PubComp Project > Meet the Core Team

Posted by Parable on Jul 1, 2011, Categories:

Parable – Project Lead

The visionary, the genius, the Project Manager.  With 10 years of programming experience, and known for broadcasting competitive TF2 with eXtv, he can’t wait to see how Pubcomp will bring the TF2 community together, and, once managed to be at exlo in an MGE match.  Once.  If confronted by a genie, would probably wish for ‘Peas’, rather than ‘peace’, which is why the rest of the team exist.

Hawkeye – Community Lead

Our friendly, polite, overbearing Community Organizer, (though he prefers to say he works in ‘HR’) has worked so many management positions that, even though he’s a bit of a dark horse amongst the TF2 community, we had to bring him on board.  He looks forward to seeing PubComp’s ranking system be put in place, and most fondly remembers single-handedly taking out an eight-man team in an arena match.

Trent – European Community Lead

An expatriate Canuck who still claims to be held in England against his will, Trent is a well-known figure in the European competitive TF2 scene both as a player and organiser. A nice guy, or so he wants you to think, his goal in life is to bring PubComp to the masses and thus increase his own e-fame even more. Trent enjoys a good bowl of macaroni and cheese and has a knack for proposing ideas based purely on his ridiculous imagination.

AlphaChannel – SourceMod Lead

The brains of the group, or at least the one who knows how SourceMod ticks, his background in Math and Computer Science leaves him positively gagging to apply complex statistical analysis to TF2 matches, something he’s known for, that we can supply him with data for.  He feels that PubComp presents an opportunity to create a wild, crazy, performance-based team balancer, and likes dogs.

Vincenator – SourceMod Programmer

The programmer in charge of making the SourceMod plugin work, he comes to PubComp from several years of competitive play with much enthusiasm for PubComp’s vision. He’s also designing a built-in mentoring system, so that someone can finally teach him how to rocket jump. Thinks alcohol is yucky, but enjoys milkshakes.

Aarandorf – Test Lead

Fighting for the Lead Tester’s position with HitmanX (long-time partner in crime), his skills as a medic are well-known in the lobby/competitive TF2 scene.  He can’t wait to see PubComp destroy the ‘elitist’ aspect of the competitive game, by introducing new players to the scene.  Is physically weaker than a woodchuck, or at least unwilling to chuck as much wood.

HitmanX – Test Lead

Having graciously allowed Aarandorf to be Co-Lead Tester, rather than throwing timber at him, HitmanX thinks that PubComp will improve the TF2 experience for a large number of people, both in and out of the competitive scene, and will help push some of the less-savoury people out of low-level competitive play.  Does not believe that ducks exist.

Gaamoo – Video Writer Lead

The Lead Writer on our video project is a cunning linguist, and has great all-round experience with the various classes of TF2.  You may remember him from such films as CommFT’s Moments of Glory #87 and has joined us as he looks forward to fame and fortune for creating some popular, awesome TF2 training videos.  Is willing to teach you how to trick people, in exchange for cash.

Relapse – Web Lead

Our resident Web Developer, with over 3 years of professional experience in building dynamically-generated websites, he’s most known for kicking ass at the bottom of the world, playing mostly in Australia/New Zealand.  He joined PubComp as an opportunity to contribute back into the TF2 community, connect TF2 players together, as well as give the competetive scene a much-needed shot in the arm. The only thing he wants in the world is to be wise, which, in itself, is a fairly wise decision.

Nahanni – Community Advisor

PubComp’s intrepid Community Advisor, known for running the 6v9 “Pubs Communities vs. Pros” matches, and being the owner/founder of Apocalypse Gaming.  She’s chosen to help PubComp as a way of continuing AG’s goal of bringing the pub and competitive communities together, and looks forward to PubComp providing a one-stop-shop for people to play on.  After watching people play demoman, was utterly confounded to find that stickybombs don’t act as proximity mines, and must be manually detonated.

Final_Light – 3D Graphics and Motion

Graphic Artist, designer, 3D modeller and general art-guy extraordinaire, the man in charge of the world-renowned NGV joined the PubComp team to try and stop Pub and Competitive TF2 players from squabbling so much, by forcing them to play together. His daring attitude and general disregard for his personal safety has meant that, even as a late arrival, he’s fitted in perfectly amongst us, and his propensity for fighting wild animals in his spare time has prepared him well for our organisational systems, or lack thereof.

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