Defect is under development by the guys that founded Three Phase Interactive in 2012. The three man team consists of Paul Baker (Programmer/Project Manager), Chris Burns (Animator/Artist) and Drew Morrow (Artist/Designer). Their first game as a team, Stunt Star: The Hollywood Years, is available on iPhone, iPad, Android and Windows Phone.
The team has taken on additional contract programmers for Defect, including Sam Izzo, as well as outsourcing sound design to Stephan Schutze of Sound Librarian.
Paul’s passion for spreadsheets, playing games and creating mods led him to a Bachelor of Engineering (Software Engineering) at the University of Newcastle. In 2003, Paul joined Blue Tongue Entertainment as a Software Engineer. Here he worked on numerous multi-platform games in the action-adventure and brawler genres. He worked his way up to become the Lead Programmer on the studio’s final, uncompleted game for PS3, X360 and Wii, where he enjoyed the opportunity to use spreadsheets to do some project management.
In 2011, Paul 'left' Blue Tongue and decided to tackle the mobile/tablet market, co-founding Three Phase Interactive in 2012. Paul's passion for cars and motorcycles led to him being the sole programmer and project manager on TPI's début title, Stunt Star: The Hollywood Years, which has been released on iOS, Android and Windows Phone. Paul currently splits his time between programming, spreadsheets and Twitter.
Having spent most of his early years playing video games on some of the very first home computers and growing up with consoles like Nintendo and SEGA, it's not surprising that Chris ended up choosing a career in video game development.
After seeing how a friend's older brother had modded the first Need For Speed game (making a track that was one big down hill straight to see how fast they could make the cars go), Chris began to get interested into how games were made and spent more and more time tinkering around making levels for games such as Quake, Command and Conquer, Half Life and Counter-Strike.
At the same time Chris was also interested in animation, making cartoons in Flash and Stop motion clay-mation videos. One of his first short films was done with a friend using drawings on a white board, a toy black and white video camera lens and a VCR, doing all the dialogue and sound effects and music live as it was recorded.
After studying Animation professionally and working on various 3D freelance projects, Chris ended up landing a job at large video game company in Melbourne. Working on animation and rigging, he learnt a lot about what goes into a game from its beginning to its final polish stage, and the amount of awesomely skilled people behind the scenes.
Drew was trained in graphic design and illustration, which lead him into the field of pizza delivery for many years. Having achieved everything there was to be achieved there, he went in to working in the pen and paper RPG industry, floundering at several companies. Most recently he was a concept artist and senior artist at Bluetongue Entertainment, before ‘leaving’ to co-found Three Phase Interactive.
Sam learned to program on his dad's MicroBee (the only Australian home computer!) in the 80s, cutting code in MicroWorld BASIC and Turbo Pascal. When his family migrated to PCs he got into the demo scene and learned graphics programming the old fashioned way, when video memory was at $A000 and a graphics pipeline was a Bresenham line routine.
With a love of the classic Sierra adventure games, arcades, and owning both a NES and a SEGA Master System and having no allegiance to either, it was only natural that Sam should go into game development.
So instead he went to work at a startup for a friend building traffic management software. Eventually in 2005 Blue Tongue Entertainment replied to his constant emails and phone calls and offered him a job. He worked on Barnyard, de Blob 1 & 2, and THQ even sent him to New York to help finish Homefront.
After Blue Tongue shut down, Sam started doing contract work for other game developers, and is thoroughly enjoying the uncertainty of the contracting world.