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) | |||
Technology | ||||
Disney Infinity (2013) | (Core Technology) | |||
Other | ||||
Please, Don't Touch Anything 3D (2016) | (Escalation StudiosĀ®) | |||
Midway Arcade (2012) | (Escalation Studios) | |||
Rage (2011) | (Additional Online Work) | |||
DOOM Resurrection (2009) | (Team) | |||
Counter-Strike: Condition Zero (2004) | (Ritual Entertainment) | |||
X-Men: The Ravages of Apocalypse (1997) | (Developed in cooperation with) | |||
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
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