At the core of Hemisphere Games is:
Eddy Boxerman (aka eddybox), who often identifies himself in the professional third person as a physics/animation programmer. He spent several years at Ubisoft Montreal on the Splinter Cell franchise, along with more esoteric jobs over the years. He tends to obsess about game design, fine ales, and fresh powder… amongst other things.
Dave Burke was, in a previous life, an Unreal Engine 3 developer at Epic Games and worked on the Gears of War and Unreal Tournament franchises. He joined ship for the IGF 2009 crunch and submission of Osmos. Since then, he’s been working away at the core of Osmos and Hemisphere, forging engines and helping to buff it all to a polished, zen shine.
Along with some exceptionally talented friends and collaborators:
Kun Chang is a film and art director (Prince of Persia, Splinter Cell, numerous documentaries…), as well as concept artist (The Fifth Element, Star Wars, Hellboy 2, and more). Kun created the artwork behind all those wonderful motes.
Aaron Barsky threw away a promising career in Bioinformatics to return to his first love, making video games. As our Apple guru, Aaron brought Osmos to OS X, the iPhone, and the iPad.
Andy Nealen is an assistant professor at Rutgers University, with interests in geometric and physically-based modeling, as well as… “interactive entertainment”. A regular advisor in the hallowed halls of game, he lent his fingers and mind to the IGF 2008 submission of Osmos. (Yes, it’s been in development that long.)
Mat Jarvis aka Gas, aka High Skies, is a sound magician with class. Two tracks, along with several sound effects, osmoted their way from his Microscopics studio into the game that is Osmos. Mat became much more involved in the development of the multiplayer version of Osmos once we discovered his amazing artistic / photoshop talents! He spearheaded a serious overhaul of the UI, including all the new achievements, widgets, screens, aurora-walls, etc.
Owen DeWitt aka grimsheep, is a wicked illustrator (who’s recently gotten into robot vinyl). He created the Osmos logo and crosshair, and has done a lot of work on another game that is waiting in the wings…
We’ve also worked with the fine folks at Apportable, who did all the heavy lifting in bringing the mobile version of Osmos to Android.