thechineseroom is run by Dan Pinchbeck and Jessica Curry.
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Dan Pinchbeck (Creative Director)
Dan designs, writes and produces our games. He originally came from a professional background in digital art, before returning to his lifelong obsession with games as he realised they are far more exciting and creative and interesting than anything going on in the contemporary art scene. Plus you get crowbars, shotguns, zombies and spacecraft. In his other life, he's a Reader in Computer Games at the University of Portsmouth, where he teaches game design and supervises doctoral students studying all kinds of stuff about games. His love of S.T.A.L.K.E.R, Metro2033 and other East European FPS games is legendary.
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Jessica Curry (Co-Director, Composer)
Jessica is co-Director of thechineseroom and spends much of her time writing music that makes people cry. She was responsible for the Dear Esther score and is currently succeeding in regularly scaring herself whilst writing the Amnesia: A Machine for Pigs music. She's also working on thechineseroom's forthcoming title Everybody's Gone to the Rapture and she still can't quite believe that she gets to do what she loves every day. Other organisations that have tolerated Jessica's sad music in the past include The Royal Opera House, Welsh National Opera, Arts Council England, PRSF, Prix Ars Electronica and The Royal Society of Arts.
www.jessicacurry.co.uk
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Gavin Wade (Associate Producer)
Gavin works with Dan at the University and is working on both projects as a technical and project management consultant - in other words, he keeps us honest and professional. Gavin is a veteran games developer, having been in the industry since the mid-1980s. He’s collaborated with the Bitmap Brothers and Sensible Software to bring titles such as Sensible Soccer, Cannon Fodder and Chaos Engine to the PC through his former development studio Wave Software. Other hits include Alien Breed, Midnight Club, Medal of Honor, Crystal Quest, San Francisco Rush and Chips Challenge, to name just a few from the well over 50 titles he’s contributed to.
www.gavinwade.co.uk
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Ben Andrews (Concept Artist)
We've worked with Ben since Korsakovia in 2009 and he supplies concept art to all of our projects. Ben comes from a traditional art background painting large acrylic landscapes. In 2008 he transferred his skills to digital painting and began a career in concept art for the entertainment industry. Ben is also Senior Artist for Inertia Games Studios, UK. His blog and portfolio are here: www.benandrewsart.blogspot.co.uk
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for Everybody's Gone to the Rapture
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Andrew Crawshaw (Designer)
Andrew has been developing games for over 16 years, most recently under the guise of Thunkd. He was the former Creative Director at Tuna Technologies and has delivered over 30 projects and worked on classic IPs like Alien Hominid and Boulder Dash. During his career Andrew has designed, managed and directed projects for almost every major platform, and has created compelling content for major clients such as Channel 4, Ubisoft, EA, Fox, Microsoft, and the BBC. |
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Ian Maude (Lead Arist)
Recently retired from the French Foreign Legion as their resident cook, I said cook… When not competing as a synchronized swimmer and figure skating contests or crafting his knitting collection in the local pub. Ian is a dedicated artist with numerous years of experience leading teams to their final foe. He always leads by example and is covered with numerous victory tattoos, in places which would make the most hardened of folk shudder. Ian obtained his Cub Scout art badge whilst in the confines of his mother’s womb, such a proud moment for the family.
I’ve been working within the Video Games Industry for well over 13 years. My passion leans mainly towards the creation of environments; however, I’m not shy when faced with new challenges. I have also entertained various roles and responsibilities throughout the years ranging from Senior Artist, Team leads, Lead Artist & Art Director.
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Maarten de Meyer (Programmer)
Maarten began his game development career in the Half-Life 2 modding scene working on Off Limits while getting his Master's degree in Computer Sciences. He turned his passion into a living by joining 10tacle Studios as a software engineer to work on their flagship game, Totems. Since 2008 he has worked as a freelance game programmer on several projects, varying from multiplatform mobile titles to Xbox Kinect games. Now, he's thechineseroom's hired gun for anything software or technical. |
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Sam Justice (Audio Designer)
My name's Sam, I'm the sound designer for The Chinese Room. You can find me on the dark corner of the internet at www.samueljustice.net. I have a strange obsession with sound, some would call it unhealthy.
I reside over in Brighton in the UK and the times that I do decide to venture outside, I'll usually be carrying some kind of microphone with me |
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Dan Cordell (Environment Artist)
Dan graduated with a BSc in Computer Games Technology from the University of Portsmouth in 2009, where he specialised in art and modelling. Since then, he has worked for a number of independent projects, most recently In Momento (Digital Arrow 2011) |
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for Amnesia: A Machine for Pigs
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Wesley Tack (Lead Artist)
I worked abroad in Stockholm, Sweden for EA DICE on Mirror's Edge and Battlefield: Bad company 2. Due to my personal project Off Limits I was given this opportunity which I didn't want to miss. My strength is construction design and bringing real life architecture to life in game. I graduated in Welding/Construction and worked since I was a kid in construction design. Therefore I have a great understanding of how architecture is used and built. I also plan out and create full construction projects. I enjoy merging the two passions I have being construction design and games and I hope I can keep doing both for quite some time to come.
www.wesleytack.com/ |
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Brady Jones (Environment Artist)
I am responsible for the creation of levels. Fresh off the conveyer belt of uni into this. Whilst at university I was freelancing my modelling skills in advertising.
I’m really excited about this project. I’m particularly looking forward to the part where I get to see people playing it on youtube, screaming like babies. |
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Peter Howell (Designer)
I'm currently a Ph.D Student at the University of Portsmouth, where I also completed an Undergraduate Degree and Post-Graduate certificate in Computer Games Technology. My research is looking at the influence of schematised expectations on the gameplay experience, with specific focus on the implications of this within the horror genre.
Following many years of non-commercial and educational projects with a range of game technology, and countless hours of bedroom design and coding, this will be my first full commerical title. Who said being a geek doesn't pay off in the end?
www.flux-digital.co.uk |
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Samuel Justice (Audio Designer)
You've just read about Sam a bit further up. He hasn't changed for this project, although the field recordings he has been doing are slightly more disturbing and dangerous. |
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Maarten de Meyer
You've also read about Maarten. His time on this project is spent dealing with Dan's emails which say things like "can you make the vomit particle systems stickier?" and "I just don't think we've got the physics of the intestinal gush right yet". |
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We're also working with a number of freelancers on the project, who will remain mostly secret. However, we should mention Dan Tonks and Dan Francis, both recent graduates who have produced some assets for the game, and Adam Griffiths who is testing mechanics and AI for us. |
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