Grim Dawn - Greetings from Westfaliah
My name is Brian Stephens (Westfaliah) and I've just joined the ranks of the development team here at Crate. Though I'm new to the Crate team, I've worked on this tech before, now several years ago at Iron Lore on Titan Quest. I'll be working on multiplayer and gameplay features, and I suppose anything else needed to get this game done and into your hands.
Most recently I worked at Harmonix helping fill living rooms everywhere with plastic guitars and drums and worked on most of the multiplayer and network features (leaderboards, battle of the bands, challenges, etc.), of the Rock Band and Dance Central franchises.
Before that, I came to Iron Lore near the end of the development of Titan Quest where I added low-level network optimizations and worked on UI elements including loading screens, HUD systems, skill trees, PvP scoreboards, achievement systems, and enhancements to the multiplayer lobby including a 3D character inspector for examining players in a multiplayer game, their equipment, and their weapons. And let's not forget the time spent working on "Warhammer 40,000: Dawn of War - Soulstorm" - a game title with a big number, a comma, a colon, *and* a dash.
Previous to Iron Lore, I worked on Empire Earth (also with Arthur Bruno), working on the multiplayer engine used in all Stainless Steel Studios titles, the sound engine, scripted physics, and numerous gameplay elements.
I've always loved aRPGs and that was a big part of what attracted to me first to Iron Lore and now to Crate. Both had great teams full of awesome and talented folks and I'm psyched to get started.
Also, I'd like to thank all of you for your support of Grim Dawn. When it's said that this game couldn't be made without you, it's really the truth.
Information aboutGrim Dawn
SP/MP: Single + MP
Genre: Hack & Slash
Release: In development