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We love that you Like us. It makes us feel pretty damned good.

And now we want you to feel pretty damned good too.

To celebrate Offensive Combat’s amazing milestone of reaching more than a quarter-million Facebook Likes, we’re rewarding DOUBLE XP to all of OC’s players from now ’til Monday, May 20 at 11:59pm Pacific, no strings attached!

All you have to do to earn your reward is to play the game normally. Once a match has been completed, your Double XP bonus then automatically applies to your in-game total and it’s all uphill from there! You can even use any of our various XP Boosters to stack with our promotional bonus for even higher rewards! Just make sure to complete those games to keep from missing out!

As always, thank you very much for your unwavering support and dedication. We sincerely appreciate your passion for Offensive Combat and can’t wait to show you what we have planned for you next.

Have fun!

 

Did you catch this week’s live developer stream on TwitchTV? Watch it and want to see it again? We’ve got you covered!

Offensive Combat Lead Designer, Michael Schorr, Environment Artist, Chris Vanderleest, and U4iA Games narrative designer and community guy, Jeremy Dunham, join forces to give you a closer look at upcoming fire map, BURNINATOR!

Click on the image below to check it out!

A dedicated artist and admired family man, Ryan Bullock is one of the good guys. Though finding photographs of him is nigh-impossible (seriously, it took less time searching for Richard III), he was kind enough to sit down with us and spill the beans about himself and his career at U4iA Games. Let’s say hello!


– Ryan, looking dapper.

Professional Life

Name: Ryan Bullock

Title: Senior Artist

Joined U4iA: July 2011

Years in the Industry: 8

 

Personal Life

Hatched: 1981

Zodiac Sign: Aries

Diet: I probably should!

Favorite Game of All Time: Tough choice, but it comes down to the Civilization franchise. I’ve been a fan ever since the first one was released.

Other Favorite Games: X-COM (Original series and Enemy Unknown), Diablo series (not so much III), and I used to play MMOs fairly often but don’t have time for them any more.

Favorite Movie: I really loved District 9 and Children of Men, but I am not that much of a movie person.

Favorite Music: My tastes have changed a lot, but Nine Inch Nails has always been at the top. I’m also digging The National, Two Gallants, and Set Fire to Flames right now.

Favorite Book: I’ve read Dr. Seuss almost every night for the past 2.5 years. I’ve lost all memory of pre-children’s books.

Hobbies: Spending time with my family (a wonderful wife and three energetic boys), personal artwork (traditional and digital), soccer and other forms of exercise (I had spent some time training for triathlons before injuries took over), spending time with friends and relatives, and teaching on occasion (I believe in being in service to others in whatever capacity suits the person).

Inverted or Not? I only go inverted when playing flight sims.

 

Offensive Combat

Weapon of Choice: Arbiter Pro assault rifle/ Furrberg shotgun, Frah-Jee-Lay melee weapon

Favorite Body Part: Panda Head!

Favorite Pwn: I refuse to have a favorite until we create the Truffle Shuffle or Pee Wee Herman Dance!

Favorite Map: Disasteroids or Dissinformation. Visually speaking, though, Burninator.

Development Tools Used: 3DS Max, ZBrush, Photoshop, Unity, xNormal


–Ryan’s career history, from L to R: Saw, Offensive Combat, Planetside 2.

Gameography

  • Saw: The Video Game (2009)
  • Planetside 2 (2012)
  • Offensive Combat (Open Beta 2012)

 

In one sentence, tell us what you do at U4iA.

I am responsible for the visual aspects of weapons and guns, primarily creation but also outsource management and some design.

 

How did you break into the industry?

I originally attended a private university with the goal of specializing in International Business and Marketing. However, I dropped out after two years to attend art school with the aim of creating games. During art school, I knew that I would not get a job if I could not compete with those artists who had the positions I wanted. I put in my hours at school and landed a job as a 3D Artist at a local studio. Work hard in school kids, it pays off!

 

What does the games industry get right more often than not?

Constantly attracting passionate and motivated individuals who, in turn, help push the wheels forward in terms of innovation and introducing new ideas.

 

What does the games industry keep getting wrong?

Like many others, I believe sequels and assembly-line mentalities undermine the creative potential of a dev team. People and teams need to jump off the cliff and grow their wings on the way down and not worry about clinging to the branch with the same old ideas and gameplay.

 

What’s the single most important feature needed for an awesome game?

Without moment-to-moment engagement, the game is simply a technical showcase. It’s not called graphicsplay or artplay, it’s gameplay.

