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Project
Leads |
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As Project Lead, Chris Pope fills many roles, but
all with the common goal of shaping the look and
feel of COR. When Chris is not giving constructive
feedback to fellow artists or working on game mechanics,
he adopts the position of a 3D artist, having developed
the Pulse and Harpoon characters.
Chris has always had an incredible passion for games
and art, and is constantly driven to create. After
two years of pursuing a degree in Computer Science
at the University of New Mexico, he chose to switch
to the Game Design program at UAT. Additionally,
Chris has been involved in an undergraduate work
program at Los Alamos National Laboratory for the
last three years. When he has time, Chris works
as an artist at Los Alamos, helping to research
and implement government applications with the Unreal
engine.
Chris' ultimate goal is to bring COR to fruition
by bringing out the best in others and in himself.
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Matthew
Tonks matt@corproject.com
Lead Programmer, Project Lead
Matt Tonks is COR’s Project Lead and Lead Programmer,
so his wide variety of technical skills and drive
to create games should come as no surprise.
Matt takes on many of the managerial tasks and focuses
on maintaining the team’s motivation and organization.
Beyond his obvious roles of programmer and leader,
Matt has worked on many of the challenging aspects
of COR’s development, including research and development
of the robust transform system. Outside of the project,
Matt works summers at Los Alamos National Laboratory
on the VISIT project, which uses the Unreal engine
to produce visualizations and simulations for government
applications.
Before working on COR, Matt did programming for several
other mod projects at UAT. One of his previous mods,
the MTOS project, eventually blossomed into the COR
project. Ultimately, Matt would like to work as an
engine programmer on a production team.
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Nate
LaMartina nate.lamartina@corproject.com
Lead Texture Artist, Modeler
Nate LaMartina is COR’s lead texture artist, and also
does character modeling. His responsibilities involve
keeping the game visuals cohesive, shaping the look
and feel of the Great Human Council (GHC), and creating
character models. To date, he has created the Scorch,
Hellfire, and GHC Pilot models.
Throughout his life, Nate always felt a love for video
games and artwork. When given the chance to combine
the two, he knew it would be the perfect choice for
his career, and has been pursuing this dream ever
since. Nate began the majority of his computer artwork
through Photoshop manipulation and making floating
spheres in Bryce 3D, eventually moving on to college
where he learned how to use 3D Studio Max.
Nate was recruited to COR during the initial asset
phase of the project. He is a graduate of the University
of Advancing Technology, completing his Bachelor’s
program in less than 2.5 years. He is currently on
his way to Fairfax, Virginia to join Mythic Entertainment
as a hybrid modeler.
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Programming Team |
Nick
Herring nick@corproject.com
Public Relations, Programming
As
one of the loudest members on the team, Nick Herring
does as much PR as possible for COR. However, a
majority of the hours he dedicates to COR are related
to programming. Nick has coded all of the weapons
and effects in the game, as well as some of the
vehicle physics/controls.
Nick became interested in gaming at the age of seven.
He would play console games with his older brother,
and always lost. After enough losses, he became
tired of it and started hacking cartridges and trying
to find cheats. From there, Nick moved to coding
OpenGL applications, which eventually became a small
game engine.
Nick has worked on and organized many Quake 2 and
3 mods, but no projects as significant as he considers
COR to be. Nick’s contacts and dedication have been
invaluable to the project’s growth.
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Concept
Team |
Joe
Baker joe.baker@corproject.com
Concept Artist

It
is the concept artist’s job to bring the designer’s
ideas to life in a visual form. This may sound easy
enough, but for Joseph Baker, it is always a three-step
process. He starts with thumbnail gestures, moves
to a pen and pencil drawing, and finally, touches
it up in Photoshop. Joe has created concepts for weapons,
plant life and anything else under the Tantalus IX
sun.
