WHO IS CRITICAL MASS INTERACTIVE?
  Critical Mass Interactive is an independent studio owned by Matt Scibilia and Billy Cain, both long term, skilled video game developers. CMI is located in beautiful Austin, Texas, the "live music capital of the world," which is home to many world renowned video game companies as well as tons of other cool places to visit and experience!
   
  MATT SCIBILIA - PRESIDENT / BUSINESS DEVELOPMENT MANAGER
 
Matt Scibilia co-authored GET IN THE GAME! with Marc Mencher and Dustin Clingman, published in October, 2002 by New Riders Publishing, a recognized, authoritative reference about careers in the Game Industry. He is also a voting member of ACM/SIGGRAPH, IGDA, and IEEE and maintains long-term personal contacts with colleagues in the interactive, film and television industries.
 

He has been working in the interactive game development industry for close to fifteen years, working for such companies as Microprose (now Atari), Magnet Interactive, Electronic Arts/Origin Systems, Eclipse and Daylight/KalistoUSA, before co-founding BigSky Interactive. A sampling of completed products include F-15 Strike Eagle (NES), Darklands, Civilization (SVGA), Crusader: No Regret (PC/PSX), Wing Commander: Prophecy (PC), and SpongeBob SquarePants: Revenge of the Flying Dutchman (PS2/NGC). Partnering with Billy Cain and Grant Pimpler, Matt formed Critical Mass Interactive, Inc. in early 2003, as a full development studio and contract service provider for interactive productions on all major game consoles (PS2, GC, Xbox and GameBoy Advance), PC, web and wireless platforms. Some of CMI’s recent clients have been Electronic Arts/Origin, Vivendi/Universal Games, Sony Online Entertainment, NCsoft, Inevitable Entertainment, Indiagames, Wayforward Technologies, and Phoebe Development.

 
Contact: Matt Scibilia He will be glad to talk to you about your project and company goals, and show you how Critical Mass Interactive can assist you towards accomplishment and success. You can also connect with him on www.linkedin.com.
   
 
BILLY CAIN - VICE PRESIDENT OF DEVELOPMENT
 

Billy Cain started his career at Origin Systems on the day they were purchased by Electronic Arts in 1992. He worked for EA/Origin for almost seven years before working for smaller companies, most notably KalistoUSA and BigSky Interactive.

After BigSky, he formed Critical Mass Interactive in early 2003 with Grant Pimpler and Matt Scibilia.
 
The variety of video game systems he has worked on ranges from Super Nintendo, Sega Genesis and the PC on up to the more recent PlayStation®2, Nintendo GameCube™, and the Xbox 360. Billy was the lead designer on Wing Commander: Prophecy (PC), Rugby World Cup ’95 (Sega Gen), MetalMorph (SNES), Savage Empire (SNES), Ultima: Black Gate (SNES), and many more. As a producer, Billy worked on Abuse Multiplayer (PC), Crimson Order (PC), SpongeBob SquarePants: Revenge of the Flying Dutchman (PS2/NGC), Jimmy Neutron: Boy Genius (PS2/NGC), USAF: Air Dominance (PC), and many wireless titles, including games and applications for properties such as The Sopranos, Sex and the City, and Entourage for HBO.
 
He was a co-founder of BigSky Interactive, Inc. and is now one of the owners of Critical Mass Interactive, Inc., serving as the VP of Development. He is a member of the International Game Developer’s Association, serves on the Women in Games International's Steering Committee, Full Sail Real World Education's Computer Animation Degree Program Advisory Board, Full Sail Real World Education's Game Design and Development Advisory Board, Austin Game Initiative's Advisory Board, Austin Community College's Video Game Advisory Board, is the Production Course Director for Austin Community College's Video Game Development Certificate program and is a fanatical Star Wars collector. :)
 
Contact: Billy Cain. He will be more than happy to assist you with any questions you may have regarding production or development. You can also connect with him on www.linkedin.com.
   
  WAYLON CALABRESE - LEAD PROGRAMMER
  Waylon Calabrese has been in the video game industry since 1997. He has worked on a variety of titles for all of the major gaming platforms, including Sony PlayStation®2, Microsoft Xbox, Nintendo GameCube™, and PC. He has contributed to the following titles: The Hobbit, SpongeBob SquarePants, QB Club 2002, Nightcaster, Hired Guns 2, Seeker, and The Tone Rebellion. Waylon has worked with a variety of game technologies, in multiple areas of game development.
  Most recently he was a lead programmer for a casino gaming company's technology team. Previously he was lead character programmer on numerous titles, as well as contributing to AI, special effects, game systems, and UI. Waylon's programming proficiencies are in C++/C, C#, .NET, Java, HTML, and XML.
   