 

Is it possible for a fish to get thirsty?

Yup, they left the oceans for a reason.

 


–Here’s Ryan firing an FN SCAR for “reference.”

Tell us something about yourself that nobody you work with knows about you until now!

I can name all the states in alphabetical order (Thanks, 2nd Grade!)

 

What’s your dream project?

I don’t have a dream project since I’d like to work in all genres, gameplay types, and platforms. However, I put much more personal emphasis on the team rather than the project. A team that is on point and game tight has, in my opinion, nearly unlimited potential.!

 

Any parting words for the fans?

Keep up the feedback! You are the other side of this crazy roller-coaster called game development.

 

You can’t follow Ryan on Twitter because he doesn’t have an account. Bummer!

Previous Developer Profiles

Are you a regular Offensive Combat player? Want to know what kind of in-game rewards can be yours for meeting certain challenges? Look no further!

Listed below are all Daily and Weekly Quests from May 13 – May 19, 2013. All Quests end/begin at 5pm Pacific/8pm Eastern/ 12am GMT on their applicable day.

Enjoy!

Obligatory screenshot!–Obligatory screenshot!

 

Daily Quests (500 Coins, 1000 XP)

  • May 13 – Limericks and Leprechauns - Get 40 kills with the Brewicide
  • May 14 – Dance Like a Chicken Day - Get funky with Pollo Feliz and PWN 30 times
  • May 15 – Good as Gold - Get 50 kills with any gold-plated weapon
  • May 16 – Goodbye Dunder Mifflin - Get 20 Assists in honor of the Asst. Regional Manager
  • May 17 – Set Phasers to Shun - Get 50 kills with the Mode IV pistol
  • May 18 – Insult and Battery - PWN your fallen foes 30 times
  • May 12 – Home Free - Grab 12 Capture Points on any map

 

Weekly Quest (2500 Coins, 4000 XP)

  • Get 500 Kills with any Ferret Sniper Rifle to earn your reward! (ends May 19)

 

See you again next week with our next set of Quests!

Play a lot of Offensive Combat? Want to know what kind of rewards you can get for regular play?

Look no further! Listed below are all Daily and Weekly Quests from May 6 – May 12, 2013. Each Quest ends and the next one begins at 5pm Pacific/8pm Eastern/ 12am GMT. Have fun!

 

Daily Quests (500 Coins, 1000 XP)

  • May 6 – Hawaiian Musubi – 50 kills with a grenade launcher
  • May 7 – BOOM! – Get 5 Multikills with any Grenade
  • May 8 – Overmuch? – Get 25 kills with a Sniper Rifle in Shortest Yard
  • May 9 – Best Served Cold – Get 10 Revenge kills on Disasteroids
  • May 10 – A Winner is You! – Win 20 Rounds of Team Deathmatch
  • May 11 – So Thirsty – Play 30 Rounds on Dry Run
  • May 12 – Gas Up - PWN 20 players with flatulence

 

Weekly Quest (2500 Coins, 4000 XP)

  • Get 200 kills with the Foam Shocker melee weapon (ends May 12)

 

Check back with us again this time next week for the next set of Quests!

If CCO Chris Archer hadn’t teamed up with CEO Dusty Welch, then U4iA Games wouldn’t exist — and that’s a fact. But what is it that made Chris decide to co-create our fine studio in the first place? How much experience does he have coming into the competitive world of video game start-ups? What PlayStation fighting game character did he voice back in the ’90s? Find out the answers to all these and more right now!


– CCO,Chris Archer with co-founder and CEO, Dusty Welch.

Professional Life

Name: Chris Archer

Title: Chief Creative Officer, Studio Head and Co-Founder

Joined U4iA: April 2011

Years in the Industry: 23 short years

 

Personal Life

Hatched: 1972

Zodiac Sign: Virgo

Diet: See-food. I eat everything I see

Favorite Game of All Time: An exact tie between Ultima III: Exodus and Elite

Other Favorite Games: Tony Hawk’s Pro Skater, NBA 2K8-2K13

Favorite Movie: Heat (no question)

Favorite Music: Pretty much everything from the oldies to indie rock, but when I really want to get in the groove I crank some Sailing by Christopher Cross… really.

Favorite Book: Snowcrash

Hobbies: Playing with my kids, gambling (poker)

Inverted or Not? Not. What sort of crazies do that? I’m not flying a plane. LOL!