Joe has always been interested in art and has been
drawing since age six. While in high school, Joe began
to pursue art more aggressively, learning about its
many forms. Joe found inspiration in da Vinci’s pencils,
Donatello’s sculptures, and Raphael’s figure paintings.
However, much of his inspiration is also drawn from
comic books and 80s cartoons. With a new passion for
digital art, Joe has once again been inspired to create
great work.
Joe joined the project in August of 2004, just as
COR was entering production. Joe has found that COR
provides a productive working environment that is
fun at the same time.
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Paul
Ziomek paul.ziomek@corproject.com
Concept Artist
Paul
Ziomek, a concept artist for the project, creates
2D designs for the transforming robots that inhabit
the COR universe. So far, Paul has visualized the
concepts for four characters in the game: Scorch,
Harpoon, Streak, and the GHC Pilot. With each design,
Paul’s creativity and eye for aesthetics has gained
emphasis.
Paul attended the Art Center Design College in Albuquerque,
NM where he studied graphic design and illustration.
Currently, he is a studio artist at Rick Johnson and
Company. COR is his first game-related job; he considers
it preparation for future concept illustration jobs.
Comic book stories and movies are two of his primary
career aspirations and both seem to cross over into
the realm of electronic gaming.
In October 2004, his friend Timothy Talley, who knew
he enjoyed the genre of robotic science fiction, recommended
Paul to the project. COR characters have been among
the most challenging and rewarding designs he has
illustrated, and Paul considers the project to be
a journey into a new and exciting world.
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| Animation
Team |
Andy
DeGroff andy.degroff@corproject.com
Animator
Andy DeGroff, the man in motion, is a character animator
for the COR team. His tasks include developing realistic
robotic movement, along with aiding in the development
of promotional video projects.
After graduating from Pittsburgh Technical Institute
with an Associate’s degree in Multimedia, Andy chose
to seek further education, centered on his passion
of video games. He is currently pursuing a Bachelor’s
in Multimedia (Game Design) at UAT, and it seems Andy
has found his niche in animation.
Through the pipeline of UAT, Andy was recruited for
the COR project in its beginning stages. He embraced
his role on the team with ease, and is a strong asset
to the project.
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Toren
Lehrmann toren@corproject.com
Animator, 2D Artist
Toren Lehrmann’s contribution to COR is as an animator
and 2d artist. He’s created the weapon animations,
heads up display, rag doll physics for the characters,
and adopted miscellaneous tasks such as video editing
and logo design.
Toren has always been interested in computers, art,
and a blend of both. Special effects, animation, video
games, and movies are his main inspiration. At a young
age, Toren began drawing and slowly moved through
other aspects of art until he found himself working
on 3D art/animation. Toren hopes to land a job as
a character animator, or a related position such as
a motion capture technician for a video game or movie
studio.
COR has been a great part of his experience at school,
and he has learned many valuable things from his talented
and dedicated team members.
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Alex Utting alex@corproject.com
Animator
It is the job of Alex Utting to breathe life into the characters of COR. He is one of the team’s talented animators.
Alex was raised in a small Kansas town, population 100. He knew it wasn’t the place he’d live his life. After graduating high school, he pursued a degree from Kansas State University and began studying programming. Due to his perceived lack of art skills, Alex never thought of pursuing an art position. To him, programming was the way he’d enter the Game Industry. Soon, Alex realized that Kansas State wasn’t the ideal school for his career path. He enrolled in the University of Advancing Technology.
While at UAT, Alex’s passion for games led him into art and he soon found himself focused on modeling, which parlayed into animation. Alex never looked back, earning a Bachelor of Arts with an emphasis in Digital Animation Production. Alex is now working at Mythic Entertainment on the Imperator project. Since joining COR in March of 2005, Alex has been a great addition to the COR team and enjoys his role on the project.
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| Modeling
Team |
Jason
Garner jason.garner@corproject.com
Modeler/Texture Artist
Jason Garner is a modeler and texture artist for COR;
he focuses mainly on static meshes.
