About the Reviewers
Katax Emperore was born in January 1974. Since his childhood days, he loves board games, science magazines, comic books, and graffiti painting. Katax was introduced to the IT world when he got his first game platform, Fire Attack from the Game & Watch series by Nintendo, back in the '80s. While spending hours on it, he became curious about the process of creating games.
As a teenager, Katax owned Amiga 500 by Commodore on which he played hundreds of games. However, one of the games stuck with him, Shadow of the Beast by Psygnosis. He was enamored by the quality of graphics, music, and FX sounds involved in the game. Katax realized that he would like to learn to create such games, and this was the first step. Today, he can design and develop any game on various web pages and platforms.
The Amiga platform created a high-quality gaming experience supported by an advanced hardware architecture that was way ahead of its time. It was a high-profile computer with real stereo sound supported by the advanced Direct Memory Access technology for multiprocessing. On this platform, Katax learned many aspects of programming, multitasking, DMA, interactive applications, I/O port mappings, graphic design, and 3D. When Microsoft introduced Windows 98, he got serious about programming, 3D, and graphic design, which led him to base his education, and later his career, in the IT industry.
Around this time, Katax experienced live performance of digital visual art improvisation, over music known as VJ performance. He was influenced by Jimi Hendrix's style of improvising each track on a live stage. His style visualize forms, colors, and brightness of images and videos, by playing live visual transitions over each pixel on the screen. Katax believes that it's necessary for each game designer/developer to be a part of some art movement or activity because it helps you in your career, both technically and spiritually.
Katax's favorite bands/artists include Klaus Schulze, Tangerine Dream, Hawkwind, and Jimi Hendrix.
Dennis Glowacki, with over a decade of experience rising from the modding and indie community he released several Source and Unreal Engine projects before breaking into the AAA industry where he contributed as an environment artist on Mortal Kombat X and Battlefield: Hardline Premium. He has been awarded the titles of Unreal MVP and Unreal 4 Founder's Club member by Epic Games.
He has also worked on Source SDK Game Development Essentials by Packt Publishing and How to Become a Video Game Artist by Watson-Guptill Publications, New York.
Devin Sherry is originally from Levittown on Long Island, New York. After graduating from Island Trees High School in 2010, he studied game development and game design at the University of Advancing Technology, where he earned his BA in game design in 2012.
During his time in college, he worked as a game and level designer with a group of students, called Autonomous Games, on a real-time strategy-styled, third-person shooter called The Afflicted using Unreal Engine 3/UDK. It was presented at GDC in 2013 at the GDC Play Showcase. It is with this group of developers that he learned the valuable skillsets in the field of game development using the Unreal technology.
Today, he works as an independent game developer, located in Tempe, Arizona. He works on both personal and contracted projects. His achievements include the title Radial Impact, which can be found in the Community Contributions section of the Learn Tab of Unreal Engine 4's Launcher and can be purchased on Steam. You can find his work on his YouTube channel, Devin Level Design, where he educates viewers on game development within Unreal Engine 3, UDK, and Unreal Engine 4. He also works with the indie game development community on various projects using the Unreal technology.
Whenever he can, he works in the field of technical support as well. In the realm of game development, he has worked with groups such as Autonomous Games, Virtus Studios, and Nordic Games to develop titles in both the independent and AAA sectors.
He has also co-authored Unreal Engine 4 Physics Essentials by Packt Publishing.