 

Offensive Combat

Weapon of Choice: Baryshnikov assault rifle

Favorite Body Part: Classic OG (closed beta shirt)

Favorite Pwn: Pollo Feliz

Favorite Map: Dry Run

Development Tools Used: Unity, Sound Forge, Sound Studio


–Chris’ history includes The 7th Guest, Powerslave, Spider-Man 2, and True Crime: Streets of L.A.

Gameography

  • The 7th Guest (1993)
  • Creature Shock (1994)
  • The Daedalus Encounter (1995)
  • The 11th Hour (1995)
  • Powerslave (1996)
  • Battle Arena Toshinden (1996)   ***Also voiced Duke
  • NHL Powerplay ’96 (1996)
  • Gex: Enter the Gecko (1998)
  • Tony Hawk’s Pro Skater (2000)
  • Spider-Man (2000)
  • Tony Hawk’s Pro Skater 2 (2001)
  • True Crime: Streets of L.A. (2003)
  • X-Men: Legends (2004)
  • Spider-Man 2 (2004)
  • Ultimate Spider-Man (2005)
  • Marvel: Ultimate Alliance 2 (2009)
  • Sleeping Dogs (2012)   ***Previously Black Lotus
  • Offensive Combat (Open Beta 2012)

 

In one sentence, tell us what you do at U4iA.

I am responsible for the overall creative for the game and the company, and manage the day-to-day studio operations. I know this is a second sentence, but that’s also what I do — get second sentences.

 

How did you break into the industry?

I was in law school, working at Egghead Software part time, when some guys from Virgin Interactive came in and offered me a job to work on the 7th Guest, one of the first games for CD-ROM. It was a tough decision, but I ultimately dropped out of law school to make video games. Stay in school kids!

 


–Fun fact: Chris breeds to protect himself from rain and other elements.

What does the games industry get right more often than not?

Every year, the industry gets better at making great games!

 

What does the games industry keep getting wrong?

Bloated teams that are not focused and lay-off their staff at the end.

 

What’s the single most important feature needed for an awesome game?

To be at their core, fun and engaging. As long as you start there, you will have a winner.

 

Why start U4iA with Dusty [Welch]? Why not join another, already-established team?

We had both been doing successful work for other companies for so long, that it was time to bet on ourselves. We formed the company to make great games that delight consumers and to create core games that are easily accessible and fun to play on any platform.

 

How is a CCO different from a CEO, and what’s your ultimate goal with Offensive Combat?

The CCO or Chief Creative Officer is a cool made-up name for guys that oversee all of the creative for the company. Generally speaking, the CCO is the game guy and CEO is the business guy, but Dusty and I share a lot of that as he loves working on the game and I love working on making this company wildly successful. Its a great partnership. My ultimate goal for OC is for players around the world having a ton of fun playing, thus making it the #1 Free-to-Play shooter globally.

 

Tell us something about yourself that nobody you work with knows about you until now!

I was an Eagle Scout and went to a military academy. Always be prepared!

 

What’s your dream project?

To create the metaverse from Snowcrash. It will happen some day and I will be a part of it!

 

Any parting words for the fans?

The fans have been great. We love your feedback, your fire, your love of the game and your candor. Keep up the great work. You are making the game better every day. Thanks!

 

You can follow Chris on Twitter @ChrisRArcher

Previous Developer Profiles

Do you like plasma-based assault rifles? Love accuracy, range, and body damage? Is your favorite type of weapon the kind you didn’t have to spend a lot of money on?

If that answer to one or all of those questions is “Yes,” then boy do we have an offer for you!

 

That’s right! For a limited time only, we’re selling the highly-popular Havoc assault rifle for 200 Credits — that’s an astonishing 70% off its standard retail price!

If you were ever on the fence about picking one up, now’s your big chance.

Get ‘em while they last!

If the U.S. Navy SEALs prefer the M4A1 assault rifle as their weapon of choice, then shouldn’t you?

That’s a question Offensive Combat players can start answering right now as the M4A1 carbine leads the way in this week’s data drop.

But let’s assume, for a moment, that a new gun with an awesome range, accuracy, and magazine size doesn’t razz your berries? Then what? Well, how about  La Maraca – our Cinco de Mayo-themed melee weapon that shakes them up while you shake it up? Or what about our over-the-top hilarious, floppy-but-firm Guammy Worm melee weapon that was inspired by a member of our community in a player spotlight we featured a few months back.

Still not enough for you? Then maybe our new Force Recon character is just the sort of badass bad-ass you’ve been waiting for? Or maybe you like PWNs that were totally not inspired by an incredibly popular, early-90s Latin Pop song about a two-timing floozy? If that sounds like you, then our new Body Happy PWN is just the post-kill dance you’ve been waiting for.

