I'm just wondering but aren't there two plot inconsistencies between JK and JK II, which are the name of Katarn's ship (Moldy Crow to Ravens' Claw) and lightsaber colour (green to blue)? Although I never played JK, I guess this could be explained in the article, especially the lightsaber color change. wS 04:32, 15 May 2005 (UTC)
Wikipedia is not a strategy guide or instruction manual. Wikipedia articles should focus on the games themselves, not on how to play them; they should not contain tips, tricks, or cheat codes. That information is available elsewhere (such as on our sister project, Wikibooks), in printed guides and online, and does not belong in an encyclopedia entry. Please do not add your own hints or opinions of the game.Verifiable content about the history, design, and overall description of the game is welcome. If you have questions about whether specific information should be added, ask here first. |
Star Wars Jedi Knight II: Jedi Outcast was one of the Sports and recreation good articles, but it has been removed from the list. There are suggestions below for improving the article to meet the good article criteria. Once these issues have been addressed, the article can be renominated. Editors may also seek a reassessment of the decision if they believe there was a mistake. | ||||||||||||||||||||||||||||
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WikiProject Video games | (Rated C-class, Mid-importance) | ||||||||||||||||
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Inconsistencies[edit]
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The Moldy Crow was destroyed in JK and this is mentioned in the aticle Kyle Katarn. Also in that game, Kyle lost his lightsaber (I don't remember its colour) and got Yun's (which if not mistaken, it was orange). I think in MotS, Kyle still has Yun's lightsabre. I don't know if this is explained somewhere anyhow, but I guess Kyle made a new one, since a jedi must construct his own to finish his training.
- Ah, great. Thanks for explaining me that. wS 20:02, 15 May 2005 (UTC)
Weirdy 07:00, 27 March 2006 (UTC) From Weirdy
I haven't played Jedi Knight Academy too, but in Outcast, Kyle Katarn must find his saber in Yavin Temple.
Multiplayer History[edit]
This page needs something detailing the interesting multiplayer history of this game. It would need to be both unbiased and holistic. Including statistics on how many online players were engaged in it over the span of four years that it's been out. It would also need to detail each gametype and versions.
Add on Glitches and Section for Multiplayer in different versions?[edit]
AS the topic suggests, there is alot more on this game that can be expanded. Currently, in its most ebbed form, it lacks valid information pertaining to the facts. I propose adding a section for Multiplayer, Different Versions and Various glitches by patch--including release dates for patches.
History[edit]
This section is ALL OR, first person, and speculative. I'm thinking about removing it - dont see any way to clean it up. Wooty 05:46, 5 October 2006 (UTC)
-- I have no idea what OR means, the section is only first person at the end when I mention how to play the original version after a patch, and its hardly speculative, sounds more to me like you never played the game or that you didn't really read the section. Now if you are trying to say that you don't believe me then fine. I suppose it can be argued that the information is opinionated in places but there are some good facts in it and cleaning it up is not impossible, you are just being lazy. Thanks for completely removing my effort to try and contribute information about this game, I know wikipedia allows such things to happen but I expected more. Oh well.
- It's all original research, and I have played JK2 and JK3 for a couple of years. This is an encyclopedia, not an essay on how you felt about the game's decline. Wooty 18:50, 6 October 2006 (UTC)
-- Go to the Dark Forces II: Jedi Knight wikipedia entry and tell me the sections about the mods and online play are any different. If your gonna erase all my entries then go ahead and erase that guy's entries too.
GCN info[edit]
Is the number of memory blocks the game takes up on Gamecube really relevant in any way? If no one complains here, I will remove it. Timbatron 03:36, 10 November 2006 (UTC)
I agree that the Gamecube info is unimportant and should be removed unless the technical section can be extended. Workster
- Done Timbatron 04:15, 14 November 2006 (UTC)
Removed links from the External Links section[edit]
Removed links to JediKnight.net and JediKnightii.net from the External Links section. Just squatters there now. 194.144.92.20 20:33, 23 April 2007 (UTC)
Thinking About Adding PC Box Instead of Xbox Box[edit]
Since JO came out A LONG TIME AGO for the PC, I Think it's only fair that we put up the original box.
Re-written the plot summary[edit]
I looked at this article yesterday for the first time in a few months. I noticed that many of the sections had been taken out, which I did not have a problem with as they were largely unencyclopedic (a list of cameos, weapons, planets visited etc hardly seems appropriate for an encyclopedia).
