| Overview
There is
a saying that states that one shouldn't complain unless you're
prepared to do something about your complaint. For most people
that's all it is, a saying, but not so for Tim Brooks. In 1999
Tim was feeling burnt out. Tim loved playing and designing war
and strategy games, games that he was introduced to as a kid
growing up in a military household. After college he putted
around in the business world but his desire to pursue a gaming
career constantly gnawed at him. Putting the world of stock
options and 401Ks behind him, Tim formed his own game
development company, Interactive Simulations, Inc.
While he
had once self-published a basketball simulation entitled Nothing
But Net this was a new and exciting step for Tim. Soon Tim, had
designed the tactical mercenary game Wages of War (New World
Computing / 3DO) and Soldiers At War (SSI), but it was 101st:
The Airborne Invasion of Normandy (Empire Interactive) that saw
Interactive Simulations, Inc. come into its own. A realistic
simulation of the airborne operations surrounding the D-Day
invasion of the Second World War, 101st was a bestseller that
continued to sell for years after its release. Yet, even with an
impressive sales record the computer gaming world was turning
away from thoughtful strategy games and looking more towards eye
candy and brainless action.
And so in
1999 Tim Brooks could either complain that the corporate
accountants were taking away his passion or he could do
something about it. He did something about it. In 1999 he formed
Shrapnel Games, headquartered in picturesque Cary, North
Carolina. Originally intended to simply allow Tim to publish the
sequel to 101st, All American: The 82nd Airborne in Normandy,
Tim was approached by other designers that had been left out in
the cold by the mainstream world of games because intelligent
and historical were two words that didn't make the industry's
buzzword list.
Realizing
that this was a chance to insure the continued survival of
strategy and historical games, Shrapnel Games soon became more
than a place for All American. It soon became the hot spot for a
wide variety of games that shared one common theme: it was all
about the gameplay, specifically thoughtful gameplay that
required something more than a quick index finger. From
historical settings to places undreamed of except in the fertile
imaginations of the developers, Shrapnel Games soon offered
everything from conflict simulations to star-spanning empire
building games, and the gaming world loved it. After all, they
didn't abandon strategy and war gaming, it was the mainstream
publishers that had, and in doing so abandoned their fan base.
Shrapnel
Games' products quickly became known around the world, with
loyal customers from Australia to Finland, and everywhere in
between. It wasn't just the fans though that loved Shrapnel, the
press have heaped a great many accolades on Shrapnel's products.
From winning a Charles S. Roberts award to being featured in
GAMES Magazine's Top 100 list, the media has continually
recognized the quality of Shrapnel's products.
The
secret to the quality has always been the fact that we truly
love what we do here. Every staff member and developer shares
the same passion for gaming that drove Tim to found the company
in the first place. It's a passion that translates into games
that don't insult your intelligence, games that give you great
value for your money, games that you'll want to play for years,
and most importantly, games that are fun. Check out any of our
games and you'll see our fondness for gaming shining brightly.
As
Shrapnel Games continues to grow into other areas, such as the
world of boardgaming, we will never sell out the ideals that Tim
based the company on and which have driven his life. Since 1999
Shrapnel Games has offered the world the best of strategy, war,
role-playing, and more, and will continue to do so for years to
come.
Shrapnel Games' Developers
Chronic
Reality: Scott Wakeling
The Camo Workshop: Andrew Gailey, Don Goodbrand
Digital Eel: Rich Carlson
Gilligames: Todd M. Gillissie
Hyperborea Studios: Xavi Rubio, Ruben Zubillaga
Illwinter Game Design: Johan Karlsson, Kristoffer Osterman
Joe's Games: Joe Jaworski
NeppaGames: Chet Makuch, Pat Merkel
OneGames: Brian Gantt
ProSim Company: Captain Patrick Proctor
SprueGames: Andrew Lonon
Tonio Loewald
Shrapnel
Games' Players
Publisher & President:
Timothy W. Brooks
Press Relations: Scott R. Krol
Director of Reseller Relations: Annette Brooks
Customer Support Manager: Annette Brooks
Production Coordinator: Annette Brooks
Artist in Residence: Greg Jackson
FRAG! Newsletter Editor: Scott R. Krol
Shipping Department Head: Jerry P. Holt
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