About RPM Collective

RPM Collective is an independent game studio, inspired by the DIY punk ethic. Unhindered by investors, external publishers, shareholders, marketing droids, egos, budgets or talent, we strive to produce the best, most innovative games possible.

Core Members

At present RPM Collective consists of the following people:

Alex Kerfoot — After working as the lead simulation engineer on the Sims 2 console team and gameplay programming on Spore, he decided he wanted to do something even more different and struck out in search of adventure, from which he has yet to be heard back. He is getting tired of writing in the third person.

Supporters

RPM Collective would not exist without the help of the following extraordinary folks:

Mitchell Keith Bloch, Engine Ninjaneer, built and ceaselessly maintains the open source Zenipex Library game framework.

Harry Mack, Audiomancer, provided music and sound effects as he has done for [many indie classics like] Braid, Corpse Craft, Oasis and Iron Dukes.

Jason Strickland, Visualitician, greatly improved the look of the game, suggesting that maybe it shouldn’t be all flat-shaded, single polygons and saturated, clashing colors, and contributed ship designs and animations.

Jonathan Voigt, Configuratoraton, set up and maintains a countless amount of servers, collaboration tools, and assorted services essential for RPM Collective, in addition to offering good engineering and design advice, and some previous programming.