Josh Martel
Moby ID: 45857
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Eighties
Atari BASIC, Byte magazine, a four-foot stack of NES games, homebrew D&D.
Nineties
From IBM XT clone to Pentium 100. From text adventures and BBSs to Quake and Teh Intarweb. From "teach yourself C" books to writing C code all the time. I worked on some small Doom/Heretic/Quake editing utilities, some mildly successful Quake mods, some mildly unsuccessful Quake mission packs, commercial Quake front-ends, helped kick-start machinima with Operation:Bayshield (which I now violently cringe at), rendered a few wireframe meshes in mode 13h, made the LEDs on my keyboard blink, cheated in games I didn't really care to cheat in just because it was fun to hack savegames and EXEs, wrote a war-dialer and never used it, and generally soaked up and regurgitated every bit of information I could find. I helped create a small startup company to make a Quake mod, made said Quake mod, then buried said company and Quake mod.
... lived in dirty 3-bedroom house with 6 to 8 other people because it meant I could program and play games all day.
... lived in a friend's art studio because it meant I could program and play games all day.
... worked various crappy side jobs because it meant I could program and play games part of the day at least.
Somehow I never got tired of it.
Etc
I finally got my first "real job" at Ion Storm working on Tom Hall's Anachronox. I was there for about three years and it was an incredible experience. After Ion went under, I was lazy for a while. You know... playing games and programming. Some other stuff happened. Eventually I worked at Monkeystone Games, worked on a few mobile-phone games that never shipped, and worked on Hyperspace Delivery Boy, which did ship.
After I left Monkeystone, I was lazy for a while. Some other stuff happened. Eventually I worked at Ritual Entertainment, where I helped ship Star Trek: Elite Force II, Sin Episodes: Emergence, and a few other things. I was there for about four years.
Then I spent a year in Austin, which is a great place to live. After chasing a fool dream of working in audio design, I found the now-defunct Fizz Factor, where I helped ship WWE SmackDown vs. Raw 2008 on the DS and generally had a great time.
Now you can find me at Escalation Studios.
Credited on 20 games
Displaying most recent · View all
Doom + Doom II (2024, Windows) | Level Design |
Please, Don't Touch Anything 3D (2016, Windows) | Programmers |
Disney Infinity (2013, Windows) | Core Technology |
Midway Arcade (2012, iPad) | Escalation Studios |
Rage (2011, Windows) | Additional Online Work |
Everyday Genius: SquareLogic (2009, Windows) | Playtesting |
Doom Resurrection (2009, iPhone) | Team |
Samba de Amigo (2008, Wii) | Senior Programming |
Depths of Peril (2008, Macintosh) | Sound Effects |
WWE Smackdown vs. Raw 2008 (2007, Nintendo DS) | Programmers |
SiN Episodes: Emergence (2006, Windows) | Programming |
25 to Life (2006, Xbox) | Programmers |
Counter-Strike: Condition Zero (2004, Windows) | Ritual Entertainment |
Counter-Strike (2003, Xbox) | Programming |
Star Trek: Elite Force II (2003, Windows) | Additional Programming |
Hyperspace Delivery Boy! (2002, Windows) | LUA Programmer |
Anachronox (2001, Windows) | Programmers |
X-Men: The Ravages of Apocalypse (1997, DOS) | Sounds |
H!Zone (1996, DOS) | Levels made with utilities by |
Final Doom (1996, DOS) | Level Designers |
[ full credits ]
Frequent Collaborators
People- 15 games with Tom Mustaine
- 8 games with Jesse Flanagan
- 7 games with Rich Fleider
- 7 games with Zak Belica
- 7 games with Brian Eiserloh
- 7 games with Shawn C. Green
- 7 games with Steve Nix
- 7 games with Robert Hutson
- 7 games with Arya Iwakura
- 6 games with Marc A. Tardif
Companies
- 8 games with Valve Corporation
- 6 games with id Software, Inc.
- 5 games with Ritual Entertainment
- 4 games with Bethesda Game Studios Dallas LLC
- 3 games with Leader S.p.a.
- 2 games with GameSpy Industries Inc.
- 2 games with Turtle Rock Studios, Inc.
- 2 games with Square Enix Limited
- 2 games with WB Games | Avalanche
- 2 games with Microsoft Corporation
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