In addition to all our new content, we’ve also made a number of important fixes and improvements that make our game THAT much better.

For the full catalog of changes to Offensive Combat, please review the checklist below.

 

Offensive Combat v2013.07 | April 25, 2013

Feature Changes

  • Added M4A1 assault rifle
  • Added La Maraca melee weapon
  • Added Guammy Worm melee weapon
  • Added Force Recon character
  • Added Body Happy PWN
  • Streamlined Training sequence
  • Removed Hardcore gametype from Quick Play matchmaking logic
  • Credit values have been increased substantially
  • Player accounts with banked Credits have been updated to reflect the value increase
  • Permanent weapon purchases are now made exclusively with Credits
  • All rented weapons can now level up like purchased weapons
  • Most rented weapons can now use Mods and Spins like purchased weapons
  • Vanity items (Body Parts, PWNs) are now exclusively for sale via Credits
  • “Extras/Exchange” tab in the Shop has been renamed “Extras”
  • Coin Exchange boxes have been removed (see below)
  • Timers have been removed from Gun Range
  • Updated description text for New Recruit character
  • End-of-Round “Spin Now” box rewards have been changed from multiples of 10 to multiples 5
  • Incorporated all post-April 4 hot-fixes into patch

Improvements

  • Players with an equipped super weapon now refill their ammo when running over another super weapon
  • Expired weapons are now marked with red caution signs in the Shop and player Inventory
  • Credits purchase window is now easier to use
  • Improved compatibility with IE8 and IE9
  • Unity loading errors through Facebook have been decreased
  • New Recruit character has been given additional visual refinements

Fixes

  • UAV Support consumable no longer reveals the player on the mini-map
  • Player Health regeneration no longer reveals the player on the mini-map
  • Temporary respawn invulnerability no longer reveals the player on the mini-map
  • Achievements unlocked simultaneously are now properly displayed in sequence
  • Pop-up boxes no longer overlap the Gold Mystery Box image screen
  • Preview text now properly disappears when pressing the “Clear Preview” button
  • Frag Football grenade now properly deals full damage to targets in Gun Range
  • Switching ranges while a target dies in Gun Range no longer causes frozen or invisible targets
  • Fixed Friends List “ghosted names” issue
  • Default weapon mods Tooltips now display the correct text
  • Tooltip map descriptions have increased “displayed” character limits
  • Repaired various display issues with the “X” close button appearing in unintended places
  • “Randomly dead” OffensiveCombat.com links have been repaired
  • Miscellaneous bug fixes

Skills

  • Hi-Viz: Increased grenade-visibility effectiveness from +50 to +400%
  • Expert Tracker: Increased nameplate visibility duration from +200% to +1000%
  • UAV Extender: Increased duration from 22.5 seconds to 25 seconds
  • Nade Camo: Increased grenade-masking effectiveness from +50% to +80%
  • Power Walker: Increased speed bonus from +10% to +25%
  • Marathon Man: Increased endurance bonus from +25% to +50%

Weapons – Assault Rifles

  • Moderately increased accuracy for all assault rifle Sights

Weapons – Submachine Guns

  • Slightly decreased hip-fire accuracy for all SMGs

Weapon – Libertine Sniper Rifle

  • Textures have been updated for better visual fidelity

Map – Painhouse

  • Changed maximum player count from 12 to 16

Items No Longer Available (De-Listed)

  • Coin Exchange 5K
  • Coin Exchange 10K
  • Coin Exchange 20K
  • Coin Exchange 50K

Welcome back to the Offensive Combat Community Spotlight, where we highlight YOU and your dedication for the world to see!

This week’s mega-fan is HillTribe. A longtime OC player and one of our top North American players, HillTribe has been such a big contributor to the Offensive Combat community that we even named a Quest after him! Let’s meet him!

  • Username: HillTribe
  • Real Name: Evan
  • OC Debut: Closed Beta (July 2012)
  • Favorite Weapon: The Furrberg. I love its one-hot kill potential and it’s a great melee-combo weapon
  • Favorite Map: A toss-up between Dry Run and Trigger Mortis. I always have a blast on those two
  • Important Stat: Currently rated #7 in the North American OC rankings

 

What drew you to Offensive Combat?

Honestly, it was the PWNs — mainly the Ripper. I thought it was hilarious and the face my wife made every time I used it was priceless.

