Team Members



Jeff Forrester

Jeff Forrester was our user interface guy. He designed most of the in-game UI, as well as the main loading screen for the game. He also implemented text rendering. Early in the quarter he wrote our shader factory.



Andrew Lehmer

Andrew Lehmer was our modeler and in charge of prettyification. He modeled all of the geometry of our game, and wrote the mesh loader and level builder to display pretty much everything except the UI.



Russell Mezzetta

Russell Mezzetta was our physics guy, among other things. He developed our final collision detection, car physics, weapons and pickups. He implements view frustum culling and our spatial data structure. Russ took over as team manager when Jeff and Tyler left for Malta



Matthew Newsom

Matthew Newsom was our sound guy. He implemented an ogg/vorbis decoder, streaming system, and found, edited, and implemented all the sounds and music in the game. He also wrote the first iteration of the collision detection algorithm. He worked on the framework of the UI, and added the blood splatter damage indicator.



Tyler Vitti

Tyler Vitti was our team manager. He did a lot of work setting up the whole project, getting dependencies in order. He also wrote our entire networking system and implemented a particle system using geometry shaders.