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Dev team

Meet the Development Team

Project Aftermath has been developed over the past 2 years by a very small team. (That doesn't mean short btw).


Lee Hickey - Programmer and Managing Director

Lee is our resident code-monkey, and when I say 'resident', that isn't far from the truth (nor is "monkey"). He's responsible for writing all the code we produce; the engine, the game, the tools, all the other bits that nobody ever remembers. Basically, if it crashes, then it's his fault. Apparently, he's been programming games professionally for 12 years at several companies and in a variety of capacities, and for many years before that as a hobby. They do say practice makes perfect don't they? Hmm.


Malcolm Reed - Artist and Creative Director

Over the years Malcolm has held various artistic positions, from environment artist to character animator, making him a rarity in today's market of specialists. As a jack of all trades and master of some (yet to be identified) Malcolm is responsible for 99% of artwork in the game, rarely lifting crayon from paper. We're not sure who did the other 1% but we'll find out and credit them when we launch.


Mike Faraday - Game Design

Since graduating from film school back in the days when "talkies" were considered cutting-edge, Mike's career has led a tortuous path. He's written and edited feature films, had his work adapted as a play and did video effects for "Return to the Forbidden Planet". But, having been a gamer for over 30 years, it was inevitable that he'd end up making them. So, after a career spanning 41 other games, he finds himself writing in the third-person and working as Designer\writer\teaboy on Project Aftermath (although he didn't get that much tea).