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Merciless Development Studio is an independent group of dedicated game developers, programmers, audio and graphic artist's. |
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Merciless Development was founded by Mahendra Sampath, AKA X-MING-X, and Sebastian Quelcutti, AKA SPANYARDIE. |
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With a joint total of 40 years experience, our founders have a broad range of experience in both software development and game design.
Mahendra is Merciless Development' chief Game Designer and Producer, over the years gaining experience as level designer, game designer/producer, quality assurance manager, Sound effects designer, and product demonstrator on a wide range of titles including military flight sims, car racing games, Real time strategy, and even pinball sims, across every major gaming platform including PC, Dreamcast, and Playstation, and worked for one of Europes largest independent games companies.
Meanwhile, Sebastian is Merciless Development' chief Programmer and Technician. After many years as a Technician in Communications, he moved into commercial software design and programming, with varied projects such as Digital Speaker systems and EEPROM programmers on Dealerboard systems for financial institutions in the city of London, England, to quotation and ordering systems for cable companies, before passing on his experience by teaching, and giving lectures on this vast subject.
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Successful projects include multiplayer levels for co-operative, death-match and team based games and mapping from the beginning of on-line gaming using Doom / Doom2, Duke Nukem, Quake 1, Quake 2, and Halflife, engines for first person shooters and also making countless RTS maps for games like Warcraft, both privately and commissioned for special events.
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The first project undertaken by Merciless was the design and organization of the Intel Masters Gaming Championship in 2001, the largest cash prize competition for multiplayer games in the uk.
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Our aim is to create innovative, challenging, and entertaining games with a focus on competitive gameplay, player tactics and performance. We believe that there is huge scope for improvement in the world of multiplayer on-line games, and so we try to develop new concepts into all of our projects whilst retaining the proven elements of gameplay.
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Now we feel we have the right core team and facilities in place to develop games and software to the highest standard.
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