.:The Dripstone Team:.

Stefan Biermann

Stefan Biermann

Stefan Biermann serves as prop artist in the team. All inventory items, weapons and cave props come from him. Albeit being rather focused on modelling, he currently takes care of the entire workflow for his objects, from model over texturing to the export into the engine. Beneficial to his work is the two years worth of highpoly modelling experience, which makes his modelling (both high and low poly) fast and efficient.

Timon Felix Glatt

Timon Felix Glatt

Timon is the successor of Dennis as the Game Designer and joined the team in spring 2007. With his background as a musician and a piano-teacher, he was originally hired as the team’s sound designer. But he ended up being both game- and sound-designer.
He started his studies of game design at the Games Academy in Autumn 2006. Winter 2006/2007, he worked as the sound designer of a Pong-Clone named “Maceball”. He was also responsible for gameplay-testing and balancing.

Paulo Jorente

Paulo Jorente

Paulo has been programming all kinds of software in many different languages for several years now – some of these languages are: C++, Delphi, Visual Basic and some scripts like: PHP, HTML, CSS and JS.
At the end of 2005 he started his studies as 3D Programmer at the Games Academy in Berlin and during the first semester developed as single programmer a complete 3D Game called BankMan - an adaptation of Pacman - together with 4 other students.
Since April 2006 he has been programming the game Below and Beneath. He is responsible for programming the AI, interface and inventory.

Matthias Muschallik

Matthias Muschallik

Matthias has lot's of experience with programming and before he started to study 3d programming at Games-Academy, programmed in Java for six years already, adding another two years of C++ experience on top. During the first semester he was working on a project called Time Invaders based on UT2004 along with Stefan and Dennis.

Sven-Erik Neve

Sven-Erik Neve

Sven's responsibilities include character modeling, texturing and rigging. Whenever the team is in need of an extra animator he gladly fills the gap, taking the chance to enhance his animation skills. Sven focuses on organic assets and loves the challenge of creating exceptionally good-looking objects while still working within tight polygon limits.

Matthaeus Saternus

Matthaeus Saternus

In his first semester in the Games Academy, Matthaeus developed the world geometry, all the animations and some of the interface graphics of the game BankMan.
Now, being the youngest member of our team and after increasing his animation-skills with amazing speed, he became responsible for all animations in the game. In addition, he has created the geometry of all the game's caves.

Jochen Winkler

Jochen Winkler

Jochen Winkler worked with various 3d-packages since he was in school. After several semesters of higher math and computer science, Jochen came to the Games Academy as an artist. He was elected lead-artist for our project. Jochen focuses on character modeling and rigging, but he frequently finds himself doing every task at hand.
You can see his portfolio at www.joc-wi.de

Dennis Schwarz

Dennis Schwarz

Dennis Schwarz gained first experience in games development as a tester for Action Half-Life in 1999, followed by the position of Game Designer in various mod projects, while stuying English Philology besides. In summer 2005 he took the course "Game Design" at the Games Academy. He was elected project leader when our team formed in march 2006. Dennis was our sole game designer and left the team after he received his degree in Games Design in September 2006.

He is no longer among us, but we will never forget him - now that he is working at Crytek.