So virtually the only thing which this page consists of is the plot section, which goes into way too much detail (see WP:PLOT). So much so that I decided to take it upon myself to write a condensed version of the plot. The new plot summary is six short-to-average-lengthed paragraphs, which is much more preferable than ten or so long paragraphs we currently have.
Hopefully I'll be spending more time working on other essential areas of the article that should be there (primarily gameplay, development, critical reception). I want to get this to at least B-class, but preferably GA-class. UnaLaguna 20:20, 13 June 2007 (UTC)
- We've got a long way to go. We have to cover reception, development, and references to these along with gameplay mechanics.—Theodorel 09:39, 14 June 2007 (UTC)
Gameplay[edit]
I'm a good way through writing a gameplay section. You can view it in its current stage at User:UnaLaguna/Sandbox (which also has some useful links ). Currently I think all it needs is a bit about the community's interpretation of the multiplayer side of the game (bowing, master/padawan clan setup). And yes, I can source it. UnaLaguna 06:55, 15 June 2007 (UTC)
- Done, as far as I can tell. I may have missed something, and if so feel free to add it, but remember to source what you say as the Gameplay section is currently fully-sourced. UnaLaguna 19:53, 15 June 2007 (UTC)
This article has come a long way in the past week. Now all that remains to be done is re-write the lead, review the external links and some minor fiddling with the infobox. We should be getting pretty close to GA by now. UnaLaguna 06:32, 20 June 2007 (UTC)
Re-vamping nearly done![edit]
Gameplay, Plot, Development, Critical Reception and References are all sorted out now. Effectively three things remain:
Sorting infobox information - I think it would be more useful to provide the release dates for the individual platforms instead of the release dates solely for the PC version. This should take little time.DoneThe current lead section is poor. It's currently in the works. I'll admit I find lead sections the hardest part of an article (probably why I left it to the end), but I'll give it my best shot.DoneWe have space for another image or two, so should probably use it. I'm planning on taking a screenshot in multiplayer, and possibly one from the opening cutscene.Done
Then we have assessment, and hopefully a trip to the GA-making end of Wikipedia (or beyond!?).
I've re-done the external links section; the official website and one of the forums links produced a 404. I couldn't find a suitable alternative for an 'official page' from LucasArts (Raven do have one, but it's not good enough to be worthy of external link section-ness in my opinion). I got rid of the Massassi link, too, since it has more of a focus on the previous game in the Jedi Knight series. I kept the jk2files.com link as from my experience it's the biggest file site for JKII around, and actually reviews the files it puts up there. UnaLaguna 08:01, 23 June 2007 (UTC)
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Perhaps a picture of Kyle himself would work in the plot section? --FireV 00:02, 25 June 2007 (UTC)
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I'm thinking of uploading a screenshot from the opening cutscene, with Kyle and Jan in the cockpit. I'd also like to try and fit an image from multiplayer in there somewhere. UnaLaguna 06:17, 25 June 2007 (UTC)
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Okay. Try to get a shot where the camera angle shows Kyle & Jan head-on, because portraits usually make better pictures. --FireV 06:46, 25 June 2007 (UTC)
- I took your advice for the Kyle/Jan picture, and also added a screenshot from the multiplayer game. Now it's time for ASSESSMENT!!! Dun dun dunnnn. UnaLaguna 12:19, 25 June 2007 (UTC)
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Okay. Try to get a shot where the camera angle shows Kyle & Jan head-on, because portraits usually make better pictures. --FireV 06:46, 25 June 2007 (UTC)
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I'm thinking of uploading a screenshot from the opening cutscene, with Kyle and Jan in the cockpit. I'd also like to try and fit an image from multiplayer in there somewhere. UnaLaguna 06:17, 25 June 2007 (UTC)
VG Assessment[edit]
This is in regards to the request at the VG Assessment page. I'm rating this article as B-class, Low-importance. Here are a few tips to improve it!
So, you're doing a great job with this, definitely. What jumps out at me immediately is that there are no references for the plot section (generally the hardest to find). Other than that, though, it's looking great, I'd recommend finding some references for that section, and sending it on to GAC! --PresN 14:20, 28 June 2007 (UTC)
- Thanks for the advice. Now I'm off to GAC Land.. UnaLaguna 06:54, 29 June 2007 (UTC)
Good article nomination on hold[edit]
This article's Good Article promotion has been put on hold. During review, some issues were discovered that can be resolved without a major re-write. This is how the article, as of July 6, 2007, compares against the six good article criteria:
- 1. Well written?:Pass Great work.
