Christian Niemand started programming in 2000 during his education as an industrial electronic. He worked as a scientific and project director at the University of Kassel. Christian is a passionate videogamer since childhood. In addition to videogames he likes to play the Blues piano, ping pong, squash and other sports. At Black Pants Game Studio, he‘s responsible for engine programming and marketing. For any inquiries, he’s the one to contact mail: chris(a)tinyandbig.com
Sebastian Stamm is currently living and studying in Kassel, working as an animator, illustrator and VJ. His works have been published by RotopolPress, Pandemia and Crepes Comics. Over the last years, he worked on several animated shorts and commercial projects for clients like VW, Studio FilmBilder, Theater Bielefeld, Eon Bayern and Bilger Film. He enjoys comics, good canned meat, old videogame consoles, punk rock and ray guns. At Black Pants, he creates the characters and story, and contributes his visual style to the game. web: www.the-stamm.com
Florian Grolig is an animation filmmaker and latterly game designer from Kassel. In 2010 he finished his studies at the School of Arts and Design Kassel with the animated short „MS. Found In A Bottle“. During his studies he realised some short films, did experimental life video with ‘20 seconds harmony‘ and worked amongst others for Studio Filmbilder, Phil Mulloy and BMW/Mini. At Black Pants, he is reposible for level- and gamedesign and works on the 3D content. web: www.panopticum.eu
Sebastian Schulz started developing small programs on his first brand new C64 in the early 90s. Later, first small unfinished games followed on his first PC using Visual Basic and Pascal. Soon after that he switched to the object-oriented languages C++ and Java and started to work with game engines like JME and Irrlicht. In 2002 he started studying computer science at the University of Kassel where he met the other co-founders of Black Pants Studio. At Black Pants, he is responsible for the game‘s physics, audio, A.I. and gameplay logic. mail: sys(a)tinyandbig.com
By continuously working on the Scape Engine since 2002, Johannes Spohr started to pursue his enthusiasm for graphics programming professionally. He spent much of his early efforts competing in the PC demo scene, and has more than 15 years of experience developing real-time graphics engines under his belt. He is Black Pants’ core engine lead, build engineer, C++ warlock, and bearer of the Company Mustache. mail: jones(a)tinyandbig.com
Tobias is an independent animation filmmaker. He studied animation at the school of fine arts in Kassel. During his stay in Kassel he did several animation shorts which were shown at filmfestivals all over the world. At Black Pants, works on the 3D content and builds the levels. web: www.bilgeri.eu
We are using our own gear, The Scape Engine. Built from scratch and in development since 2002. At Black Pants, it runs our current game.
We are further accompanied by the following tremendous persons, who are cool:
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