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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!

Battlefront's founders have been around as active Developers since the mid 1990s, 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.

As the new century approached the big Publishers, one after the other, cut back and/or watered down their war and strategy game efforts. Those that didn't manage the jump to mainstream gaming simply went 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.

A critical part of our success is keeping the wargaming hobby in step with new technology without becoming obsessed with "glitz over substance". Our games, past and present, stand as testimony to both our commitment and ability to deliver on this promise.

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. While this is by far the norm, Battlefront has been fortunate enough to work with the few enlightened exceptions out there. Sadly few have survived the continued disintegration of the retail market.

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 as PC game development is itself threatened by console gaming.

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 one of the largest collection of military uniforms, despite repeatedly running out of space to store them. At one point he owned a small herd of WW2 M29C Weasels, but decided to find new homes for them. 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 makes a nearby computer do his bidding.  We're not exactly sure how this works, although we do know that a delicate balance of sugars and caffeine are needed for optimal output. 

 

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.

 

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 was granted Political Asylum in the US after years of persecution by German authorities for drinking light beer and watching baseball on contraband satellite channels.

 

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: 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.

 

 ImagePhillip Culliton
Programmer
Keeper of code secrets
Dude


Background: Phil took his first professional programming gig in his early twenties, after not-so-narrowly avoiding careers in PBX construction, astrophysics, and testing games for EA. He's spent the intervening decade building industrial-strength AIs, managing teams of software developers, and being a general jack-of-all-programming-languages. He took a distance-learning certification course in Brain-In-A-Jar Support several years back, a choice that surprised his wife and children but which, in retrospect, was a key career move.

What He Really does: Phil shaves bottlenecks, promotes synergies, and dances the light fantastic with the Combat Mission code, taking care of the small stuff so that Charles (our Brain In A Jar) can focus on continuing to make great wargames.  
Last Updated ( Thursday, 15 July 2010 )
 
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