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Who's Who at Turbine LOTRO?

Updated Mon, Jan 05, 2009 by Shayalyn

Who’s Who at Turbine LOTRO

 By Shayalyn
 


When it comes to game developers, some have full-scale bios everywhere, complete with pictures and plenty of information. But our friends at Turbine are decidedly low-key, preferring to let the game speak for them in lieu of lengthy profiles detailing their career moves, hobbies, and number of dependent children.

But since Lord of the Rings: Shadows of Angmar is scheduled to launch late this year, and because Turbine’s developers are well worth getting to know, we decided we’d do some major Googling (sort of akin to turning over lots of rocks) in order to better reveal them to you. Here are just a few names (and a couple of faces) of the people slaving away (apparently under their rocks) to bring you LOTRO.

 


Jeffrey Steefel, Executive Producer

Jeffrey Steefel’s experience covers 15 years or so in the entertainment and technology industries, working with companies ranging from small start-ups to industry giants like Sony, and now Turbine. As Vice President of Programming & Production for Sony Online Entertainment, Steefel headed digital studios in Los Angeles and New York, supervising production, programming and development for The Station@Sony.com. Steefel also supervised the launch and operation of many online franchises including JEOPARDY! Online, Wheel of Fortune Online, and Trivial Pursuit Online. Ever play in the online virtual world of There.com? Steefel supervised that launch, too.

Steefel began his career in gaming as a 3D animator, and then as designer, producer, and ultimately head of production for 7th Level, producing games like Monty Python's Complete Waste of Time and developing games with companies that included Disney, Microsoft, and Bandai Digital. Before that, he spent many years in the entertainment industry as a performer, musician and producer/director.

Steefel joined Turbine in early 2004. As many fans are aware, he’s the Executive Producer for Lord of the Rings Online: Shadows of Angmar. When word comes “straight from the horse’s mouth,” so to speak, it comes from Steefel!



Kevin Boyle

Kevin Boyle, LOTRO Senior Producer, at the 2005 LOTRO Gathering in Providence, Rhode Island.

Kevin Boyle, Senior Producer

Kevin Boyle is one elusive dev; I was unable to find a bio or even a scrap of applicable information using Google. But I did find a picture of him at last year’s LOTRO Gathering. If you see Kevin Boyle, do me a favor and ask him to post a bio somewhere...anywhere. In the meantime, we'll have to satisfy ourselves with prominently displaying Boyle's proud visage here.

Cardell Kerr, Design Director

Tunnel down through Google links and you’ll find the name Cardell Kerr linked with Turbine through Asheron’s Call, to Dungeons & Dragons Online, to Lord of the Rings Online. Little information is available about Kerr, but we do know that he was once involved in the field of biotech, first producing viruses that would differentiate cancerous cells from non-cancerous ones, and later performing genetic tests for neurological disorders. Just how did those career beginnings translate to a life as Design Director for Turbine LOTRO?  Hmmm.



John “Catfisch” Lindemuth, Lead Animator

How do you land what is possibly one of the coolest jobs in the known universe? John Lindemuth explains:

“It was like winning the lottery: my boss's sister-in-law happened to be an animator at a game company on the west coast. Through her, he had heard that there was a job opening for another animator at her company, and he thought that I should apply. I scraped together a reel and got it to Sierra Entertainment as fast as I could. I was flown out for an interview 2 weeks later, and had my first game-industry job two weeks after that. Eight years later, I find myself here at Turbine as lead animator on The Lord of the Rings Online™: Shadows of Angmar™.

You can read the rest of his Dev Diary about the animation process here.


Chris “NobOrBob” Foster, Content Lead

Chris Foster goes back a long way with Turbine, too. In fact, he goes back a real long way, according to this tidbit from his dev diary on the LOTRO site:

Chris Foster

Chris Foster, LOTRO Content Lead, having a Zen moment at the 2005 LOTRO Gathering.
“Mark my words, my friends. NobOrBob was here befeore the combat prototype and the Shire demo; NobOrBob remembers the first vision document and the first Powerpoint presentation. He made specs before the Big Designers, and saw the little Interns arriving. He was here before the Leads and the Strike Teams and the shredded documents. When the Live Teams passed westward, NobOrBob was here already, before the Managers were bent...' Which is to say that he is Eldest among the LOTRO team -- a member since its inception, and a Turbine employee for over eight years. But he's still not as old as Floon Beetle.”

