BitMonster is comprised of six senior developers, previously with Epic Games, who headed out to explore the world of indie game development.
We feel an inflection point in the industry has been reached where a small group of developers with powerful tools can make a huge impact and shape future trends. It's an exciting time for video games and we couldn't help but join in.
Industry veterans all, our passion, talent, and expertise with our tools will allow us to create some truly unique concepts that appeal to core gamers and casuals alike.
We look forward to you joining us on our adventures!
The Team
Lee Perry
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With 18 years of combined design and art experience, Lee has worked with a broad variety of games and genres.
His last 10 years were spent at Epic Games as Lead Designer, Senior Gameplay Designer, Lead Level Designer, and Artist. Titles included Gears of War 1, 2, and 3, Unreal Tournament 2003 and 2004, Unreal Championship, Infinity Blades: Dungeons (combat, creature, and minigame design), and Lead Design work on the upcoming Fortnite. He pioneered the use of modular static meshes to create environments and advance beyond the age of simple BSP levels. Lee was also deeply involved with the development of the popular Unreal Kismet visual scripting system, and created the majority of the gameplay prototypes for each game in the blockbuster Gears of War franchise. After the first Gears of War, Lee was voted internally as "Epic Champion" by the dev team, and awarded the highest performance reviews in the company. His presentation on Prototyping Based Design was rated a top 10 lecture of GDC 2010. Prior to Epic, Lee’s career also included R&D work at Squaresoft, as well as Art Directing and Lead Level Design for Ion Storm's Anachronox. Prior to that, he worked on racing games, helicopter sims, and fighting games for consoles as far back as Atari Jaguar (yeah, he's kind of old). When not working, he's hanging with his wife and daughter, boardgaming, running a tabletop RPG (complete with voices!), kiteboarding, or staring mindlessly at twitter (mostly twitter). He hates the Willhelm Scream. |
Demond Rogers
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Demond is crazy versatile. Beyond being an amazing Senior Artist and Level Designer, Demond creates concept art, music, animation, cinematics, writing, sound design, and visual effects. During his seven years with Epic, he shipped Gears 1, 2, and 3, Unreal Tournament 3, Infinity Blade, and Shadow Complex. He also created some of the environment art for the upcoming Infinity Blade: Dungeons. Earlier, he worked at Red Storm Entertainment for 6 years and shipped Ghost Recon Advanced Warfighter, six different Ghost Recon titles, and four different Rainbow Six titles. Before that he worked at Random Games, shipping many casual titles like Scrabble, Rules of the Game, the Hasbro Classics series, and even the digital version of Squad Leader. Demond is also active in the Global Game Jam scene, and created some successful entries in those events (The side scroller ‘Robot Love’ being one such example). Demond is our defacto 'visual standards officer'. If he's not pushing us to be more artsy or 'special', it's probably because he's at home making music. |
Aaron Smith
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Aaron has been cranking out hits for 13 years now. He’s worked with all manner of Character Art, Environment Art, Cinematics, Concept Art, and Visual Effects. Shipped titles during his eight years with Epic Games include Gears of War 1, 2, and 3, Unreal Tournament 3, and Unreal Championship 2. He also modeled and textured many of the creatures for Epic’s upcoming game Fortnite. Before working at Epic he worked with Nerve Software to develop Return to Castle Wolfenstein’s Multiplayer and Xbox version. Prior to that Aaron did the majority of the character texturing work, and many effects for American McGee’s Alice while at Rogue Entertainment. When he's not at a Wacom, it's a good bet he's out climbing something. I mean seriously, the guy and his girlfriend drive to a different state nearly every weekend to camp and climb. It's nuts. |
Mikey Spano
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Mikey has been a prolific Lead Technical Artist, Artist, Level Designer, and Lighting Specialist for well over a decade on a crazy amount of games. Shipped games with Epic Games include Gears of war 1, 2, and 3, Unreal Tournament 3, and the XBLA hit Shadow Complex. Mikey also laid down the visual style groundwork for Epic Games’ upcoming title Fortnite, creating loads of stylized assets and the infamous "Durrrr Burger". Prior to his six years with Epic Games, he worked at Red Storm Entertainment for six years and shipped four separate Rainbow Six titles, four different Ghost Recon titles, and the Sum of all Fears. Mikey loves art of all kinds… graphic novels, surfing for art reference online, tattoos… given his extensive ink, he's probably the safest of us to get locked away in prison. But he's no thug, the worst he might do is throw one of his Skylanders figures at you. He also has two awesome kids who (we're told) love Skrillex and an amazing girlfriend that makes gorgeous dresses out of things like sheet metal and roadkill. Seriously. |
Martin Sweitzer
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After a brief stint in the world of eCommerce Martin Sweitzer embarked on his lifelong dream to make computer games! While working at Sony Online Entertainment he met eleven other kindred spirits and Sigil Games Online was founded to create Vanguard: Saga of Heroes. With Vanguard, Martin was first introduced to the Unreal Engine and fell in love with it.
At the start of the Xbox360/PS3 generation Martin started work at Epic Games, Inc. Over the last 7 years he has worked on Gears of War 1, 2, and 3, Unreal Tournament 3, and Fortnite. During those years he wrote and contributed to many gameplay and engine features across all aspects of the Unreal Engine.
At Epic, he was instrumental in getting Continuous Integration up and running companywide, was one of the handful of programmers who gave the technical portion of the Epic Programmer interview, was the primary programmer working on Gears Of War 1’s Multi-Player gameplay, and was heavily involved in optimizing each title near its ship date.
He is well known for his insane work ethic, always trying to make Artists and Level Designers’ lives easier, and willingness to find solutions to problems that others have given up on.
Additionally, he has presented at GDC with talks such as “Building a Flexible Game Engine: Abstraction, Indirection, and Orthogonality” and “Automating Regression Discovery: Finding the Wrenches in the Gears of War” and is always willing to speak to people both in and outside of the Industry.
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Matt Tonks
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For just under ten years Matt has been developing his career in video games. In 2004, his beginnings as a hobbyist and modder led him to join the ranks of game development as a Software Engineer.
In 2007 Matt was hired at Epic Games where he has worked in a myriad of capacities; Matt’s primary responsibility was Artificial Intelligence for Gears of War 2 and Gears of War 3. In addition to AI, he also contributed collaboratively and solely to many Unreal Engine features and gameplay systems. During his last months at Epic, Matt was a key member of the small team which developed the prototype for Epic's upcoming game, Fortnite. Prior to working at Epic, Matt was at Electronic Arts Los Angeles for 3 years where he and one other programmer were responsible for all the AI in Medal of Honor: Airborne. Matt has also contributed to several mod projects for various incarnations of the Unreal Engine as well as interned for several summers at Los Alamos National Laboratory. Growing up surrounded by scientists at Los Alamos, Matt is something of a 'mad scientist'. He knows some creepy stuff. One of those things is how to put clothes on his girlfriend's awesome dog, Sebastian. |
Lucky
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Many traditionalists might scoff at our choice for an Executive Production Management Director in Chief, but we learned quickly how effective a cat can be in such a well defined role. Lucky worked for several experimental game development studios prior to BitMonster. He may best be known for his cult hit game 'fsdgkndg njjg kksnk'. His work in howling at closed doors and rattling the knobs when we need to have a meeting has revolutionized the BitMonster work environment. He’s also not opposed to crawling inside a Krispy Kreme box if nobody is paying attention. He loves his people. In fact, we're not sure Lucky knows he's a cat. He sits upright, loves apples, and sometimes eats banana peels if he can pull them from a trash can. |






