From Star Trek Game Information
[edit] Company Name
Mad Docâ„¢ Software, LLC.
[edit] Company Information
Mad Doc Software have only developed Star Trek: Armada II to date but some of the employees were part of the team who developed Star Trek: Armada in-house at Activision.
There was a rumour and some images posted a few years ago that Mad Doc Software was developing a game for Activision, possibly a RTS or Strategy game. The images posted showed an Enterprise era starship.
[edit] Background
Mad Docâ„¢ Software, LLC consists of game industry veterans with experience in every aspect of game development and an unmatched expertise in Artificial Intelligence. Collectively Mad Doc team members are responsible for over 2,600,000 units in the game market. Mad Doc Software has a proven record of both acclaimed design and on-time, on-budget project delivery.
Mad Doc Software was founded in November of 1999 by Dr. Ian Lane Davis, former Technical Director at Activision’s Santa Monica studio. Dr. Davis earned his doctorate in Computer Science from Carnegie Mellon University. At Activision he was Lead Programmer on Dark Reign, AI Programmer on Battlezone, and AI Programmer on Civilization: Call To Power, which went on to sell 750,000 units worldwide.
In spring of 2000 Mad Doc Software opened its Massachusetts offices, continuing work for Activision to successfully finish Star Trek: Armada, now the biggest-selling Star Trek game of all time. The team expanded in May 2000, bringing on several former employees of Looking Glass Studios, including key developers from the System Shock, Thief, and Flight Unlimited series, as well as British Open Championship Golf and Jane’s Attack Squadron.
Mad Doc added its new muscle to Activision’s Call To Power II. In fall 2000 the Company began development of Star Trek: Armada II, adding true 3D play, greatly enhanced AI, and a host of other innovations in a widely-anticipated continuation of this profitable license. Mad Doc delivered Armada II in November 2001 on time and in budget. The game was well reviewed and has sold above expectations.
During 2001 the Company delivered a wireless-platform Golf game to JAMDAT, a leader in mobile entertainment. Mad Doc also designed robust Path Planning for the sequel to a major publisher’s top-selling franchise.
In August 2001 Mad Doc brought Jane’s Attack Squadron back into development. This cutting-edge World War II flight simulator had generated significant buzz at Looking Glass, but unfortunately was placed on hold as it was poised to win fans with great graphics, top-shelf production values, and strong gameplay. Mad Doc completed JAS and delivered to publisher Xicat Interactive in March 2002.
[edit] Licence's Held
None.
[edit] Games Published
None.
[edit] Games Developed
Mad Doc Software have developed Star Trek: Armada II.
[edit] Personnel
[edit] Dr. Ian Lane Davis
Credits: CEO Mad Doc Software; Co-Project Lead & Lead Programmer, Star Trek: Armada; Programmer, Star Trek: Armada II
Background: Co-Project Lead & Lead Programmer on Star Trek: Armada, Lead Programmer on Dark Reign, AI for Battlezone, AI for Civilization: Call To Power, the #1 best selling PC game in April of 1999. Executive Producer on JamDat Golf and Surround Light API, Consultant and Programming on Call To Power 2. PhD in Robotics and AI from Carnegie Mellon University School of Computer Science. B.A. Summa Cum Laude from Dartmouth College, triple major in Math, English, and Computer Science.
[edit] Kenneth Davis
Credits: Producer, Star Trek: Armada II
Background: Ken wandered far and wide with his English degree, working in radio and publishing before spending eight years as a guitar builder. His experience managing teams of talented, independent, and creative craftspeople gave him a good primer on managing talented, independent, and creative game developers. That, and lots and lots of patience. And coffee.
[edit] Shaun McDermott
Credits: Manager, Star Trek: Armada II
Background: B.A. in Economics Magna Cum Laude, University of North Carolina; M.A. in Management, Carnegie Mellon University. 12 years experience in financial management and strategic planning.
[edit] Jennifer Mysliwy
Credits: Production Co-ordinator, Star Trek: Armada II
Background: Formerly at Beyer, Blinder, Belle restoration architects N.Y.C, five years experience office administration and management.
[edit] Elizabeth Budington
Credits: Artist, Star Trek: Armada II
Background: Liz attended the school of the museum of fine arts for three years and has a BFA from Tufts University. She began work for Looking glass Studio in ' 96 and worked there until its closing in May of 2000.
