We're a group of experienced game developers who've come together from places like Origin, Looking Glass, Electronic Arts, Sony Online Entertainment, Digital Anvil, NC Soft and a variety of other developers.

We're a bunch of dedicated gamers–PC games, console games, boardgames, cardgames. If it's a game, we're into it.

Most of us have families and we try to work in such a way we actually get to spend quality time with them.

We work in the dark, in a pit, where no one has a door, an office, or even a cube wall. (It's weird but it works…)

The Team

the team today

the team (2007)

This section really needs to be updated. There are a lot more of us now..

Matt Baer

Matt Pic

Matt Baer has been working as a game developer since 1995. After designing and building the hardware and software systems for a 3D virtual arm interface, he took his first game development job with Looking Glass Technologies. While there, he was a critical programmer on Terra Nova (PC), a squad-based action shooter. After leaving Looking Glass, he wrote a game engine and editor as part of an effort to start his own company.

After learning a great deal about all aspects of game development, he joined Ion Storm Austin. He initially worked on a multi-player version of Deus Ex (completed on a three-month schedule), which was expanded into the Deus Ex: Game of the Year edition. Later, he went on to become a core part of the engineering effort behind Deus Ex: The Conspiracy, Deus Ex: Invisible War, and Thief: Deadly Shadows.

He left Ion Storm in January 2005 as part of the original Junction Point Studios startup team. Initially, he led the programming team, but has now been working as project director for the last year and a half.

Back to top

Tony Bratton

Tony Pic

Tony Bratton graduated from Texas A&M University in 1989 with a B.S. in Electrical Engineering. He spent his first years out of college writing operating systems for speciality hardware and installing said hardware on Air Force bases around the US. He joined Origin in 1991 as a programmer on Ultima VII. At Origin he shipped Wings of Glory, led several internal projects, and served as the studio's technical director before leaving in 1996 to join Titanic Entertainment.

At Titanic he shipped Netstorm, and wrote the rendering engine for Titanic's next project. When Titanic sank, he joined Digital Anvil as the studio's Technical Director. While at Digital Anvil he oversaw the core technology used for all of the studio's games and designed the studio's real-time cinematic and visual effects editor Petal. When Microsoft bought Digital Anvil in 2001 he served as the multiplayer development lead on Freelancer and the studio's multiplayer technology expert.

Tony joined Junction Point Studios in September 2006, serving as the Technical Director.

Back to top

Mark Capers

Mark C. Pic

Mark Capers joined the graveyard shift QA team at Acclaim Studios Austin in 2002, shipping Vexx and All Star Baseball 2003 on every console available at the time. He moved to the QA department at Ion Storm Austin in 2003 to work on Deus Ex: Invisible War and Thief: Deadly Shadows, as well as providing testing on various other Eidos games. After some time at SOE testing Star Wars Galaxies in 2006, he joined Junction Point Studios.

Back to top

Alex Chrisman

Alex Pic

Alex Chrisman has a B.S. in Computer Science from Duke University. He has been in the gaming industry since 2000 where he started as a gameplay programmer at Konami of America. After a brief stint there he moved to Ion Storm Austin where he worked as a gameplay programmer on Thief: Deadly Shadows and Deus Ex: Invisible War. In 2005, he left Ion Storm to join Junction Point Studios at its inception as a general programmer. Shortly after joining Junction Point, Alex switched roles and became a producer. He has been functioning in this role for the last year and a half.

Back to top

Gabe Farris

Gabe Pic

Gabe Farris graduated from Southwestern University in 1995 with a double major in Computer Science and Mathematics. That same year, he joined Top Dog Software as a Mac programmer. His first game was a Mac port of the windows puzzle game, TriTryst, in 1996. Top Dog closed its doors in the summer of 1998 and soon after, Gabe started working for Impressions Games, a division of Sierra, on such titles as Pharaoh, Zeus, Poseidon and Lords of the Realm III. He left Impressions in 2002 to work for Ion Storm Austin where he worked on Deus Ex: Invisible War and Thief: Deadly Shadows. He left Ion Storm in January 2005 to join Junction Point Studios.

Back to top

Mark Fletcher

Mark F. Pic

Mark Fletcher started his career in the computer gaming industry in 1996 as one of the first employees of the original Ion Storm in Dallas. He managed the IT Departments for both the Dallas and Austin studios, and eventually transitioned into an IT Manager position on the Eidos global IT team. This gave him years of experience serving the IT needs of a large development studios and a large publisher. He will always strive to be a deep IT generalist, but his longtime passion for multiplayer gaming has driven his interest in computer networking and security. Mark was really excited to join Warren and the rest of the team again when Junction Point Studios opened in 2005.