  BRAD WOOLWINE - LEAD DESIGNER / QA MANAGER
  Brad Woolwine is currently the Lead Designer and QA Manager for Critical Mass Interactive, Inc. He also heads up CMI's cell phone game review service, working on such titles as Buffy the Vampire Slayer and Predator, and was the lead designer on the PC flight sim USAF: Air Dominance that was produced by Critical Mass Interactive for the United States Air Force.
 

Brad was a Quality Assurance member on Deus Ex: The Invisible War while at Ion Storm, and a Design Assistant on Legends of Wrestling 3: Showdown. He possesses an intimate knowledge of games and their workings, and can help you understand what makes a game fun for both hardcore and casual gamers alike. He can also clearly explain the flow of the design process and how to utilize the best tactics to draw a player into your game. He maintains a strong background in console and PC games by playing both frequently.

  Contact: Brad Woolwine. He will be more than happy to assist you with any questions you may have regarding Design, Development, Quality Assurance or General Gaming. You can also connect with him on www.linkedin.com.
   
  WES JENKINS - CREATIVE DIRECTOR
  Wes Jenkins, B.A., B.F.A., has provided effective and efficient concept, story, character, design and game development for multimedia, print, radio and broadcast for 30+ years. His career experiences include: LEGO to Disney, ABC to PBS, IBM to MCA, NASA to Zappa, Mindscape to Sierra, Stanford University to the California Academy of Sciences, and finally Bill Graham to Neil Bush. He has had a major high profile, pro-active role in over 15 multimedia products including the Lego Island Series… earning profits, accolades and numerous awards including the Award for Innovation from the Smithsonian Institute and the Family/Kids Title of the Year from the Academy of Interactive Sciences.
 

While translating the intended message to the desired audience, Wes understands the creative process and has the experience to reach a goal, on time, under budget with visual, verbal, written and leadership solutions that cross discipline boundaries, tightens the gap between technology and usability and allows for a sense of ownership and fun for the team…and, most importantly, for the audience.

  Contact: Wes Jenkins. Wes is ready at any time to answer any questions about how he can plug into your projects.
   
  JIM BRAZELL - SERIOUS GAMES EVANGELIST
  Jim serves as the Critical Mass Interactive “TEAMS AMBASSADOR” for network learning games, network health games, network policy games and all genres of “Serious Games.” TEAMS is an acronym that builds on the idea of STEM education and work to include art—Technology, Engineering, ART, Mathematics and Science (TEAMS).
  Jim’s role is to leap the chasm between early adopter serious gamers and real world case studies and projects that move network games and game technology into other fields of human endeavor. To read and see Jim’s early work related to TEAMS and GAMES, please download the free report “Gaming, A Technology Forecast.”
  Jim is affiliated with the Digital Charter School for Military Aviation (San Diego-Orlando-Austin-San Antonio), the Digital Convergence Initiative (San Antonio-Austin-Waco) and the Learning Strategies Consortium (USA).
 

Jim Brazell has 18 years of experience in the computer software industry including 10 years of Internet Strategy serving enterprise customers in heavy equipment, automotive, direct sales, financial services, sports marketing and educational technology industries.

   
  ROB CARROLL - GAME DESIGNER
  Rob is a game designer with Critical Mass working out of the San Diego Area. In his role, Rob takes client game concepts and develops them in to full game designs. Rob is also called upon for time to time to create game design proposals for interested parties.
  Before starting with Critical Mass, Rob was a producer and designer for the massively multiplayer on-line game, Glympse, which is in development by Sojourn Development, now Meta4 Interactive. At Sojourn, Rob directed a talented team of independent developers, while working to design a rich and enthralling world.
 

Outside his game development work, Rob was a producer on the film "The Greater Meaning of Water." Scheduled for release later this year. Rob is on the Board of Directors for the International Game Developers Association, San Diego chapter. He is a member of the Program Advisory Committee for the Game Development curriculum at the Art Institute of San Diego and has contributed to the on-line game publication Stratics.

