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TimeGate résumés give insight into just how much they did on Aliens: Colonial Marines

Thursday, 21st February 2013 22:08 GMT By Phil Owen

Jim Sterling, with help from some civilians, has pulled up the résumés of some folks at TimeGate studio that describe the kind of work they did on Colonial Marines.


Before last week, we knew TimeGate Studios had done work on the new Aliens game with Gearbox (who, I should point out, has always been listed as the primary developer of the game), but little light had been shed on what their contributions were. Then the game came out and was almost universally panned, and rumors started popping up that TimeGate had actually been responsible for the bulk of the campaign’s production.

Sterling has unearthed four résumés, and you can read his full report on them here. I will highlight two of them.

First, we have Steve Baroski. Here’s the part of his résumé I find most intriguing: “I oversaw 5-8 Level Designers working on both Multiplayer and Singleplayer maps until early 2012. At that point, I transitioned to a consultation role, assisting Gearbox and other developers with various level design related issues as they took over principal development.” The implication there is that TimeGate was principal developer on Colonial Marines until last year.

Second up is designer Nathan Wood, who says he did all the “level layout, combat scripting, lighting, and event hookups” in the entire first level in the game.

If any of this can be damning, those are it. In the meantime, though, we’ll keep wondering what in the world really went on with what should have been one of the biggest titles of the year.

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8 Comments

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  1. Stardog

    Good god just stop. Who cares?

    #1 1 year ago
  2. A2ra3l

    Obviously you, since you not only took the time to click on the story but also comment on it. If you don’t want to know don’t read it, the websites whole purpose is reporting news so they report it

    #2 1 year ago
  3. LuLshuck

    I care

    #3 1 year ago
  4. Digital Bamboo

    I care too. But, why would anyone cite work on Colonial Marines on their resume? Wouldn’t that achieve the opposite effect of what a resume is supposed to do?

    #4 1 year ago
  5. Jerykk

    Having experience working on a shipped title, even shitty ones, is always important in the games industry. There are a lot of factors that lead to crappy games, like time, budget, management, publisher meddling, etc. Working on a crappy game doesn’t necessarily mean you aren’t good at what you do.

    #5 1 year ago
  6. The_Red

    Even if TimeGate worked on 25 percent of the game as Randy suggested, there were THREE FREAKING other studios listed among credits of ACM. So yeah, either Randy is lying or those other teams simply came by and said hi during development.

    #6 1 year ago
  7. manamana

    Randy needs to be tarred, feathered and chased out of town.

    #7 1 year ago
  8. nklh4x0r

    Game sucks, make another AvP or a Predator only game ffs

    #8 1 year ago