- 2. Factually accurate?:Fail References 7 and 38 do nor lead to the articles they were sourcing. Also, references 48 & 1 lead to the same page, as do References 2 & 44. These need to be combined into one reference each.
- 3. Broad in coverage?:Pass Great work. I do suggest, however, that you include a 'Character' section in the future.
- 4. Neutral point of view?:Pass Great work
- 5. Article stability?Pass
- 6. Images?:Pass All have copyrights and rationale.
Overall, great work on this article. I love how you source within the document as often as you can. However, some the references need to be fixed before I can promote it (See above comments) This should not be too hard to fix, so when you do plesae notify me on my talk page so I can promote it. Thanks! :)
Soul Charge also allow temporary power up to turn the battle and unleash additional attacks.Soul Calibur vi Game Download Free Full Version Torrent Highly Compressed For Pc also features a full assortment of single player gameplay mode. It is a fusion of offense and defense. It also features a wide range of game modes of different varieties.
Please address these matters soon and then leave a note here showing how they have been resolved. After 48 hours the article should be reviewed again. If these issues are not addressed within 7 days, the article may be failed without further notice. Thank you for your work so far. — Z1720 07:05, 6 July 2007 (UTC)
- Refs 1 and 48 have been merged, as have 2 and 44. I clarified source 38, as what it shows (the number of JKII mods in each category on the FileFront site) verifies the claim made in the article, and I assume it's a reliable source (it shows there are hundreds of sources.. which there are). I replaced source 7 (which showed the scores for Xbox, GameCube and PC versions of the game) with references already in the article which show the same aggregate scores. UnaLaguna 18:20, 6 July 2007 (UTC)
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- I hereby grant this article GA status, as the references have been fixed. Great work! Just one tip: if you continue working on this article to get it to FA status, I would suggest adding a character section. (See Final Fantasy 7) Good luck in the future and I can't wait to see improvements on the article Z1720 19:28, 6 July 2007 (UTC)
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- Thank you for the swift response and promotion to GA! Whooo! And I think I will try to get the article to FA: thanks for the advice. UnaLaguna 19:35, 6 July 2007 (UTC)
- Consider that character section added! I guess I should stick this article up for Peer Review to get ideas to get it to FA. UnaLaguna 21:13, 11 July 2007 (UTC)
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The final steps[edit]
I can't think of anything much to add now that I've done a characters/setting section. I know I need to re-work the wikilinks as some in the story section are now redundant. I'm also considering adding a picture of Desann. I'll probably stick it up for peer review after that to see what can be done. UnaLaguna
Re-worked the wikilinks in the plot section and added the Desann picture conveniently already uploaded. Time for a Peer Review, methinks. UnaLaguna 20:51, 12 July 2007 (UTC)
- FAC as of yesterday. Nobody's posted any comments/supports/opposes - I guess no news is good news for now. I've noticed that since the nomination a number of people have cleaned up minor points in the article which I hadn't noticed. If you're one such person and are reading this.. thank you. UnaLaguna
GA Pass[edit]
This article has been reviewed as part of Wikipedia:WikiProject Good articles/Project quality task force. I believe the article currently meets the criteria and should remain listed as a Good article. The article history has been updated to reflect this review. Regards, T Rex | talk 19:07, 22 September 2007 (UTC)
- Good to know. Thanks. Una LagunaTalk 20:59, 22 September 2007 (UTC)
External Links[edit]
External links have been updated. From time to time this area is tampered with, valid and relevant links are deleted while clan websites and online stores (Moby Games) are put in place. I just took the time to update this area, your thoughts are appreciated but please discuss before changing.. —Preceding unsigned comment added by Kfedup (talk • contribs) 02:22, 30 September 2007 (UTC)
Codes and Cheats[edit]
I think there should be a list of sorts or at least mention of Jedi Outcast's large selection of codes. I can't think of another game with more options in that area. Quietmartialartist 22:20, 14 November 2007 (UTC)
- The majority of the codes used in JKII apply to all games using the Quake III engine. What makes these codes exclusive to this game notable? Are there any reliable sources which discuss the codes? Una LagunaTalk 07:01, 15 November 2007 (UTC)
Can you 'spawn' over three dozen different non-playable characters and near a dozen vehicles in any of the other Quake III games? (Or another Star Wars game, for that matter) Is there a code for full 'force' or all force powers at their maximum level on Unreal Tournament 2004, etc.? An in-game code (not a mod) to change your melee weapon(s) (color and style)? A code that allows you to take control of enemies and change their saber(s)? I may go on and on..