Foster started out working at Impressions Software (part of Sierra) for four-and-a-half years, where he worked his way up to producer and co-designer on a number of games, including Lords of the Realm and Caesar II. In an old interview with Stratics, Foster said he came to Turbine because he was “ looking for a new challenge in game design, and Turbine was cool, cutting-edge and less than an hour from my home.”

You’ll frequently see Foster answering questions for the community on the official forums, as well as in a regular (well, sort of regular) Q&A tidbit at LOTROSource.com.


 
Harry “Floon Beetle” Teasley, Lead Production Artist

Another person you’ll see on the dev tracker from time to time is Harry Teasley, known to fans as Floon Beetle. According to the brief bio posted with his dev diary:

“Floon Beetle is the Lead Production Artist on LOTRO, as well as the UI designer. He has been an artist and designer in the computer game industry for 15 years now, and is contemptuously called ‘old man’ by the toddlers he works with at Turbine. He punishes the other artists on the project by incessantly talking about the old days, ‘when we made games by rubbing two polygons together.’ His arch-nemesis is NobOrBob, who will pay, oh, yesss, he will pay.”



Ryan “Tens” Bednar, Lead World-builder

Here’s what you’ll find in Ryan Bednar’s dev diary bio:

“Armed with an Industrial Design portfolio from Syracuse University, and the crazy idea that making MMOGs would be fun (?!), two years ago I showed up at Turbine's front door and asked for a job.  Fast-forward to today and I now find myself as the World Lead on LOTRO.  Us World-builders, or artist/designer/problem solvers, are often found deep in the trenches of the engine where many aspects of the game come together. Social centers, monster camps, ‘the middle of the woods’ – it's safe to say if you've seen it we've built it.  That is... unless you really don't like it.  Chicken George built that.”

When you’re running along through the wilds of Middle-earth, not paying attention to where you’re going, and you suddenly find yourself plummeting headlong off a cliff into a deep ravine...it’s likely you’ll have Bednar and his team to thank for it.


 
Meghan “Patience” Rodberg, Community Manager

Patience is her name and, well...patience is her game. When it comes to pulling the community together, or dousing forum flame fests, you can count on Meghan Rodberg. And as community liaison, Rodberg is the person who makes sure that the voice of LOTRO fans carries to the development studio. She also works with community managers from fan and news sites, sometimes providing last-minute tidbits of information to, erm...certain CMs who need help assembling, say, a list of Turbine developers.

From our recent Ten Ton Hammer interview with Rodberg:

"I began my online adventures in the late 80’s on local bulletin board systems, graduating to full-time work and co-sysop status at one of the largest subscription-based, privately-held ISPs in the greater Los Angeles area. This, the early 90’s, was about the time I started to play online games and MUDS, which sucked away hours and hours of my life.

"My first job at a game company came in 1995 doing technical support. I admit that I may have occasionally sounded distracted on the phone with customers when my character was getting killed in the MUD I was simultaneously playing – Addict? Who, me? I eventually branched out into working on the company’s website and doing some community outreach on gaming-related usenet newsgroups. In 1997 I moved to a major PC and console game publisher as their online representative. A few years later I put the brakes on my career (except for a little freelance community work) to focus on my growing family.

"In 2004, the planets aligned; Turbine was looking for an Online Community Manager at the same time I was looking to go back to work. To say this is my dream job is a bit of an understatement. My first anniversary on the project was January 3rd, which coincidentally is Tolkien’s birthday – I take it as a good omen."

So there you have it, the team leads from Turbine. The next time you spot a dev on the forums, or use the dev tracker, perhaps you’ll have a better understanding of who these hard-working people are and what they do for the game and the community.

 

 

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