   
 

ALAN PEREZ - ARTIST

  Alan is a 12 year veteran of the game industry. After graduating from the Art Institute of Houston and stint in the US Navy as an Operations Intelligence Specialist, he started at Origin Systems in 1993 on in-game cinematics for Privateer’s Righteous Fire, and did the intro sequence for Strike Commander CD, concept sketches storyboards, game art for Wing Commander III, and Crusader: No Remorse.
  Alan began his contracting business starting with Digital Anvil building, texturing, rigging and animating organic space ships and space stations for the game Conquest. Then he contracted with Origin to work on Ultima Online 2, and Ultima Online Third Dawn where, along with regular artist work, he converted four LOD versions of characters and delved into motion capture and character wearables.
  In 2001 he worked as an in-house contractor for BigSky Interactive (Formerly KalistoUSA) creating various title screens, concept creation, and implementation for Jimmy Neutron: Boy Genius, as well as character and object building, texturing, rigging, animation and implementation and cinematics for SpongeBob SquarePants: Revenge of the Flying Dutchman.
  After that he continued with several short term contract positions mainly, but not exclusively, from his relations with Critical Mass Interactive that included Sony Online (building and texturing character wearables), Wireframe Interactive (reworking, rigging, and animating characters), Vivendi’s Lord of the Rings, Electronic Arts - Ultima X Odyssey, CMI’s game demo - Sword of Dracula, Electronic Arts Ultima Online: Samurai Empire (Redemption and Evil elements) and USAF: Air Dominance. He just completed a contract through CMI for an Xbox 360 launch title for THQ/relic (The Outfit), where he got a chance to create and implement normal mapping and other new high end procedures.
   
  KAREN WELFORD - 3D ARTIST
  In 2002, Karen graduated from Ringling School of Art and Design with a B.F.A. in computer animation (Maya) and a minor in photography / digital imaging. She then completed an internship with the local CBS station (Mobile, AL) where she used Maya and AfterEffects to create 3D elements for the opening sequence of their Mardi Gras coverage and created a commercial for Chrysler Jeep. Afterwards, she interned with a local sound studio, Dogwood Productions, editing music and audio using Motu and Protools. In 2004, she was hired at Acclaim Entertainment, Austin to edit in game cinematics for 100 Bullets (AfterEffects, Premiere, SourceSafe). While waiting on assets from 3D artists, she assisted with modeling and texturing (3dStudioMax, Photoshop).
  She joined the CMI team in February 2005 and has worked on projects for Majesco and THQ/relic, modeling and texturing - including unwrapping UVs, creating LODs, damaged states, normal, diffuse, and specular maps, and optimizing geometry (3dStudioMax, Photoshop, DeepPaint3d, AlienBrain).
   
  MIKE TAYLOR - LEAD ARTIST
  Formerly with Acclaim Studios Austin, Mike is a 10 year veteran of the game industry. Mike began his career at Acclaim on NFL Quarterback Club 96 working on U.I. design and later stadium models and textures. He went on to serve as Assistant Lead Artist on NFL Quarterback Club ’97, Lead Artist on All Star Baseball ’99 and 2000, NFL Quarterback Club ’02, 03, NBA Jam (’04) and All Star Baseball 2006. Mike also served as Assistant Director of Sports Graphics at the Austin Studio. His main artistic contributions to the many sports titles he worked on at Acclaim include the creation of realistic environment models, textures and lighting as well as true to life player/character textures.
  As a contract artist Mike has worked on projects such as Microsoft Flight Simulator 2004 for Big Sesh Studios, Microsoft Train Simulator for Train Artisan and Area 51 for Midway Studios Austin. Since joining the Critical Mass team in April, 2005 Mike has worked on upcoming titles for Majesco and THQ.
   
  MICHAEL GIACOMO - SOFTWARE ENGINEER
  Mike is one of CMI's engineers, currently working on new technology for some of our upcoming projects.
   
  MICHAEL BELLIPANNI - LEVEL DESIGNER
  "Living" levels are what Michael is known for in the Unreal community. He is building a demo level for one of our games in preproduction right now.
  Michael got his start in the game development industry at the IC2 Institute’s Digital Media Collaboratory at the University of Texas at Austin. There he learned about game development from industry veterans. While working at the lab he developed several award winning projects with the Unreal Engine. Michael tries to always do something original with all of the maps and mods that he develops. He hopes that his work can inspire other level designers to create maps with new and original concepts.
   
 
   
 
  CONTACT CRITICAL MASS INTERACTIVE:  
 
NEW PHYSICAL ADDRESS !
 
 

7427 North Lamar Blvd., Suite 200

 
  Austin, TX 78752 (CLICK FOR MAP)  
  (512) 219-1600 voice  
  (512) 219-1976 fax  
  MAILING ADDRESS:  
  PO Box 203924  
  Austin, TX 78720-3924
 
  SHIPPING / SIGNING ADDRESS:  
  12805 Steeple Chase Dr.  
  Austin, TX 78729  
     
  IF YOU WISH TO BE CONSIDERED FOR A CONTRACT POSITION THROUGH CRITICAL MASS INTERACTIVE, PLEASE CONTACT:  
  Jobs at Critical Mass Interactive  
  Read more about our contracting services on our Jobs page.  
     