If I'm not mistaken, most of those are Star Wars specific and would not be in a different game type.
As for a reliable source I deem the players can sufficiently attest to them effective. If validity is an issue, I could always upload about 200 screen shots detailing each cheat if you require that.. Quietmartialartist (talk) 01:51, 20 November 2007 (UTC)
- Spawn NPCs in another game? Yes, yes you can. You still haven't responded to my point about how cheats satisfy the notability criteria and where you'd find reliable sources. Submitting your own screenshots would be considered original research, and I doubt the accounts of random people who've played the game would be deemed as reliable. Neither you nor I would be considered as reliable, so I doubt anyone other person who knew a few cheats would be. Also, Wikipedia is neither a game guide nor an indiscriminate list of information. Una LagunaTalk 07:13, 20 November 2007 (UTC)
Please take care, I'm taking an immediate dislike to you. Personally, I really don't care if this addition is made. I just thought I'd suggest a way to improve the article and instead of assuming good faith, you quote half a dozen policies that I'm already aware of.
Of course you can spawn those same NPCs in Jedi Academy. The list I mentioned would include a reference to you being able to use all of those cheats in Jedi Academy considering JKA is almost nothing more than an expansion to JKII. As for notability, Quote:
The common theme in the notability guidelines is the requirement for verifiable objective evidence to support a claim of notability. Substantial coverage in reliable sources constitutes such objective evidence, as do published peer recognition and the other factors listed in the subject specific guidelines.
A picture should be sufficient validity. [1] Sure, I could have edited the picture, but why would I want to? This isn't a historical event or anything substantially important. All it takes to disprove a picture is a copy of JKII and the very basic knowledge required to bring up the console.
Dozens of websites and even more players can attest to the fact that these codes work.
In order to achieve the above: Hit ~ + shift, enter 'helpusobi 1', 'setforceall 4', 'npc spawn shadowtrooper', then aim at the npc and hit the key for 'mind trick', once you've taken control of the npc enter 'sabercolor blue' and you now have a blue saber wielding shadowtrooper.
I asked for 'a list or at least mention' of the large number of codes this game attains, perhaps the list, but a short mentioning of it would not be making this page a guide to the game(s). Quietmartialartist (talk) 18:35, 20 November 2007 (UTC)
- WP:NPA.
- As I've said, simply providing a screenshot as evidence is still original research. Wikipedia is only interested in information from reliable sources. I'm sure dozens of websites and even more players can attest to the fact that these codes work. Hey, I've been playing Jedi Outcast for three years myself and know enough codes to acknowledge you're not lying. But being able to say that cheats exist goes for pretty much every other game there is; ergo, I'd hardly deem it as notable.
- A list, or even just one or two examples of how to input the codes, would cross the boundary between encyclopedic and game guide material. If you can provide a reliable source which discusses the codes and how they're different and notable from most other games (so not just a list of them/how-to guide) then we may be able to mention information regarding the codes. However, after making a couple of Google searches and not finding anything useful on the first page, my hopes are not high. Una LagunaTalk 19:04, 20 November 2007 (UTC)
I'm not suggesting that we supply 'examples of how to input the codes', just that this game, and it's sequel, have nearly, or more, than 80 valid codes (including NPC spawning). Of course lots of games have codes, I am not disputing that. I am unaware of a game with that many codes. The average I've found is around 20, maybe.
May I ask where above I personally 'attacked' you? Quietmartialartist (talk) 15:40, 21 November 2007 (UTC)
- The first paragraph was directed at me rather than improving the article's quality.
- Found a reliable source yet? Una LagunaTalk 21:30, 21 November 2007 (UTC)
Improving an article is a team effort and I'm finding your methods irritating. I wasn't attacking you. Perhaps you should re-read that policy.
You still haven't responded to some of my statements, like for example the fact that this game has over 80 valid codes. Does that not deserve mention? Do you know of a game with more codes than that? Quietmartialartist (talk) 16:07, 22 November 2007 (UTC)
- Unfortunately, I currently don't have much time for research or big-time edits. Suggesting to others to do x and y is a lot quicker than doing them myself (and usually gives better results!). If we find a reliable source which mentions the cheats then yes, we can mention the unusually large number of codes. But currently, I think the major obstacle is finding such a source to use. If Google can't show up any results, then I bet there's a review somewhere which will mention the cheats. Una LagunaTalk 21:07, 22 November 2007 (UTC)
Many, MANY games feature a console that can extensively exploit a game to some extent. It would not be appropriate to add console commands to this article, even by stating that 'x game' features an 'unusually high number' of useful commands. See, the Source Engine provides LOADS of commands such as ncp_spawn and various other things. However, none of these are listed in the article. --24.200.208.94 (talk) 05:42, 27 November 2007 (UTC)
'Many, MANY games feature a console that can extensively exploit a game to some extent.'