After the collapse of Enron, which ended his brief
stint as a Japanese/English translator for an engineering
company, he sought a career in art. A longtime lover
of video games, Jason chose to pursue an education
in video game development at UAT, where he is finalizing
his Bachelor’s in Multimedia: Digital Animation.
Jason has been involved in COR for just a short time,
but has been a friend and fan of the team since its
inception at UAT. Jason is constantly learning from
and impressed with his teammates, and considers COR
to be the best and most satisfying job experience
he has had.
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Holly
Meyer holly.meyer@corproject.com
Modeler, Texture Artist
Holly Meyer’s role is primarily as a modeler and texture
artist, specifying in weapons, game-play items, and
static meshes. One of her secondary roles is 2D art;
she has created a library of icons for COR.
Holly has always felt an intense passion for art,
even at a young age. Her background is in classical
art, focusing mainly on photo-realistic pencil drawings
and portraits. Recently, her talent has blossomed
into digital art as well; her first job as a digital
artist involved working with the Unreal engine as
a modeler/texture artist at the Los Alamos National
Laboratory. Though relatively new to the gaming world,
her strong skills made the adjustment effortless.
Holly is currently pursuing her Bachelors in Multimedia
with emphasis in Digital Animation at UAT.
Holly became involved with the COR team during its
pre-production phase in the summer of 2004. She attributes
the COR project and her fellow team members for being
a driving force in her artistic education and development,
and for inspiring her as an artist.
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Mark
Thorsen mark.thorsen@corproject.com
Modeler, Texture Artist
Mark Thorsen is one of COR’s modeling/texture artists. Rather than specialize in one area, Mark tends to complete miscellaneous assignments and fill in the gaps that other members cannot. His tasks include creating static meshes and environment assets.
After graduating from Syracuse University with a Bachelor of Arts, Mark felt a desire to enter the digital realm. He made the choice to attended UAT, and it allowed him to form a knowledge base around the necessary software for video game art. Like many members of the COR team, Mark has been a video game enthusiast for his entire life.
While Mark joined COR only recently, it hasn’t stopped him from being a contributor of many quality game assets. A talented artist and dedicated team player, Mark has proven himself a valuable addition to the project.
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Level
Design Team |
Jay
Elwanger jay.elwanger@corproject.com
Level Designer
As a level designer, it is Jay Elwanger’s job to create
worlds that showcase the amazing work of his teammates.
Jay performs a variety of tasks to bring his maps
to fruition, including modeling, texturing and manipulating
level geometry.
Before Jay joined COR, he worked on three other mod
projects. Among them, “Atlantis: Fight for Earth,”
a top ten finalist for Phase 3 of the Make Something
Unreal contest. Since childhood, his aspiration
has been to become a level designer for a major game
company.
On the lookout for a project at UAT, Jay came across
COR and loved its unique premise. Recruited as a level
designer because of his previous experience, he was
thrilled to be a part of the ambitious project. The
fiercely dedicated team and the closeness of its members
make this his most enjoyable project yet.
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Cliff
Lasana cliff.lasana@corproject.com
Level Designer
As a Level Designer for COR, Cliff Lasana helps create
the virtual worlds that players experience. To date,
his work has primarily been on the tutorial level.
Unlike other levels in the mod, this is a single player,
linear level to make learning the in-game systems
and functionality easier for new players.
Cliff has a background in computer support and programming.
Prior to moving to Arizona, he worked as a Network
Technician for the State of Delaware, where he was
responsible for most of the day to day technical support.
Cliff received his AAS in Computer Information Systems
and after much deliberation (and research) decided
to pursue a career in video games. Eventually, his
goal is to be a level designer in the game industry.
Despite the long hours and high stress, Cliff feels
a career centered on something he enjoys would be
more fulfilling than programming database applications.