 

What do you like most about the game?
It really has the whole package for me. I love the fast-paced combat, the maps are all fantastic, and the community really stands out above all others.

 

If you could add something to Offensive Combat, what would it be?
Private lobbies would be at the top of my list right now. But more maps, weapons, and customization options would be nice too!

 

You had a weekly Quest named after you a few weeks back. What was your reaction when you saw it?
My first reaction was OMFG NO WAY! THAT’S AWESOME! I felt very honored that I was even brought up while considering a new quest name and subject.

 

Have you ever been to any gaming events, shows, or tournaments?
None. This has been the first game I’ve felt I’ve had a competitive edge at.

 

What’s the story behind your username?
It’s a play on my last name given to me by some old coworkers; can you guess what it is (Hint: Its really easy)?

 

Besides OC, what else do you do for fun?
My wife :D But other than that I enjoy paintball, watching movies, reading and making little games in Flash and more recently Unity.

 

What’s your favorite game of all time?
Easy, Half-Life 2. BioShock coming a close second.

 

What’s your dream job?
I would really love to design/program games, preferably smaller projects so I can try my hand at new platforms and genres more frequently.

 

Any parting words for your fellow community members?
Thanks for making this a great community to be a part of. And beware the chicken man!

One of our earliest employees, Lead Programmer, Dan MacDonald has been a part of the U4iA team before Offensive Combat was Offensive Combat. Passionate, intelligent, Canadian, Dan has a lot to say about a lot of things. Let’s meet him!


–Hi Dan!

Professional Life

Name: Dan MacDonald

Title: Lead Programmer

Joined U4iA: August 2011

Years in the Industry: 9

 

Personal Life

Hatched: 1979

Zodiac Sign: Aquarious

Diet: Good food

Favorite Game of All Time: World of Warcraft (Druid, Alliance for a year or so. Re-rolled Horde and never looked back)

Other Favorite Games: C-Dogs, Wolfenstein 3D, Doom, Halo, Fallout 1 and 2, Nikujin, Castle Crashers, Syndicate, Rock n’ Roll Racing, Raptor: Call of the Shadows, Street Fighter II, House of the Dead, Diablo, Minecraft, Captain Comic

Favorite Movie: Departures

Favorite Music: Tron (soundtrack)

Favorite Book: Armor by John Steakly

Hobbies: Crossfit, motorcycles, cooking, pixelart, 3D modeling and animation

Inverted or Not? Depends on if I’m playing a flight simulator with a joystick or an FPS with a mouse. Yes for the former, no for the latter.

 

Offensive Combat

Weapon of Choice: PMD Sniper Rifle

Favorite Body Part:Citizen 18 Legs

Favorite Pwn: Peanut Butter Jelly Time

Favorite Map: Dry Run

Development Tools Used: Visual Studio, Mono Develop, SQL Server, Unity, Photoshop


–Dan’s professional games history: Duke Nukem Mobile 3D, Social City, The Incredible Machine, and OC!

Gameography

  • Duke Nukem Mobile (2004)
  • Little Soldiers (2004)
  • Duke Nukem Mobile 3D (2005)
  • Social City (2010)
  • Little Soldiers HD (2010)
  • The Incredible Machine (2011)
  • Offensive Combat (Open Beta 2012)

 

In one sentence, tell us what you do at U4iA.

Programming mostly, wherever I’m needed.

 

How did you break into the industry?

Growing up I loved to sketch. Until I was 12, I thought I was going to be a comic book artist. I was a huge fan of Jim Lee’s X-Men and wanted to be just like Jim Lee when I grew up. My parents bought a computer, an 8086 of some sort, and I realized that it was a much more powerful tool for creating worlds. Just like comics I could create heroes and tell stories but unlike comics, with a computer, I could create a world that players could experience and interact with.

From that day on I knew exactly what I wanted to do with my life, and I wasn’t about to wait around for an industry to accept me. I made games with all of my free time. I did all the art, design, programming and tools. I didn’t realize that the industry was built around specialists, nor did I care — I wanted to do it all and I enjoyed all of it. My first projects were disasters and none of them ever finished. Over time and many many failures, I improved.

In college I met a girl and got married and suddenly found myself responsible for a family. At that point I had heard enough about the game industry to know that it was a volatile place with studios opening and closing and rampant layoffs. I decided to pursue a more “responsible” career in software development and took a job at Microsoft (not in games).