Back to top

John Ford

John Pic

John Ford has been working in game developement since 1998 when he joined Digital Anvil Studios in Austin, Texas. After working on special effects for the Wing Commander movie, he joined a team of artists working on trailers and cinematics for the PC games Freelancer, Starlancer, and the X-Box title Brute Force. In 2003, he joined Troublemaker Studios to work on the Spy Kids movie series and Sin City. He received a Bachelors of Landscape Architecture from Texas Tech University. He joined Junction Point Studios in 2006 as a character animator.

Back to top

Jeff Grills

Jeff Pic

Jeff Grills started in the video game industry in 1993 as a programmer for Origin Systems where he worked on the Wing Commander series of games, including Armada (1994), Kilrathi Saga (1996), Prophecy (1997), and Secret Ops (1998). He quickly advanced to leadership roles on projects yet remained an active programmer, focusing his programming talent in the areas of networking, 3d graphics, and game engine architecture. In 2000, Jeff joined Sony Online Entertainment as the Technical Director for the Star Wars Galaxies MMORPG line, where he helped to build, launch, and support the initial product An Empire Divided (2003), as well as its first two expansions Jump To Light Speed (2004) and Rage of the Wookiees (2005).

Realizing that his passion was in programming rather than management and online service support, Jeff joined Junction Point Studios as a "just a programmer" in 2005.

Back to top

Raby Hampton

Raby Pic

Raby Hampton received his associates degree in animation from The Art Institue. Raby arrived in Austin in 1996 and started working for Flow Studios, a branch of Design Edge, where he designed and built visual effects for commercial use. He joined the game universe in 1998 as an artist for Retro Studios. In 2001 he joined Ion Storm as an artist on Thief: Deadly Shadows and Deus Ex: The Invisible War. He had a small stint in 2004 with an Austin branch of Breakaway Games working on simulations and serious games. In 2006 he went back to working for Mr. Spector on games at Junction Point Studios.

Back to top

Clay Hoffman

Clay Pic

Clay first started at Origin Systems in Austin where he worked for several years with Richard Garriott creating environments for Ultima Online. The opportunity arose to move to Dallas and work with John Romero on the [then] high profile game Diakatana. He returned to Austin after Ion Storm acquired Warren Spector's team and began Deus Ex. He stayed with Ion Storm for seven years, working on Deus Ex: Invisible War and Thief: Deadly Shadows.

After Ion Storm, Clay spent a year and a half at NC Soft designing environments for Tabula Rasa. The opportunity arose recently to work with Warren once again, and he made the move to Junction Point Studios.

Clay has have 10 years worth of game experience as an environmental artist building and texturing assets, and creating game levels. He's an avid fan of film and videogames and is dying to get a Wii. [He's got one now - Ed.]

Back to top

Rob Kovach

Rob Pic

Rob Kovach has been doing computer graphics since his father brought home this crazy new input device called a "mouse" that came bundled with Microsoft Paint version 1.0.

After graduating from the University of Illinois with a Bachelor's degree in Graphic Design in 1995, Rob found himself working with a startup game development studio trying to ride the shareware wave generated by Doom and Doom 2. Like most startups in the mid 90's, life was short and Rob ended up moving to Dallas Texas to join Ion Storm in 1997. After a brief stint in Dallas, Rob transferred to the newly-formed Austin studio to work with Warren Spector on Deus Ex. Rob went on to work on Thief: Deadly Shadows and Deus Ex: Invisible War before joining Sony Online Entertainment in 2003.

At SOE, Rob worked on the first expansion set to Star Wars Galaxies - Jump to Lightspeed, and went on to ship three more expansions for the MMO. In November of 2005, Rob joined Junction Point Studios to head up the art department. Rob introduced the studio to DotA not too long ago... may God have mercy on his soul.

Back to top

Monte Martinez

Monte Pic

Monte Martinez came from the mod community working on Doom and Quake projects over the net. Monte got his start in the video game industry as a designer at Ion Storm working on Deus Ex in 1999. He next worked on Deus Ex multiplayer which became part of the Game of the Year Edition released in 2001. Monte was also part of the design team that helped port Deus Ex to the PS2. He then went on to become a senior designer on Deus Ex: Invisible War and Thief: Deadly Shadows. Monte left Ion Storm in January of 2005 to join Midway Studios Austin on open city action game as a Senior Designer.