[edit] Peter Calabria, Jr.
Credits: Lead Artist, Star Trek: Armada II
Background: Education: bachelor of Fine arts in Illustration, Massachusetts College of Art. Peter Calabria is the Lead Artist for Armada2, and has been working in the field of computer games for ten years. Games worked on: Eric the Unready, Fredrick Phols' Homeworld, DeathGate, Mission Critical, Callahan's Crosstime Saloon, all for Legend Entertainment. SuperHero League of Hobeken and Hodj 'n' Podj for Boffo Games. Dark Vengeance for Reality Bytes. DeepCover, The Lost, Freedom Force, for Irrational Games.
[edit] Mark Graham
Credits: Artist, Star Trek: Armada II
Background: Mark Graham is relatively new to the game industry. His experience in architectural design, however, adds to the Mad Doc team an expertise in the conceptualization & manipulation of virtual space & structure. He holds a Master of Architecture from Harvard’s Graduate School of Design along with a Master of Science in Structural Engineering from MIT and a Bachelor of Arts from Dartmouth College. His architectural experience ranges from housing projects in Switzerland to urban planning & academic buildings in the United States. Along with the Mad Doc offices, Mark’s design work shows prominently in the Borg stations & ships in Star Trek Armada II.
[edit] Rick Knox
Credits: Artist, Star Trek: Armada II
Background: Rick Knox is an experienced modder first making models for the original Star Trek Armada. He co-founded a group called Apoc Entertainment, which has developed several mods for Armada, most notably Federation and Empire, a popular Kirk era conversion. After modding for Star fleet command in the private sector, he was contracted to work on the sequel called Star Fleet Command: Orion Pirates. Rick is new to the gaming industry with only two games under his belt. But he is excited about the future of gaming and excited to begin work in the game biz. Rick created some of the Federation vehicles for Armada II like the Intrepid, Akira, and Steamrunner.
[edit] Michael Swiderek
Credits: Artist, Star Trek: Armada II
Background: Michael Swiderek is an artist on Star Trek Armada II. Immediately after getting his bachelor of Fine Arts degree in 1998, Michael began work as an artist on System Shock 2, which was released in the summer of 1999. Since then, he has developed his skills on several unreleased titles (most notably, the upcoming Playstation 2 title, The Lost), before he came to Mad Doc Software in 2000 to work on Star Trek Armada II. When not at work, laboring on art for the next generation of Star Trek RTS's, Michael wonders why he's not at work, laboring on art for the next generation of Star Trek RTS's. Because he really has a lot left to get done, and shouldn't be at home goofing off and not working.
[edit] Karen Wolff
Credits: Artist, Star Trek: Armada II
Background: Started in the game industry in 1998 at Looking Glass, working on Flight Unlimited III. Moved on to Thief Gold and Thief II as briefing illustrator, then on to Jane’s Attack Squadron for a little while. Background in fine arts - degrees from Mass College of Art (painting)
[edit] Brian Mysliwy
Credits: Game Designer, Star Trek: Armada II
Background: Member of the Screen Actor’s Guild and Actor’s Equity Association. Has worked in theatres off Broadway and regionally, and in film, television and radio as an actor, sound designer, and crew chief. B.F.A. Magna Cum Laude from Niagara University, majoring in Theatre Arts (production and performance).
[edit] Steve Nadeau
Credits: Game Designer, Star Trek: Armada II
Background: Education: Miskatonic University First Job in Game Industry: Looking Glass Technologies Favorite Baseball Team: New York Yankees Quote: "Do you realize that fluoridation is the most monstrously conceived and dangerous communist plot we have ever had to face?"
[edit] Michael Ryan
Credits: Game Designer, Star Trek: Armada II
Background: Michael Ryan was formerly employed at Looking Glass Studios and worked as a Designer on award-winning games such as Thief: The Dark Project, System Shock 2, and Thief 2: The Metal Age. Before the company closed its doors in May 2000, Michael was an Assistant Designer on the unreleased Thief 2 Gold, and Lead Level Designer on a project called Deep Cover. While dedicated to creating unique and groundbreaking games, he also enjoys movies and novels spanning various genres, including science fiction, cyberpunk, espionage, and gothic horror. He prefers loud music with high BPMs.