Like? Satish kumar messages mp3 download windows 7. And if there is, can you cite a credible source like UnaLaguna suggested?
I don't know, something about how you phrased that brought to mind the other 100+ codes that can be entered into the console to, for example; remove smoke trails from rockets, and remove/add certain visual effects like the force 'bubble' that comes up when you either push or pull with the force. Quietmartialartist (talk) 19:21, 28 November 2007 (UTC)
Ending revealed in the article[edit]
Does anyone else find this unethical? I suggest we delete it. Quietmartialartist (talk) 17:44, 20 December 2007 (UTC)
- WP:SPOIL. --FireV (talk) 02:11, 21 December 2007 (UTC)
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- FireV's link pretty much covers it. If you're reading a plot syopsis section, wouldn't you expect all major plot details? Admittedly the current heading perhaps doesn't make that very clear - I'll change it from 'Story' to 'Synopsis'. Una LagunaTalk 09:20, 21 December 2007 (UTC)
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- Well should there not be a 'Spoiler' Warning? Little kids looking this up probably don't even know what Synopsis means. Quietmartialartist (talk) 14:48, 21 December 2007 (UTC)
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- If you're not happy with 'Synopsis' we can change it to 'Summary', but policy still applies. Una LagunaTalk 19:55, 21 December 2007 (UTC)
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Redirected from 'reborns'?[edit]
Surprised to find myself directed to this page when I searched 'reborns', seems somewhat inconsequential. —Preceding unsigned comment added by 86.151.134.21 (talk) 13:40, 3 January 2008 (UTC)
- Reborn are some of the primary villains within the game. As far as I can discern, it originally had its own article at 'Reborns'; the article was then moved to a more appropriate article name. The subject didn't have enough information to justify its own article, so was replaced with a redirect to here. Una LagunaTalk 17:13, 3 January 2008 (UTC)
External links (again)[edit]
Again the external links section was tampered with. The person who did it didn't even bother to put a note in the talk section (of course) so I've restored it to it's original format. --24.21.245.143 (talk) 00:15, 12 July 2008 (UTC)
Good Article reassessment[edit]
I'm listing this under GAR for the following reasons:
- The prose has an extensive amount of 1-2 line paragraphs.
- Several large portions of gameplay are unsourced.
- The four in-game images need updates to fair-use rationales, and three of them are too high resolution. Additionally, four images seems a bit much, whereas one gameplay image and one development image may be more appropriate. I would strongly recommend replacing all four gameplay images with something that more accurately shows gampelay. The first image sortof does, but it's an early screenshot and so it paints the game in a dull light since it has a bland background.
- The Reception section could use work, fixing thins such as 'IGN said' - the publication didn't say it, the reviewer did.
- All of the cites are missing the publication date, having only accessdates. Additionally it might be best to replace some of the work= with publisher= on non-magazine references.
- The plot could be trimmed (775 words) but that's not so much a GAR issue as it's close to our non-official standard of 700 from WP:FILMPLOT. That being said it's not a long game, so it could easily be trimmed.
- The lead has citations. While again not a total deal breaker all content in the lead should be in the body, and if it's in the body, it's not necessary to cite it in the lead per WP:LEADCITE.
--Teancum (talk) 21:43, 3 February 2011 (UTC)
- I have no intention of defending the article, but I don't think the Plot section's physical length is a problem. I've never seen WP:FILMPLOT cited in all my years with WPVG, and, in general, I disagree with word limits being placed on article sections. If the content is over-long, sure, but putting restrictions on word count goes against the concepts on which Wikipedia was built. Admittedly, the article looks to deserve delisting, but its plot length is not a legitimate concern. JimmyBlackwing (talk) 19:03, 4 February 2011 (UTC)
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- I re-wrote this article and brought it to GA three and a half years ago, when the GA standards were much more lax than they are now. I haven't look at the article in months (if not years), but it seems the Gameplay section (which was always the weakest part of the article) has changed quite a bit. Originally, the Gameplay section was almost entirely cited from the game's manual. The plot synopsis could probably be trimmed a bit, and the two images from that section removed. The Reception section is generally poorly-worded, and could probably do with a re-write. The Development section looks acceptable to me.
