Staff Interview
Things You Were Too Afraid to Ask: Robert 'Mac' Macdonald
Our intrepid series of staff interviews returns, shining our inquisitive spotlight on UI programmer Robert 'Mac' Macdonald. Mac has rather illustrious background, having worked on at least several Silent Hills as well as a few simulations for The Government. Being our resident UI programmer, he gets to implement the elaborate user interfaces conjured up by the design department with a generous helping of transitions, animations, and swooshes (gotta have those). He also wears kilts (allegedy, of course) and owns a fake pipe (depicted on the right there).
To find out more about Mister Mac, including how he stumbled into the games industry (hint: it wasn't head-first), his job at Splash Damage, his tips for asipiring games programmers, and loads more, compile the full interview on his profile page.
And don't forget - if you've got any questions you'd like to ask Mac, post them up in the comments and we'll gently push him your way.
Things You Were Too Afraid to Ask: Andrew 'DingoBongo' Quinn
Following an extended nap, our in-house staff interviews are back at last, and we've got plenty of new faces here at Splash that can't wait to meet all of you. First in line is Sound Designer Andrew 'DingoBongo' Quinn, who is the latest addition to our Audio Team. Andrew hails from the Indie scene, having worked on a game called Primal Carnage, as well as the interactive game/book The Game Audio Tutorial. He now handles everything from sound creation to mixing and dialogue editing, and helps our games sound as good as they can.
To find out all about Andrew, including how he ended up in the games industry, his tips for breaking in, his work at Splash Damage, and why he went alone into the woods at 2 AM, check out the full interview on his profile page. And don't forget - if you've got any questions you would like to ask Andrew about his work or the industry, just post them up in the comments and we'll send the man your way.
Finally, if you've never heard or seen any of our staff interviews, check out our People section for many more.
Things You Were Too Afraid to Ask: Jeremy 'pinflux' Hay
Do not adjust your monitors - you are actually looking at an all-new, oven-fresh installment of our elusive series of staff interviews. Media Artist and full-time New Zealander Jeremy 'pinflux' Hay is front and center in this one, spilling his guts about his job at Splash Damage and how he got here. Among a myriad of other things, Jeremy's been responsible for a lot of the Brink media you've been seeing and works tirelessly to help us spread the Splash Damage myth to previously undiscovered corners of the internet.
To find out more about Jeremy, his doings around the office, his journey from classical animation to Brink, and his shady Kiwi past, check out the full interview in his profile. It's very nearly free of references to Lord of the Rings. We promise.
Things You Were Too Afraid to Ask: Farhan 'middlecat' Qureshi
After a brief and largely unsuccessful stint as a corner flag at the World Cup in South Africa, our series of staff interviews is back to tackle FX Artist Farhan 'middlecat' Qureshi. Not literally, obviously. Farhan previously worked in the movie industry and had a hand in the special effects for films like Batman Begins, several Harry Potters, and Kingdom of Heaven. After sliding into our offices in slow motion with explosions going off behind him, he's now hard at work creating effects for our games (including Brink!). Whenever something is shot at, on fire, blows up, or otherwise required to produce effects, that's when we call Farhan.
To find out all there is to know about Farhan, plus that little bit extra, drive up to the full interview in his profile and engage your screen reader of choice.
Things You Were Too Afraid to Ask: Dann 'SRS-Kap' Yeung
Moving and shaking things in the latest installment of our dolphin-friendly series of staff interviews is Senior Gameplay Programmer Dann 'SRS-Kap' Yeung. Dann summersaulted into our offices from fellow British developer Lionhead Studios where he worked on Fable II and The Movies. Now part of our gameplay programming team, Dann gets to implement the outlandish feature contraptions dreamt up by our design team and makes sure they end up working the way they're supposed to.
To find out at least five (but no more than seven) things about Dann, including how he ended up in the games industry, his tips for breaking in, and his life at Splash Damage, race over to the full interview in this profile.
Things You Were Too Afraid to Ask: Ronald 'Conine' Koppers
Making This Look Easy in the latest installment of our series of staff interviews is Programmer Ronald 'Conine' Koppers. Before quietly abseiling right into our offices, Ronald was at fellow British developer Free Radical (now Crytek UK), where he worked on Haze for the PlayStation 3, and a few other bits and pieces. Ronald is now mentally and physically One with our programming team and takes care of All Things PlayStation 3.
To find out more about Ronald, how he end up in the industry, his tips for breaking in, and how guinea pigs can change the course of entire heavy metal bands, parse the full interview in his profile.
Things You Were Too Afraid to Ask: Jaromir 'pg' Salaj
Unable to flee the premises in time, Jaromir 'pg' Salaj is the latest member of Splash Damage to fall victim to our series of staff interviews. Before arriving at Splash Damage, Jaromir guest-starred at both Illusion Softworks and 10Tacle Studios. He is now part of our hive of environment artists, who are responsible for much of the surroundings you get to experience in our games.
To find out more about Jaromir, including how he ended up in the industry, his tips for breaking in, and how Czechoslovakia neatly merged computing and body-building all the way back in 1985, check out the full interview on his profile page.
Things You Were Too Afraid to Ask: Jose 'mojo' Esteve
Relentlessly answering every single question in our latest staff interview with no regard for his personal safety is Programmer Jose 'mojo' Esteve. Jose is part of our almighty fleet of tools programmers here at Splash Damage, tirelessly toiling away on the software we use to build our games.
To find out more about Jose, including how he ended up in the industry, his advice for breaking in, and how a sock monkey figures into all this, take a look at the assortment of vowels and consonants that make up the full interview in his profile.
Things You Were Too Afraid To Ask: Angelo 'classact' Dal Pra
Having just returned from being the Superbowl's stand-in, here's the latest of our semi-regular staff interviews, this time featuring none other than Angelo 'classact' Dal Pra. Before falling through Splash Damage's front door, Angelo worked on Fuel and PlayStation Home among other things, and he's now firmly planted in the midst of our environment art team.
To find out more about Angelo, how he got his start in the industry, his tips for aspiring artists, and why he's a virtual safari of doom, check out the full interview hiding in plain sight on his profile page.
Things You Were Too Afraid to Ask: John 'Nifty' Molloy
Despite rumors to the contrary, our series of staff interviews did not, in fact, win the lottery and emigrate to a warm, sandy beach in the Carribbean. Here to prove it is our very latest installment featuring none other than Designer of Games John 'Nifty' Molloy who, prior to joining Splash Damage, game-designed away at Lionhead Studios on Fable II and its downloadable content. He's now part of Brink's design team and wields a variety of deadly tools including Microsoft Word and Excel to make sure Things Are As They Need To Be.
To find out more about John, his work, how he ended up in the industry and, indeed, at Splash Damage, and why you should be cool and stay in school, have a gentle browse over to the full interview in John's profile.