Cliff is COR’s newest member, joining the team last
December. Cliff was seriously impressed with what
the team had already accomplished, making the choice
to join COR an easy one. It became apparent that everyone
on the project is serious about producing a quality
product, which Cliff has found to be rare in mod projects.
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Jason
Reiss jason@corproject.com
Level Designer
Level designers are often credited with merging all
of the core gameplay, and for Jason Reiss, this is
no exception. Working from conceptualization to a
polished map, Jason creates levels that are both fun
to play and beautiful to the eye.
Creativity has always been one of Jason’s strongest
qualities, so his choice to design computer games
is perfect for his future. His pursuing a degree in
Game Design and Digital Art is only logical. Once
he graduates, he hopes strong art and design skills
will get him a job in the industry.
Jason has been part of the COR team since its inception.
His initial role as a modeler and texture artist has
remained a secondary position, despite switching to
level design. The COR team provides the perfect atmosphere
to foster his potential.
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Sound
Engineering Team |
Sean
deVries sean.devries@corproject.com
Sound Engineer
Sean deVries is COR’s New Mexico based sound engineer;
he is responsible for the composition and execution
of in-game themes and trailer music.
Sean has never had the pleasure to work on a video
game before. A lifelong fan of music and confirmed
deathmatch addict, Sean felt right at home combining
his creative abilities with his passion for gaming.
Sean heard of the COR project through one of its
concept artists, Paul Ziomek. Soon, Sean learned
of the involvement of many fellow Los Alamos High
graduates. The trust he feels for his teammates
has proven indispensable during the development
process.
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Nick
LaMartina nick.lamartina@corproject.com
Sound Engineer
Nick LaMartina is a sound engineer for the COR team;
he is involved with sound effect composition and any
other audio/video assignment he can get his hands
on.
Nick has previously been a part of game-related projects
in both official and unofficial capacities, ranging
from senior programming presentations for friends,
to animated shorts with his brother Nate, to work
for Mind Game Studios. Nick earned his bachelor’s
degree in music from Albertson College of Idaho with
a dual emphasis on vocal performance and music composition/theory.
He is also the co-owner and chief engineer of LEXTech
Media, LLC, a local sound and multimedia studio.
Nick was recommended to the COR team by his brother,
Nate. Working on the team is quite enjoyable to Nick,
as members are exceedingly self-motivated and competent
in their work. He intends for his involvement in COR
to aid him in finding professional outsourcing opportunities
for games.
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Writing
Team
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Nikki
Graham nikki@corproject.com
Writer, Community Representative
As COR’s Writer and Community Representative, Nikki
Graham manages the forums along with doing everything
from editing to backstory and world design.
Nikki has already gotten a taste of online community
management as a VNBoards moderator for Asheron’s Call.
Along with gaming, writing has always been her passion.
Before settling at UAT for a Bachelor’s in Multimedia
(Game Design), she attended Pratt Institute, majoring
in Writing.
Mid-November 2004, Nikki joined the COR project, already
in progress. She’s been a welcome addition to the
team, and extremely enjoys the opportunity to work
on COR.
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Web Team
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Erin Ali erin@corproject.com
Web Administrator
Erin Ali is COR’s web guru, she prepares the majority
of corproject.com’s graphics and is the member in charge
of website layout, content and updates.
An Arizona native, Erin knew her focus and drive
would prompt her to move away from the small town where
she was raised. She had aspirations of working with games
since childhood, but was guided to other career paths, like
journalism. Once Erin discovered UAT, she realized how much
she wanted to work as a game designer, knowing that game
journalism could remain her hobby. Erin started at UAT July
of 2004 as a Game Design and Digital Animation major. After
a short time, she shifted into Web Design instead of
animation and took up programming and graphic design.
Erin Ali was approached about working on the COR website
in late May 2005. Her abilities and willingness to learn
has proven invaluable. Erin is happy to learn new skills if
they will improve the work she creates for COR.
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