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I don't have much time for Wikipedia these days, so I can't commit to resolve all the issues (which are mostly fairly minor, just large in quantity). It would be a shame to see the article demoted, and it was considered a strong article at the time of its promotion, but if the article isn't improved then I agree it definitely doesn't meet the current GA standards. Una LagunaTalk 21:58, 4 February 2011 (UTC)
- Its been over a week and since the article hasn't been edited since Feb. 5th and there's still problems in the article, I am now delisting the article. GamerPro64 (talk) 18:31, 12 February 2011 (UTC)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Talk:Star_Wars_Jedi_Knight_II:_Jedi_Outcast&oldid=439551183'
Posted by1 year ago
Archived
Originally I was going to make a thread about Diablo but I decided to put that on hold for a while. Instead I picked a game that I really enjoy (and that had a fun SGDQ run): Jedi Outcast. For this thread I looked at the PC version of the game and focused only on the Raven staff that worked on the game.
Before starting, I thought I would give a brief history of Raven. It was founded in 1990 by Brian and Steve Raffel before being bought by Activision in 1997. It had a long history with id Software (which for a year was located right next to Raven) and worked on a lot of id games/used id technology. In 2009 and 2010 there were large layoffs at Raven and currently the company works on the Call of Duty series. If you want to read more about Raven, Kat Bailey wrote an in-depth article about them in 2014 for USGamer.
Now, let’s type in g_saberrealisticcombat 1 and get ready to find out about the people who worked on this game
Steve Raffel worked as a project lead. Raffel was a co-founder of Raven in 1990 and currently works as creative director of the company. He last worked on Infinite Warfare and was Raven’s creative director on Black Ops 3.
Star Wars Jedi Knight 2 Jedi Outcast Reborn Mod
Kevin Schilder worked as a project lead. Schilder worked as a composer/audio designer/audio director at Raven for over 16 years before leaving in 2010. Since leaving he has worked independently and last worked on Chortopia in 2016. Before joining Raven in 1994, he taught high school and middle school band.
Brian Raffel worked as studio head. Raffel was a co-founder of Raven in 1990 and is currently VP and studio head. He is the brother of Steve Raffel.
Michael Crowns worked as director of product development. Crowns worked at Raven for almost 14 years before leaving in 2009. He currently lists himself as an entrepreneur and investor.
James Monroe worked as lead programmer. Monroe has worked at Raven for over 21 years and is currently lead programmer. He last worked on Infinite Warfare.
Ste Cork worked as a programmer. Cork has worked at Raven for over 18 years and last worked on Infinite Warfare.
Jeff Dischler worked as a programmer. Dischler worked at Raven for over 14 years as a programmer before leaving in 2012. He currently works as a software engineer at the University of Wisconsin-Madison.
Michael Gummelt worked as a programmer. He worked on (among other things) all lightsaber combat, force powers and Jedi/Reborn AI. Gummelt has been at Raven since 1997 and currently works as lead designer/studio designer/studio software engineer on Call of Duty.
Robert Love worked as a programmer. Love joined Raven in 1995 and is/has worked as a producer, voice-over director and writer. Love also directs films and last directed the short Two for the Money in 2016.
Dan Vondrak worked as a programmer. Vondrak joined Raven sometime in 2000 or 2001 (I couldn’t find official documentation) and seems to still be at the company. He was project lead on X-Men Legends II - Rise of Apocalypse and Marvel Ultimate Alliance along with being one of Raven’s senior project leads on Black Ops 3.
Patrick Lipo worked as multiplayer lead. Lipo worked at Raven for 11 years (including being co-project lead on X-Men Legends) before leaving in 2004 to join Turbine. In 2005 Lipo became creative director at Surreal Software on the canceled This is Vegas before joining Hidden Path for a year in 2008 on another canceled game. In 2009 Lipo joined Irrational Games as design strike team lead on Bioshock Infinite before becoming a senior designer/lead level designer at Visceral Games in 2010. Lipo worked on Dead Space 2 + 3 before rejoining Hidden Path in 2013 as lead designer. Lipo also runs a website where he talks about games.
Rich Whitehouse worked as multiplayer programmer. Whitehouse worked at Raven for 3 years before leaving in 2004. In 2005 Whitehouse joined Human Head where he worked as a programmer until 2008. For the next year Whitehouse worked on contract with ngmoco and developed the Final Fantasy fan-game Avalanche. He next started the company Swinecrafters and worked with California Institute of Technology before becoming a pipeline engineer at Sony Visual Arts Service Group. Since 2013 Whitehouse has worked as principal engineer at Armature. He also has a website where he talks about games and puts up various projects (like Avalanche).
