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Unleashing the combined talents of our interdisciplinary team—coding, level design, UI/UX, animation, sound, and visual effects—to create 'Savage' showcases the passion and skill of our dedicated team members.

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Environment Art Lead

Marcus Morgan

I ensured a consistent art style and visuals across all game levels. I created high-quality assets, textures, and lighting for the sewers.

  • Portfolio
  • LinkedIn
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 Lead Producer & Level Design

Seth Mahar

Lead Producer in charge of version control, team workspace, and task generation.

  • LinkedIn
  • Email
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Environment Art & Level Design Lead 

Jaren Kirkman

Established and maintained a consistent art style and visual theme across all game levels. Organized and delegated tasks, set deadlines, and monitored progress. Created high-quality textures for all environment and prop game assets.

  • Portfolio
  • LinkedIn
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Meet the Team

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Animation, Visual Effects & Level Design Lead

Elijah Eberly

As a lead Animator, I oversaw all in-game animations, mentored team members, collaborated with VFX artists, and contributed to level design for an immersive gaming experience.

  • Portfolio
  • LinkedIn
  • Email
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Visual Effects Lead

Alexander Easter

As lead of the Visual Effects team, I oversaw UI design, animations, and VFX creation. My responsibilities included UI element placement, feedback implementation, menu navigation, weapon effects like swings and glow, and overall VFX artistic direction.

  • LinkedIn
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Programmer Lead

Josh Ford

As the Programming team lead, I was in charge of program organization, character movement, combat, and animation.

  • email
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Marketing & Environment Artist

Alisha Williams

I modeled various environment props, weapons and helped build the games website.

  • portfolio
  • LinkedIn
  • email
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Marketing Lead & Character Artist

Karla Rojo

I contributed by designing character concepts and 3D models. My responsibilities included retopology, UV mapping, texturing, and optimizing models for Unity integration.
Additionally, I was in charge of marketing by writing content and ensuring content creation.

  • portfolio
  • LinkedIn
  • email
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Marketing & Environment Artist

Rachel Burnell

Made the sewer hose, construction light, ladders, and stairs for the sewer level. Made the computer console for the reactor level. And made the promotional trailer for the game!

  • portfolio
  • LinkedIn
  • email
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Character Artist

Jarvis Cason

I made the Octopus Monster, Target Dummy, Sewer Monster, Circling Birds

  • portfolio
  • email
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Character Artist & Visual Effects

Melody Salsbury

I created the Yeti monster. The VFX for the impacts, the splash, and the leading character. I also did the VFX for a whirlpool and geyser

  • portfolio
  • LinkedIn
  • email
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Character & Environment Artist

Hunter Marchel

Modeled and textured "notzila" made foliage and there shaders

  • portfolio
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Programmer, Music & Sound Designer

Krislin Ohashi

Supported with the programming and designed sounds for the game.

  • portfolio
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Environment, Music and Sound Designer, Visual Effects & Level Design

Steven Swanson

I scored music for the game. I made the sewer grate, streetlights, and fence for the lobby level. For the sewer level, I made the water and drips VFX. For the reactor level, I modeled the reactor in the center and helped with the level layout and the water VFX.

  • portfolio
  • email
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UI & Visual Designer

Emily Garson

 Created UI Assets and Visual Design

  • portfolio
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Programmer

Josh McDaniel

Game mechanics, Script Writing

  • LinkedIn
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Programmer, Level Design & Tester

Christopher Kaufman

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  • email
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Programmer

Stephen Lee

Implemented new features and bug fixes. I coded water collision, manhole warping, player lead behavior, respawn VFX, splash effects, and numerous bug fixes. This resulted in improved visuals and mechanics.

  • portfolio
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  • itchi.io
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Programmer

Josh Freeman

I wrote scripts that dealt with environmental hazards, UI, two game modes, scene loading, and audio.  I also did a lot of bug fixing and tuning to make sure we could go through a full gameplay loop without issues and fine-tuned 2 of the character's movements.

  • portfolio
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Environment Art

Adan Cruz

 I created environment pieces and weapons.

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Environment Art

Ashley Williams

Modeling assets and levels 

  • portfolio
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Environment Artist

Raven Richards

 Did modeling for:
Shovel - Weapon
Wall Light - Sewer lvl
Archway Door - Sewer lvl
Couch - Lobby
Parking Meter - Lobby
Bridges - Reactor lvl
Desk - Reactor lvl
Chair - Reactor lvl

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    Animation

    Maxwell Niebusch

    Supported with the animation of characters.

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      Environment Art

      Andrew Graetzer

      Modeling assets.

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