As of now, PixelTail Games is comprised of (in no particular order)...
Full Time Developers
Monday-Friday, 10AM-6PM. Weekends too sometimes.
@MacDGuy: He manages all the company stuff, but more commonly he works on gameplay code and scripts. He does a lot of blueprints, which is a visual scripting language. He handles gameplay logic and design. He is also the UI designer.
@Zak: Our lead programmer who's been responsible for the Inventory, Game Manager (the behind the scenes stuff that makes games easier to make), Weapons, VOIP, Networking, the Casino backend, and so many more things. He does all the core backend stuff. He works primary C++, but is very skilled in blueprint. He's also our networking expert.
@Caboose700: He helps us out with programming and moderation. He did all the code for the Trivia backend (http://www.opentdb.com), helps with C++ blueprint functions, works on website backend, server administration, and gameplay.
@Lifeless: He works on level design, items, and anything that needs art (models, textures, etc.). While he does level design, he also provides most, if not all, the artwork in all his maps. He's been responsible for lots of work on the Lobby, Virus: Hospital, Virus: Desertion, Virus: Overtime, Ball Race: Summit, Ball Race: GLXY, Ball Race: Midori, Minigolf: Altitude, Minigolf: Waterhole, Minigolf: Emission, Little Crusaders: Throne Room, Little Crusaders: Amphitheatre. The amount of things he's done on the Plaza is insane.
@Matt: He works on level design, items, and anything that needs art (models, textures, etc.). Matt is responsible for modeling all the weapons in Virus, Minigolf: Garden, Minigolf: Alpine, Ball Race: Paradise, Little Crusaders: Market, Little Crusaders: Toy Room and Lobby stuff like Typing Derby, the interior of Bowling, etc. He doesn't just do level design. He does all the artwork on his maps. He also manages our Twitter.
@Johanna : She is a content developer, artist, and level designer. Her work includes a lot of artwork for the Plaza and Condos, as well as Minigolf: Sweet Tooth, Minigolf: Forest, Condo: Underwater, all of the arcade machine models, and several other maps.
@Madmijk: He works on level design, items, and anything that needs art (models, textures, etc.). He's responsible for Ball Race: Prism. He does all his own artwork for his maps.
@donglekumquat: Our musician. He does ALL the music in Tower Unite. Every, single, song. He also does most of the sound effects in our game. He is the master of sound. He records everything in the highest possible quality and spends countless hours mixing audio, and composing original music.
@Wergulz: He does 2D artwork, 3D animation, character models, and building concepts. He created the characters for Little Crusaders. He's our lead animator and is currently reanimating the main player. Despite the fact that he's a college student, and usually swamped, he always pulls through; helping out when he can and meeting his deadlines when we need him to.
@MrSunabouzu: He does lots of artwork (models, textures, etc.). He is also responsible for Condo: House, Condo: Suite, and Condo: Highrise. He helps out as much as he can, but he also works on other video games such as Black Mesa.
Part Time Developers
These folks work when they can. Some work on a schedule and stick around a lot during the weekdays. Some work only on weekends.
@Foohy: Zak's right hand man. He does mostly C++ stuff, but also blueprints. He was responsible for Steam matchmaking handling, VOIP, condo communication, Condo saving, and more. He and Zak work together often on backend things for the game. He helps out as much as he can, but he's also in college.
@Krionikal: He works on artwork (models, textures, etc.). He's been responsible for food items, and lots of other miscellaneous models. He also works on weapon animations.
Deniz: Our newest addition to the team. Deniz is a C++ programmer and was a lead programmer for Black Mesa.
@SamM: He helps with programming. He was responsible for the media system (YouTube player), automating builds, fixing bugs, and working on anything that we need help with programming wise. He helps out as much as he can, but he's also got another full time job.
- 3 full time programmers who work in C++ and blueprints (1 is also a UI/game designer)
- 5 full time artists (4 are also level designers, 3 are also animators)
- 1 full time musician
- 2 part time programmers who work in C++ and blueprints
- 1 part time artist
In summary, we have at minimum 9 developers (3 programmers, 5 artists, 1 musician) working on the game at any given time. If everyone on our team is working, we have a max of 12 developers (5 programmers, 6 artists, 1 musician) working.
We all touch different parts of the game and go above and beyond with our work.
Hopefully that clears up any questions on who works on what.
I'll keep this post up-to-date if we change our development team at any point in time.