Christopher Foster worked as lead designer. Foster has worked at Raven since 1995 and is currently studio designer. He last worked on Infinite Warfare. Hdoom install tutorial.
Eric Biessman worked on game concepts. Biessman has been at Raven since 1994 and is currently senior creative director at the company. He last worked on Infinite Warfare.
Tom Odell worked as a level designer. Odell worked at Raven for over 13 years before leaving in 2010. I’m unable to find what Odell did after leaving
Kevin Pochron worked as a level designer on some of the multiplayer maps. Pochron worked at Raven for 1 year and left 2002. He currently works as a freelance photographer.
Michael Raymond-Judy worked as a level designer. Raymond-Judy worked at Raven for 10 years before leaving in 2003. He worked as director of game design at Destineer Studios until 2008 and becoming an adjunct instructor at ITT Technical Institute until 2012. Since 2011 Raymond-Judy has worked as a claims adjuster.
Mike Schulenberg worked as a level designer. Schulenberg worked at Raven for over 12 years before leaving in 2010. I’m unable to find what Schulenberg is doing.
Stuart Wiegert worked as a level designer. Wiegert has worked at Raven since 2000 and last worked on Infinite Warfare.
Les Dorscheid worked as lead artist. Dorscheid worked at Raven for 15 years before leaving in 2010. Dorscheid currently works as an artist and has worked as a colorist on comic books including Batman.
Cory Carani worked as an artist. This was the first game Carani worked on and he is still with the company. He has won Raven’s pie-eating contest for the last 3 years.
Bobby Duncanson worked as an artist. Duncanson later worked in motion capture and worked at Raven for over 12 years before leaving in 2009. In 2010 Duncanson started as lead gaming instructor + motion capture at Madison Media Institute and from 2013 to 2017 was program chair. In 2011 Duncanson started Arcane Disciplines and in February 2017 became president/studio head of Mad Marker Studios.
Fred Hooper worked as an artist. Hooper worked at Raven for 10 years before leaving in 2010. He next joined KAOS Studios until the company closed. Later in 2011 Hooper joined Avalanche Studios as lead VFX artist where he worked until 2016. From 2013 to 2015 Hooper also taught at imbueFX. Starting in 2014 Hooper started Gentleman Fred FX (which creates effects for Unreal) and since 2016 Hooper has worked as lead VFX artist at Nvidia.
Kim Lathrop worked as an artist. Lathrop worked at Raven for almost 13 years before leaving in 2009. He currently works as a “renegade artist and terrorist.”
Jeffrey Moy worked as an artist. Moy worked at Raven for over 9 years before leaving in 2010. Moy has worked as a freelance comic/concept/storyboard artist since 1994. In 2011 Moy worked as a penciler for IDW on Star Trek and Legion of Superheroes issues and in 2012 joined Human Head Studios. In 2016 he joined Aurasync Studios which made the game Chortopia.
Mark Nelson worked as an artist. Nelson worked at Raven for 6 years before leaving in 2004. From 1983 to 2008 Nelson worked as a freelance artist at TSR and starting in 1983 has run Grazing Dinosaur Press with his wife. In 2007 he worked freelance at Big Rooster and from 2008 to 2011 worked as art director/concept artist at Pi Studios. He has done art D&D, Shadowrun, Magic: The Gathering, Aliens and more.
Andrew Trabbold worked as an artist. Trabbold left Raven in 2007 (I’m unable to find when he started but the first Raven game he was credited on released in 2000) and joined Red 5 where he worked on Firefall. In 2010 he joined Carbine and worked on Wildstar until 2014. Since leaving Trabbold has worked freelance.
Brian Shubat worked as lead animator. Shubat joined Human Head in 1997 and left sometime after 2003. He next joined Human Head and worked on Prey, but I’m unable to find what he did afterwards.
Culligan Roberts worked as an animator. Roberts last credits come in 2002 but I wasn’t able to find any definitive information about what Roberts is currently doing
Eric Turman worked as an animator. Turman worked for Raven for over 4 years before leaving in 2002 and joining Midway for 6 months. Later that year Turman joined 2015 Inc before leaving in 2005. Turman joined DNA Entertainment later that year before working freelance for Element X and Janimation (which he previously worked freelance for in 2005) in 2006 and 2007. In 2007 Turman returned to Element X and worked as a director until 2016. In 2008 he became president of Creative 2 a T (where he still works) and since 2016 has been supervising technical director of RoosterTeeth.
