I feel like this is something we haven't covered entirely, plus we've added new developers and I wanted to take the time to detail it all.
As of this post, PixelTail Games is comprised of (in no particular order)...
Full Time Developers
Monday-Friday, 10AM-5PM. Weekends too sometimes.
@MacDGuy: I manage all the company stuff, but more commonly I work on gameplay code and scripts. I only do blueprints, which is a visual scripting system that makes Unreal 4 special. I eat, breathe, and live in blueprints. I do not do any C++. While I do blueprints mostly, I am also responsible for creating the monsters that are Ball Race: Cloud World and Ball Race: Memories.
@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 in C++ pretty much all day, but is very skilled in blueprint. He's also our networking expert.
@Caboose700: Our newest addition to the team. He used to work exclusively as a moderator, but now he's helping us out with programming. He did all the code for the Trivia backend (http://www.opentdb.com), helps with C++ blueprint functions, and currently works on Typing Derby. He helps out in both the blueprint and C++ side as much as possible. He also helps moderate the forums and Discord chat.
@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, all the Virus maps, Ball Race: GLXY, Ball Race: Midori, Minigolf: Altitude, and Minigolf: Waterhole. The amount of things he's done on the Plaza is massive.
@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, 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 and artist. Her work includes both models used in the plaza and condos, as well as several maps for our game worlds. She frequently works with Lifeless, Wergulz, and Matt, and will continue to add new content to the game.
@Madmijk: Another semi-new addition to our team. He works on level design, items, and anything that needs art (models, textures, etc.). He's been working on 3 unreleased maps. He's also been working on a new boardwalk attraction and new items. He does all his own artwork for his maps.
@donglekumquat: Our musician. 'Nuff said. No, but seriously. He does ALL the music in Tower Unite. Every, single, song. He also does all the sound effects in our game. He is the master of sound. He records everything in the highest quality possible and spends countless hours mixing audio, composing original music, and researching how the make the game run better. Yeah, he helps optimize the game too. He also loves messing with lighting and making the game look better in his spare time.
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: He helps Zak wherever he can. He does mostly C++ stuff, but also blueprints. He responsible for Steam matchmaking handling, VOIP, condo communication, Condo saving, and more. Zak and him work together often on backend things for the game. He helps out as much as he can, but he's also in school.
@SamM: He helps with programming. He's 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.
@Wergulz: He does 2D artwork, 3D animation, character models, and building concepts. He's been working on Little Crusaders models, animating the main player, artwork for casino cards, and the artbook and backer rewards. Despite the fact that he's a 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 the cool artwork (models, textures, etc.). He's been working on slot machines and something special. He helps out as much as he can, but he also works on other video games such as Black Mesa.
@Krionikal: He works on cool artwork (models, textures, etc.). He's been responsible for food items, and lots of other miscellaneous models. He helps out as much as he can, but he's also in school.
- 2 full time programmers who work in C++ and blueprints
- 1 full time programmer who works with only blueprints
- 4 full time artists (3 of this bunch that do level design)
- 1 full time musician
- 2 part time programmers who work in C++
- 3 part time artists
In summary, we have at minimum 8 developers (3 programmers, 4 artists, 1 musician) working on the game at any given time. If everyone on our team is working, we have a max of 13 developers (5 programmers, 7 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.