[edit] Tim Farrar
Credits: Programmer, Star Trek: Armada II
Background: Tim Farrar likes long walks in the park, picnics, and programming for companies such as Reality Bytes, Looking Glass Studios, and Mad Doc Software. His hobbies include drinking coffee, sitting at his desk, and shouting "I'm very busy. Go away!".
[edit] James Fleming
Credits: Programmer, Star Trek: Armada II
Background: James (Jaemz) Fleming is an MIT graduate who specialized in Discrete Signal and Image Processing. He worked at Looking Glass Studios for its entire lifetime, and before that, for Blue Sky Productions: developing rendering technology for Ultima Underworld I and II, System Shock, Terra Nova, and Flight Unlimited, before leading the programming teams and writing the engines for Flight Unlimited II, and the yet to be released Jane's Attack Squadron.
[edit] Gordon Moyes
Credits: Programmer, Star Trek: Armada II
Background: Gordon Moyes held senior and lead programming positions on such titles as Dark Reign: The Future of War, Dark Reign: Rise of the Shadowhand, Civilization: Call To Power, Star Trek Armada, and Big Air Snowboarding with Auran, Activision and Yaya.com, before joining forces with Mad Doc Software for the production of Star Trek Armada II.
[edit] Matthew Nordhaus
Credits: Programmer, Star Trek: Armada II; Mission Designer, Star Trek: Armada II
Background: Matthew Nordhaus graduated from Dartmouth College in 1989 with a degree in Computer Science. Addicted to videogames since age 12, Matthew fulfilled a life long dream when he joined Mad Doc Software and got to make video games for a living. So far he has worked on Star Trek Armada, Call to Power II, and Star Trek Armada II. He lives in Littleton MA, with his wife Christine and son Max.
[edit] Tara Teich
Credits: Programmer, Star Trek: Armada II
Background: It was a tough choice, but I decided to lay aside my burgeoning lemonade trade and attend Northwestern University. I joined the Mad Doc team four years later in the summer of 2000, newly minted Computer Science degree in hand. Since then, I have enjoyed my position as doorstop -- oops, I mean junior programmer, doing odd tasks on Call To Power 2 and Star Trek: Armada II. I'm hoping to parlay my success as a programmer into a celebrated acting career.
[edit] Kevin Wasserman
Credits: Programmer, Star Trek: Armada II
Background: Kevin Wasserman is an industry veteran with 7+ years of experience, including 6 years at the now defunct Looking Glass Studios. His credits include Ultima Underworld, Ultima Underworld 2, System Shock, Flight Unlimited, Flight Unlimited II, Flight Unlimited III, Thief, Thief II, and Call to Power II. He enjoys programming, bridge, Ultimate, basketball and being disappointed by the Red Sox.
[edit] Jason Craig Dunlop
Credits: Intern, Star Trek: Armada II
Background: Being the youngest member at Mad Doc, I am reminded often (mainly from Tim) about "kids today" and my lack of knowledge concerning key games developed in the 80's. I have learned to accept these from the wiser and older programmers. Star Trek Armada II is the first game I have worked on, and have thoroughly enjoyed it thus far. I attend Rensselaer Polytechnic Institute, and will be returning this fall as a Junior.
[edit] Sarah Hastings
Credits: Intern, Star Trek: Armada II
Background: I'll be a graduating in December from Merrimack College with my CS degree. Star Trek Armada II was my first work in the gaming industry. Hobbies include martial arts and playing text based role playing games.
[edit] Nathaniel Blumberg
Credits: QA, Star Trek: Armada II
Background: Formerly at Looking Glass, Hardwired Games, Reality Bytes. Designer on Deep Cover, Thief II Gold, Dark Vengeance. Programmer on Continuum.
[edit] Daniel Kirkorian
Credits: QA, Star Trek: Armada II
Background: Lead Quality Assurance tester on Thief II; Tester for System Shock 2, and Flight Unlimited III.
[edit] Doug Lindon
Credits: QA, Star Trek: Armada II
Background: Testing on Star Trek Armada II and Jane’s Attack Squadron.
[edit] Chris Wyman
Credits: QA, Star Trek: Armada II
Background: Testing on Star Trek Armada II and Jane’s Attack Squadron.
[edit] Related Articles
During the development of Star Trek: Armada II Steve Kaye of Armada Universe took a Trip to Mad Doc Software to see how the game was coming along.
www.maddocsoftware.com
[edit] Sources
www.maddocsoftware.com
www.mobygames.com