Ed laid the foundation for Gas Hogs technology. His experience in small-team game development and his talent for game design powered the engine which originally powered the game.
Currently Ed is resting from this labor and addressing other challenges in game development.
Thank Tom for the great graphics in Gas Hogs.
He constantly improved his rendering, special effects, interfaces and shaders.
And as the relentless champion of playability, he refined the origuinal codebase in pusuit of high framerate and responsive controls.
As Gas-Hogs migrates from Ed's Works engine to the new Funktor technology, Tom takes time off to work on his Doom Rails game. Good luck, Tom,
Adam is the prince of tools. Adam Gensler workto developing a an extensible editor for use with the Funktor engine. Hei sbrilliant at managing abstractions and making them visiblke to creative minds.
Adam started programming in the mid 1980’s, when he got his first computer. .
Hilario Gonzalez has been working with COLLADA which defines an open standard XML schema for exchanging digital assets across various graphics software applications and fills a gap for the game development community by providing a standard interchange file format. When not programming he spends way too much time on highly addictive games such as Guitar Hero (much to his roommate's dismay) and various MMOs.
When it comes to shaders - Gus is the expert. It is not only the shaders themselves, but the elegant system of self-assembling fragments that invoke one another and migrate readily from cpu to vertex to pixel.
Also check out his system of multitasking and thread management. Clean, clean, clean.
Next on Gus's plate? A wicked system of particle effects.
Jesse specializes in the systems of action that drive the game. These range from vehicle physics to animation blending, bot pathfinding and guidance.
He enjoys addressing a variety of architectural abstractions to assure that as the game engine gains features, it remains flexible, extensible and maintainable.
Steph leads the Content Development. She designs Gas Hogs characters, and Gas Hogs worlds and works with her artists and animators to bring these to life.
Steph manages the complex requirements that must be be met to ensure that all content is ready to be integrated into the engine.