  TESTIMONIALS!  
 

"Billy and his company CMI were there for us when we were in a real pinch to get enough audio assets complete for our E3 2004 premier of Tabula Rasa. Billy got us a sound engineer and we started receiving sound assets within a week. You don't often see that kind of responsiveness and agility."
– Starr Long, Producer at NCsoft

 
 

"Critical Mass Interactive's wireless reviews have been very helpful to us and they have definitely put in a lot of extra effort and advice to make sure the game succeeds. As this is our first game, they have been coaching us on making sure we understand the gaming business to ensure we end up with a finished, shippable *product*, not just a finished binary. The game plays so much better, and we've gotten lots of positive feedback from whomever we show it to."
Aaron Isaksen, President of AppAbove

"It was a pleasure to work with Billy. He oversaw all the work Critical Mass was doing for my company and he ensured that everything was delivered on time and to a very high quality. I highly recommend him and his company for your artwork needs."
Dan Osborn, Owner of Phoebe Development
"I've been working directly with Billy and Critical Mass for six months (since March, 2004) and his knowledge of the gaming industry is bottomless. As one of the best networked gaming professionals in town, Billy has proven a valuable ally in my business development efforts. He's a focused professional, and - bonus - fun to work with! I highly recommend Billy as an expert in his field."
John Cooper, Founder of VENewNet
"Billy Cain and Critical Mass have breathed new life of integrity and honesty into the game business. Couple those attributes with hard work and know-how and you end up with excellent partners."
Bill Money, Co-Owner of Pixel Mine Productions
"I am putting together a Video Games Program at Austin Community College. Billy is serving on the Advisory Board to guide the development of that program. He has been extremely helpful with concrete suggestions on both the direction and the details. Additionally, he has put me into contact with a number of other members of the Austin Video Games community. He has a lot of insight, energy and fun."
– Bob McGoldrick, Technical Certification Coordinator at Austin Community College
"Billy is always on top of his game and somehow manages to get his teams to accomplish great work that goes far beyond average even when facing tight deadlines. I have enjoyed being in league with him for several years and hope to work with him again soon. His knowledge, experience and rolodex run deep and he uses them all to the greatest advantage!"
– Aaron Thibault, Coordinator at University of Texas' IC2
"Billy Cain understands that pursuit of excellence in the business of game development requires real professionalism. I was particularly impressed with the quality and consistency of organizational skills Billy's group brought to bear on the needs of my project at the time. I definitely recommend Billy and Critical Mass."
– Carly Staehlin, Lead Designer at NCsoft
"I have worked with Billy on two projects over the last five years. His professionalism, attention to detail, and passion for games is unmatched. He has an ability to lead and manage projects that I have not seen in too many people, and I've worked with an awful lot of project leads. I would unhesitatingly work with Billy again, and I recommend working with him to everyone I can."
– Brandon Salinas, Designer at Inevitable
"Attention to detail and dedication to a job well done characterize my work with Billy. Other things that come to mind about Billy are solid follow through, clear communications, and consistency of action. These qualities reflect a strong commitment to client satisfaction. I know that when I work with Billy, professionalism and excellence are what I have come to expect and receive."
– Ariel Comstock, President of Austin Game Developers, the Austin IGDA Chapter
"Working with the team at CMI has been great. We have done a number of projects together and throughout each project they have been collaborative, easy to work with, offered and taken suggestions, and most importantly – hit their deadlines and stayed within their budgets. We plan on working together for a long time!"
– Roman Bialach, Owner of periMind Corporation
"Jim Brazell explodes the myth of a receding future and takes us into the reality of the present we didn't know had arrived. He grants to us his gift of insight uniting Technology, Engineering, Math, and Science with -- surprise -- Art. He rearranges these disciplines making TEAMS of emerging generations interconnecting at play while simultaneously solving the deepest problems in economics, medicine, and more."
- Jim Bryce, Attorney, following presentation to Central Texas Chapter of the World Future Society
"I have gained more respect for Matt in the short time I've worked with him than I have for just about anyone in the industry. His business philosophy and methods of building professional and personal relationships are truly visionary. I feel fortunate to have an opportunity to learn from Matt how to become a better artist, a better businessman and a better human being."
- Derek Robinette, Artist
 
COPYRIGHT 2003-2007 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.