About Arcen Games
We are a tiny company (and proud of it!), and it is our mission to deliver an unparalleled experience
with our games. We love feedback,
and while we can't do everything, we've already implemented hundreds of
features, tweaks, fixes, and balance improvements based on player suggestions.
We play all of our own games, so we tend to continue to grow them after release for our own entertainment as much as
anyone else's.
Our first released game, AI War, is a cooperative
space-based RTS game, but we have no intention of staying in this genre alone. We'll continue to
expand AI War with a long series of free DLC updates and at least a few paid expansion packs
(the first of which is already out), but our
other upcoming titles are in completely different genres:
Tidalis is a puzzle game;
Alden Ridge
is a puzzle/adventure game about being chased by zombies and thwarting them with unusual tools;
A Valley Without Wind will be an innovative story-driven
twist on the tower defense genre; Cayenne
will be a story-focused quasi-Japanese-style action RPG. Beyond that, there are a lot of other genres
of which we are fans and for which we have game ideas.
Our staff is into gaming in general -- the modern and the classic, the strategic and the arcade-style --
but the common theme throughout our work is going to be that it is all in 2D, and it will always have
some form of cooperative play in addition to single player (and sometimes competitive multiplayer).
2D is where we feel like we can make the largest contribution to the industry, and, frankly,
a lot of us are suckers for pixel art. And when it comes to cooperative play, well, that's just
something
we intensely believe in. Being an indie developer gives us a ton of freedom to explore
any genre we choose, and we intend to make full use of that freedom.
Beyond the above, we're known for our customer-friendly business practices (including our anti-DRM
stance), our commitment to substance over form, and our fanatical devotion to support and ongoing
quality.
Christopher M. Park - CEO, Lead Programmer, Lead Designer
Chris founded Arcen Games as a North Carolina Limited Liability
Company in March 2009, and began working for the company fulltime in December 2009. He had been working on
Alden Ridge since January 2008,
and AI War since November 2008.
Chris has had a lifelong fascination with games and
game design; he made over sixty fan levels for the classic DOS game
Demon Stalkers when he was eleven,
and then was hooked.
He got into creating content for AOL's Northlands, campaigns for
FRUA
and Neverwinter Nights, maps
for Warcraft II,
Duke Nukem 3D,
Quake II, and
Counter-Strike,
and various levels for other titles (GRAAL is one
among a half dozen or so).
He also coded a number of smaller games over the years, ranging from text adventures in QBASIC to
platformers in C#, but never released any of them to the public.
The concept for AI War came about because of Chris's longstanding weekly
co-op RTS sessions with his dad and uncle. Tired of the uneven AI and lackluster co-op support
in most other titles in the genre, Chris decided to create a game that catered specifically to his
play group's interests. His professional background is
in architecting and programming high-end enterprise applications (primarily document management, ERP, project
management, and financial tracking features).
Pablo Vega - Composer & Lead Sound Designer
Pablo joined the Arcen Games team in March 2009 on a part-time basis, and came on board fulltime in
December 2009. His melodic, exciting musical
scores have really added a lot to our titles. AI War is Pablo's first video game composition,
but he was already highly acclaimed as a classical composer in Chapel Hill, North Carolina.
Pablo graduated from the University of North Carolina at Chapel Hill in 2008 where he studied
and majored in Music Composition under Allen and Stephen Anderson (no relation). He has been a life
long fan of film and video game music and hopes to continue working in the field for the rest of his career.
Lars Bull - Game Designer
Lars joined the Arcen Games team part-time in June 2009, bringing with him puzzle game concepts that
led to Feedback. He got his start with game design doing hobbyist game development for the
Nintendo Entertainment System. His work with creating games in such a hardware-constrained
environment has left him excited about the possibilities of modern computing power for game
design.
Lars is a Mathematics and Computer Science student approaching graduation at Reed College
and the University of Washington. An avid gamer, he has hopes of introducing intriguing new
ideas into an industry that too often tends toward overused or stale gameplay. He appreciates
a wide range of games and intends to visit a variety of genres throughout his career.
Philippe Chabot - Artist
Philippe joined the Arcen Games team in July 2009 as a fulltime contractor, and has massively
upgraded the AI War visuals starting with AI War 2.0 and onward. He has also been the concept
artist and in-game artist for Arcen's other upcoming titles.
Philippe is a 2D/3D artist and freelancer based in Montreal. In 2006, He studied the 3D
Design and Animation for Video Games course at the National Animation & Design Center (NAD
center). He's been obsessed about games ever since he laid hands on a Nintendo controller.
Calvin Southwood - Techwriter, Forums Moderator
Calvin officially joined the Arcen Games team part-time in August 2009, after a long habit of helping
out in the forums, creating game references and charts, and adding to the community wiki as a volunteer.
Calvin has been a lifelong fan of the RTS and TBS genres, and was attracted to AI War because
of reports of the game's innovative AI - he was extremely impressed by what he found, and
decided to stick around and help out.
Calvin is currently a student studying Mathematics with the Open University in the UK.
He's hoping to continue to study for a PhD once he complete his degree. He's gained the
typesetting skills that he has through his academic work, and has found that it's something he
really quite enjoys, and something he hopes he can make part of his career.
Keith LaMothe - Programmer
Keith joined the Arcen Games team in January 2010 as a part-time programmer, and is helping to maintain
and extend AI War in the post-3.0 versions. He is helping to make sure that AI War continues to evolve
and become ever-more-refined at a consistently rapid rate, while allowing Chris more time to work on
other projects in addition to AI War.
Keith loves software engineering, stories, and games. His most important work is the raising of
his children, but he also hopes to contribute to a few truly special games that will stand the test
of time and delight many generations to come.