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Home arrow Support arrow About Us
A Little Battlefront.com History and Background PDF Print E-mail
Monday, 02 June 2008
Battlefront.com is manned by a small, dedicated group of designers, programmers, and artists. This arrangement assures the needs of Battlefront.com can be satisfied while avoiding the burden of high overhead (salaries). The end result gives gamers a leaner, more efficient, and more responsive provider of wargaming products!

Although it might seem like it, Battlefront.com did not come out of thin air. Its founders have been around as active Developers for the last 8 years, watching with growing nervousness the rise of Mass Market thinking within the Industry. For years there was no alternative to this institution since shelf space was the only way to get games into the hands of gamers. Things got much worse before there was even a hope of it getting better.

Then one day BBS services targeted towards the average computer user began to spring up, and soon after more sophisticated online services (AOL, Compuserve, etc.) appeared. All of this held promise, yet it could not offer a true alternative to the Industry. However, over time the various segmented services matured and formed a viable medium for software distribution; The World Wide Web. We began to see that another option was becoming available to Developers like us.

In the Winter of 1997/98 Battlefront.com was formed in principle. At first it was a "Plan B", a Life Boat, in case the Industry totally turned a blind eye towards our type of games. Within a few months it became apparent that "Plan B" was no longer the more risky and less viable choice for us. The Industry was turning to the Mass Market faster than we could have imagined. The only thing faster than the Speed of Sound is the Speed of Greed.

One after the other, the big Publishers have cut back and/or watered down their war and strategy game efforts. Many have pulled out altogether; others have gone out of business. All the while we planned in secret for the survival of our hobby, our work, our inspiration. Quietly we started to make contact with other like-minded Developers and sought out an alliance. With each passing day our Life Boat gradually transformed into a Battleship, designed not just to save our skins but rather to take back our style of gaming from those who had abused and misused it. Thus, Battlefront.com was born!

Battlefront.com's mission is to provide the challenging military minded computer gaming experience that has all but disappeared from the face of corporate gaming today. Our goal is to serve gamers, rebuild our community, and breathe some life back into a hobby whose followers are still here in sizable numbers but have been tossed aside by the Industry.

Keep this in mind: Battlefront.com is not your father's wargame company. One of our goals is to keep the wargaming hobby in step with new technology. We are committed to producing first-class military minded software without becoming obsessed with "glitz over substance", like the other 99% of the game industry. We care about the game FIRST and foremost. Sure, we know everyone says that, but check out our games and the reputations of our Developers and you'll see that we're for real. It's not just a plan - we're doing it right now.

Part of Battlefront.com's evil-genius secret plan is to treat Developers with respect, which includes sharing the profits with them so fairly and generously that they are able to run sustainable businesses and come back to make more games for us and for you. When you buy a game from a typical retail store, the people that actually made it receive only a few bucks (or in some cases PENNIES) from the total purchase price. When you buy something from Battlefront.com, the opposite is true; the Developer gets the majority of every buck you spend.

Battlefront.com seeks to rectify this by keeping Developers happy and well compensated, so that they can continue to afford the time and expense of making great games for all of us. This is something that majority of Publishers just don't get. Instead of nurturing their Developers they chew 'em up and spit 'em out as fast as they can sign and violate the contracts. So far we have only found one exception to this.

In 2001 Battlefront.com entered into its first partnership with a traditional retail based Publisher, CDV Entertainment, for Combat Mission - Beyond Overlord in Europe. It only took a contract with a little fairness on their part and a mutually beneficial relationship became possible for us. Sad that so few Publishers choose to work this way...

In spite of a few rays of hope, the Industry as a whole continues to undervalue wargaming and games which aren't built about the latest whiz bang technology. The need for Battlefront.com grows with each passing day. It's time to take back our hobby!


Who are these guys?
Bios and Backgrounds
Steve Grammont
Co-Founder of Battlefront.com
Co-Designer of Combat Mission
Co-Dependent

Background: He won't say but rumors persist of his involvement at companies such as Sierra and past games like Lord of the Realms II and Civil War Generals 2. Don't mention Onslaught to him though.

What He Really Does: Constantly adds to the largest collection of military uniforms in existence. Also been known to drive around in one of several M29C Weasels in his possession. What ever you do, DON'T ask him about trees! You have been warned...

 

Charles Moylan
Co-Founder of Battlefront.com
Co-Designer of Combat Mission
Programmer of Combat Mission

Background: He started a one-man computer game development company in 1993 and self-published his first game title. He then hooked up with Avalon Hill to publish three more games (Flight Commander 2, Over the Reich and Achtung Spitfire) before starting Battlefront.com with Steve.

What He Really Does: Floats in a nutrient filled jar as a bodiless brain and through telepathic transmissions he codes new and exciting ways to test the abilities of Matt to find and report bugs and glitches. There are now unsubstantiated rumors of a Mrs. Brain in a Jar...

 

Dan Olding
Graphic Artist
Zen Master

Background: Dan has been in the computer industry since completing university in 1993. He had worked both as a programmer and in the computer animation industry until he joined Battlefront full time in 2000.

What He Really Does: Gives all of our products that "Down Under" charm since he lives in Australia. Oh, he also makes pretty pictures in our games which is almost as important.

 

Matt Faller
IT Manager
Audio Engineer
QA Lead
Trader of all Jacks

Background: Former network engineer for a Fortune 500 company. Hired to perform "various and sundry odd jobs" for Battlefront.com in late 2000. Been losing sanity ever since. Formerly worked as a bouncer at a dance club (really!).

What He Really Does: You don't wanna know! But trust us, it's brutal, nasty and probably stains the carpet! He is also particularly good at fixing things, whether they are broken or not...

 

Martin van Balkom
El Presidente
Marketing Guru
Manual Author
Manual Labor

Background: Former Sales and Marketing Manager in the optics industry, he has been and avid wargamer since early youth and made his first steps into games software business upon meeting Steve and Charles, joining Battlefront.com full-time in January 2002 and is now our company president.

What He Really Does: All the business stuff! Makes up lots of charts and spreadsheets while we all just smile and nod. Recently he resigned his amateur "bachelor" status and turned professional adding his name to the proud "married and whipped" ranks.

 

Fernando Julio Carrera Buil
Graphic Artist
Keeper of 'The Big Forehead'

Background: Holds a degree in Early Modern History at the University of Barcelona and has been a civil servant in Spain since 1986.
A long time wargamer, Fernando stormed into the CM Community with his excellent mods and has been wowing Mod Sluts for years now.

What He Really Does: The newest acquisition to the Battlefront family, Fernando provides that dark foreboding look and long multi-part name we were lacking. Like Dan above, he also makes pretty pictures.

 

 Image

Cassio Lima
3D Artist
2D Artist
Modular guru

 
Background: At the age of 14 he spent a year in New York where he then
learned the language of the North Americans at the United Nations
International School. Soon after coming back to his native Brazil he
landed his first job in a graphic design studio and has been in the
business since then. Some years ago he spent some time in an Asrham in
the south of India, probably preparing for his future work at
Battlefront.
 
What he really does: All sorts of things related to modules, 3D
models, art work, animations, research and whatever else is needed.
He likes to think that, just like Dan and Fernando, he makes pretty
pictures.

 

Last Updated ( Tuesday, 05 May 2009 )
 
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