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Today is Thursday, September 21st, 2017
 

Reaper

Basic Info

01: Name

Ryan Brewer

02: Position on the team

Beta Lead

03: Biography

I'm 16, from Alberta, Canada, and in high school getting my ass kicked by high level courses.

Interview

04: What are your tasks on the team?

I keep the beta testers organized, run the beta tests, and manage the feedback from the tests. Basically I'm the gateway between our beta testers and the rest of the staff.

05: Why did you join the ES crew?

I originally joined the ES team as a beta tester. I'd always loved the mod and have been playing it since the day it was released. My feedback in the suggestion forums had me invited to the beta team, and my continued dedication to the mod saw me promoted to beta lead.

06: What did you do prior to your work on ES?

I played games? I'm rather young compared to the other members of the team, so I really didn't work on any previous projects.

07: What do you like most on working on this project?

Contributing to the mod, giving my feedback and watching the mod grow around it. It's a really great feeling to watch something expand upon your ideas and feedback, and an even greater feeling to be a major part of that. Also getting to play the game before it's released is always fun.

08: Are there any other mod teams you admire?

Most definitely Black Mesa's team. The amount of detail they've added surpasses anything I've seen on the source engine, including our own project. Insurgency is another mod with a lot of depth and actually felt like a retail game upon their first release, something you rarely see. Also the Hidden team for making the first source mod to remain popular to this day besides gmod. I'd also like to mention the Natural Selection and Sven Co-op teams for getting me through the 1.6 days.

09: Whats your opinion on mod projects. If anything, do they have an impact on the industry?

I personally think they impact the industry on a level which most people don't look at. If you look at games such as half-life, Unreal Tournament, and Quake, much of their continued popularity is due to the sheer amount of custom content available for them. Although this won't actually affect the production of new games, especially for the ever-prominent console market, it really helps to bring a different style of game to the gamers which large game developers aren't willing to risk the resources to make, and a successful mod could actually influence the design of a future game, just look at team fortress.

10: Where do you see yourself in the future in this industry?

Honestly, I'm not sure. I don't even know if I want to get into the game industry. Time will tell I suppose.