For the next 8 years I worked at a number of different places, mostly with friends, doing everything from test automation to Enterprise application development to marketing websites. During this time I wasn’t able to curb my passion for games. For a period of about five years I would put in 40 hours a week at work and come home and put another 40 hours into my own game projects. Eventually I realized that being a well-paid consultant wasn’t what I wanted to do with my life no matter how stable it was. About that time Playdom was opening a Seattle Studio and I became their third hire.

It never felt like breaking in, just like a natural continuation of what I was already doing. If any of you reading this are dreaming of someday making games — don’t wait, start now. Even if you fail over and over again you’ll learn a lot and you won’t regret it. There are tons of tools that help make game development easier than it’s ever been: CraftStudio, Flixel, The GameMaker: Studio, and yes, even Unity.

 


–Fact: Mops can be terrifying.

What does the games industry get right more often than not?

I don’t know if the game industry gets this right often, but when it does it’s a beautiful thing: every now and then a studio comes along that’s passionately committed to the people who play their games. These studios understand that building great games and making money from games are not mutually exclusive. Their commitment to excellence permeates everything they do. Some choose to stay small, some grow to be the largest names in the industry. You know these companies because, chances are, you already know and love one (or more!) of their games. Valve, Bungie, Popcap, Blizzard, Robot Entertainment even smaller developers like Runic Games, The Behemoth, Spry Fox, or Mojang. There are too many to mention but they come in all sizes and they’re what make this industry great. Creators passionately creating fun for their players.

 

What does the games industry keep getting wrong?

Too often I see companies desperately trying to make money and losing sight of the craftsmanship of making an incredible experience for players. Everyone knows that to be successful you have to create a fun game, but when the pressure is on, more often than not, fear takes over. You see managers become petty dictators, wrestling away any autonomy or decision making from the creators that report to them. You see companies pursuing games that are “just like that other game” (that makes lots of money) and then trying to add one or two things to “make it different.” Too often, this produces a culture where understanding what makes something good, or how something works, is less important than being able to look at what another financially successful game has done, copy it, and change it just enough that it won’t cause any legal issues.

 

What’s the single most important feature needed for an awesome game?

In my opinion, multiplayer. It’s amazing to me that players can form real relationships with each other through a game having never met each other in real life, or even have an idea of what the other looks like. I’ve seen in my own experience that these relationships can translate to real-life friendships. The power of a game to bring people together in a shared experience where they can form real relationships is something unique to our industry and it’s an incredibly powerful way to affect the world.

 

Why do drive-up ATMs have Braille keypads?

ATMs are always bleeding-edge early adopters. When the self-driving Google Car takes over, everyone else will be upgrading — but not the ATMs. Basically, ATMs are from the future.

 

Tell us something about yourself that nobody you work with knows about you until now!

On the weekends, when I come into to work, I bring my kids and I let them play Minecraft on your computers!

 

What’s your dream project?

I feel like I have a Samurai game in me. I think me and five other people really like Samurai, so it should probably be freeware. Other than that, I love the feeling of progression in RPGs, I just don’t have time to experience it. I’d love to make a co-op multiplayer action-RPG that you could experience in 20-minute replayable sessions. Or maybe a game about survival in the harshness of space where the environment is the primary antagonist. Hmm… or maybe a turn-based battle game where you choose a hero to duel against other heroes. I don’t know, I have tons of projects I’d love to work on and probably some I don’t even know that I’d love to work on.

 

Any parting words for the fans?

I wish I could play with you guys more. I’m not sure what I was expecting when we started but I was surprised to find that we had such a passionate community composed of some seriously good FPS gamers. It pains me every time something goes out that makes the game worse for you but it’s also incredibly rewarding when you appreciate what we do.

 

You can follow Dan on Twitter @samuraidan

Previous Developer Profiles

What time is it? It's time! There's no better time than now to come join us in .

14 hours ago

Recent Posts:
250K Facebook Likes Double XP Celebration
May 17, 2013

We love that you Like us. It makes us feel pretty damned good. And now we want you to feel pretty damned good too. To celebrate Offensive Combat’s amazing milestone of reaching more than a quarter-million Facebook Likes, we’re rewarding DOUBLE XP to all of OC’s players from now ’til Monday, May 20 at 11:59pm [...]

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Dev-Stream Replay: Burninating the Peasants
May 15, 2013

Did you catch this week’s live developer stream on TwitchTV? Watch it and want to see it again? We’ve got you covered! Offensive Combat Lead Designer, Michael Schorr, Environment Artist, Chris Vanderleest, and U4iA Games narrative designer and community guy, Jeremy Dunham, join forces to give you a closer look at upcoming fire map, BURNINATOR! Click [...]

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