Michael Egnew worked as an additional animator. Egnew worked at Raven for 9 years before leaving in 2010. After working as an instructor at Madison Media Institute for 9 months Egnew joined Terminal Reality where he worked until 2013. Egnew next worked on contract animation and rigging lead for Great Wolf Resorts in 2014. In 2015 he worked for Learning Games Network (for 7 months as a consultant) and Raven (for 3 months as a contractor). In 2014 Egnew rejoined Madison Media Institute as an adjunct instructor where he still works. Since 2016 he has worked as a contractor for Arch VIrtual.
Robert Gee worked as an additional animator. Gee worked as co-project lead on X-Men Legends and worked with Raven for almost 13 years before leaving in 2010. He next taught at Madison Area Technical College (2011) and Madison Media Institute (2011-2013) before working as director of innovation and animation for Great Wolf Resorts until the end of 2016. After leaving Gee rejoined Raven where he works as art manager.
Jedi Academy
Jarrod Showers worked as an additional animator. Showers was lead animator on Jedi Academy and worked at Raven for almost 12 years before leaving in 2010. In 2011 Showers joined id before leaving in 2012. Since 2012 Showers has worked at Carbine Studios cinematics animator/lead and has been an instructor at AnimSchool since 2014.
Mike Werckle worked as an additional animator. Werckle worked for Human Head sometime before the release of Jedi Outcast but his last credited game was the Raven game Soldier of Fortune II: Double Helix in 2002. In 2001 Werckle returned to college to study film production. In 2013 Werckle founded the theater The West Side Show Room where he works as artistic director.
Jeff Butler worked as an additional artist. Butler worked as an artist for 13 years at Raven before leaving in 2010. He currently teaches at Madison Media Institute and Madison College along with drawing commissions.
Tara Rueping worked as an additional artist. Rueping worked as an intern at Raven before joining fulltime in 2002. In 2005 Rueping left Raven. She next joined Turbine until 2009 and next joined Lucasfilm until 2013. Rueping became art director at Linden Labs in 2013 before joining Telltale in 2014 as art director. Rueping also worked freelance for Blur Studios (2007) and Autodesk (2013-2014) and co-founded Tribetoy in 2008.
Jedi Knight 2 Demo
Chad Bordwell worked as an additional level designer finalizing multiplayer levels. Bordwell worked at Raven for 8 years before leaving in 2010. Since 2011 Bordwell has worked as a senior level designer at Ubisoft and is currently working on Far Cry 5.
Jim Hughes worked as an additional level designer. Hughes worked at Raven for at least 7 years (including being design lead on games like Quake 4 and Soldier of Fortune) with his last Raven game releasing in 2005. He next joined Valve where it seems he still works.
Michael Renner worked as an additional level designer. Renner has been at Raven since 1997 and is currently a senior software designer.
Gil Gribb worked as an additional programmer. Gribb worked at Raven for 14 years before leaving in 2010. After leaving Gribb joined Epic Games and is currently a senior software engineer.
Rick Johnson worked as an additional programmer. Johnson was one of the first employees at Raven and worked for the company for 17 years before leaving in 2007. Johnson next joined Gearbox for a year and a half as lead programmer before joining Valve as a programmer in 2008. In 2013 Johnson left Valve and co-founded castAR.
Marcus Whitlock worked as an additional programmer. Whitlock worked at Raven for 12 years before leaving in 2009. Whitlock worked for a short time at Human Head in 2010 before taking a “career break” from 2011 to 2013. Whitlock joined Telltale Games for 6 months working as a core technologies programmer before leaving. Since 2014 Whitlock has worked as a senior software engineer at Johnson Health Tech North America.
Kenn Hoekstra worked as project administrator. Hoekstra worked at Raven for over 7 years before leaving 2004. He next worked at Pi Studios until 2011 when he joined MachineWorks Northwest. In 2012 Hoekstra joined Meriplex Communications and since 2015 has worked as support services manager at WPS Health Insurance.
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13 of the people I searched are still at Raven. That's about 30% which is close to what I've seen in other threads.
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I started to include how long a person was with the company in these threads to give more context. The jobs at Raven seem to pretty long compared to other companies I've looked at which might be due to a mix of the company culture and the location in Wisconsin away from most other developers.
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There were a fair amount of people who went into education work compared to previous companies I've looked at.
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