Monte decided to return to his roots and join back up with many of his old comrades at Junction point in July of 2006. He continues to be desolated in DotA to this day.

Back to top

Steve Powers

Steve Pic

Steve Powers began his game development career as a designer on "Ultima VII Part 2: The Serpent Isle" in 1991. This was the first of many projects he would collaborate on with Warren Spector. Steve remained at Origin through the Electronic Arts acquisition and shipped "Ultima VII: Pagan" and "Wing Commander IV: The Price of Freedom" with industry legends Richard Garriot and Chris Roberts respectively. Between these projects Steve aided in development of a half-dozen game concepts for the studio including action shooters, real-time strategy and storytelling projects.

Following his departure from Origin/Electronic Arts in 1997, Steve again connected with Warren Spector for a brief run with the Austin satellite studio of Looking Glass games. Another group of concepts were developed before the studio was acquired by Eidos and re-branded Ion Storm Austin, at which point development began on the Game of the Year award winning "Deus Ex". "Deus Ex", "Deus Ex: The Conspiracy" on PS2, "DX: Invisible War" on the Xbox and conceptual work on "Deus Ex III" represent the bulk of Steve's work while at Ion Storm until late 2005.

Steve spent one year at Midway Studios Austin developing an open-city action title before rejoining Warren at Junction Point Studios in 2006. Steve has specialized in the integration of story and level design with great success and his work is frequently touted as "Fan Favorite". [And he's modest to boot! -Ed.]

Back to top

Warren Spector

Warren Pic

Warren Spector received a BS in Speech from Northwestern and an MA in Radio-TV-Film from the University of Texas. In 1983, just shy of his PhD in Communication, Warren worked on a variety of boardgames, RPGs, choose-your-own-adventure books and novels, with Steve Jackson Games (where he rose to Editor-in-Chief) and at TSR which he joined in 1987.

Warren entered the world of electronic games with ORIGIN in 1989, co-producing Ultima VI and Wing Commander and producing Ultima Underworld and Ultima Underworld 2, Ultima VII: Serpent Isle, System Shock, Wings of Glory, Bad Blood, Martian Dreams and others. In 1997, after a year as General Manager of Looking Glass Austin and producer on Thief: The Dark Project, Warren started Ion Storm Austin. He was project director on Ion's award-winning action/RPG, Deus Ex, published in June 2000 before being reissued in a 2001 Game of the Year edition. A year later, he released Deus Ex: The Conspiracy on PS2. As Ion Storm's Studio Director, he oversaw development of Deus Ex: Invisible War, released in December 2003, and Thief: Deadly Shadows, released in June 2004.

He left Ion Storm in November 2004 to start a new, independent game development company–Junction Point Studios, Inc. where he serves as President and Creative Director.

Back to top

Wendy White

Wendy Pic

Wendy White received her BS in Computer Science and worked on a Master's degree in Physics and Astronomy. She started in the game industry in 1992 working for Origin Systems on the Jane's AH-64D Longbow game along with an expansion pack for that game. She then moved to Microprose Austin to work on Civilization II Multiplayer and Civilization III. When that studio closed she went to work for 3DO Austin where she worked on the Playstation titles Crusaders of Might and Magic and Warriors of Might and Magic. Joining Ion Storm, she worked on the physics systems for Deus Ex: Invisible War and Thief: Deadly Shadows before leaving to become a part of Junction Point Studios.

Back to top

Sam Yeates

Sam Pic

Sam Yeates received a BFA in Drawing and Painting from North Texas State University 1974. After over twenty years as a free lance artist including illustration, logo design, billboard painting, and traditional cell animation, Sam taught at Austin Community College from 1988 through 1994. In 1994 He was hired by Origin Systems and worked as a artist primarily on Wing Commander 3DO. He then moved to the marketing department contributing to box covers, logos and magazine ads. In 1997 He worked at Microprose and worked on Civilization II: Fantastic Worlds. From 1998 through 2000 he worked at Digital Anvil on Freelancer and the unreleased Loose Cannon doing environmental and architectural texturing. From 2002 through 2005 He worked again as a texture artist at Ion Storm on Deus Ex: Invisible War and Thief: Deadly Shadows. Yeates has been here at Junction Point for the past two years.

Back to top