If you are coming here for inside information about Dawn Of War II, you might be wondering “who are the people making this game?”. Let us introduce to you the core team at working to bring you the game. By no means is this a complete list, it takes many dedicated people to bring you a top notch title. These are the Leads, the people overseeing all aspect of their department. They are:
Mark Noseworthy grew up on the flatlands of Winnipeg, Manitoba where he majored in Finance and minored in obscure 8-bit NES games before moving to Vancouver to put his twenty plus year thumb-mashing education to good use. Mark joined Relic in 2004 after after working as a Game Analyst at Nokia and started his game development career as an Assistant Producer on The Outfit. The self-declared foosball champion at Relic, Mark took on progressively more responsibility on subsequent games including an unnannounced project as well as some additional production help finishing Company of Heroes before kicking off Dawn of War 2. Currently Playing: Dawn of War 2 (PC) , Jeanne d’Arc (PSP), Ms. Pac-man (Arcade).
Jonny Ebbert - Lead Game Designer
If Jonny Ebbert were to put on an Indiana Jones hat and don a bullwhip, he’d be in pursuit of the Lost Ark. After all, according to him, Raiders Of The Lost Ark is the only true and pure Indy movie and he refuses to acknowledge the existence of all others. Luckily, he’s not a relic hunter, but he IS a Relic Designer. For the last 3 and a half years at Relic, he’s been a Senior Designer for Winter Assault and a Lead Designer for Dark Crusade, Soul Storm, and now, Dawn Of War 2. Before cracking the bullwhip here, he served as a strike team member on Empire Earth, a designer on Empires: Dawn of the Modern World, and a senior designer on Rise and Fall: Civilizations at War for Stainless Steel Studios in Boston, MA.
Making it out west from his recent home Calgary, Alberta, Regina native Roland Longpre contributed to Tetrisphere as Art Director and as Environment Artist on The Next Tetris before further work in “Cow Town” as a 3D Artist and Art Director at a multimedia advertising studio. He joined the Relic team in 2002 on a project so shrouded in mystery we weren’t sure if Roland himself even existed. Thankfully, when Relic needed some fancy rocks and fancier ships, UI, and Animatics for Homeworld 2, Roland hadn’t made himself disappear. On Dawn of War, he worked on most of the maps and environment objects with Andy Lang, and on Company Of Heroes Roland functioned as the Environment Supervisor. Today, its no mystery Roland is making Dawn of War 2 look its absolute best as Art Director.
George Hornmoen - Lead Programmer
George has a background in Tel-co Unix security which none of us understand. He came to Relic as an Animation Programmer on an unannounced Xbox project. George began work on Dawn of War early on the prototype team to once again become a Animation Programmer during development. For the Winter Assault expansion, he did Gameplay and AI programming and was a Senior Programmer on The Outfit working on core engine tech. After starting as Lead on Dark Crusade George left Relic for a, thankfully, short while to return on an unannounced console project. Maybe it was his ability to dominate his co-workers on the table-top with his Sisters-of-Battle, maybe it was just his damn fine programming, for when Dawn of War 2 needed guru in a Lead Programmer, George was our man.
Nathan joined Relic in 2004 and since then he’s shown distressing levels of unusual behaviour. Random outbursts of laughter, an unhealthy obsession with foos, sniffing coworkers, running laps late at night in the hallways, taping people to their chairs, his perverse nature seems to know no limits. He came from Amaze Entertainment and Nintendo Software Technologies previously, working on titles like Ridge Racer 64 and Harry Potter, so we’re unsure if they did something to him or if he’s acquiring these habits from Relic. We tried our best to subdue him with Company of Heroes with little success, and now he leads the Animation Team for Dawn of War 2. We’re glad to have him in this role because, while he is a menace, Nathan has a passion for pushing the quality and complexity of animation in games. We’re just concerned he may be insane.
Jason C. Ross was airdropped into Relic in 2006 to wrangle audio for Dark Crusade. Prior to this he worked a bit at Ubisoft, and much more at Electronic Arts, on some Need For Speeds, some James Bonds, an arena full of sports franchises, and Julie Delpy’s Extreme Zen Koans 2002: Shunkai’s Vengeance, which sadly never shipped due to the rice paper based source code being lost in a fire. In moments of repose he draws abstract landscapes of Dimension F, writes words whispered to him by Thelemic Demons, maintains a net radio program in it’s 7th year, and reacts to external stimuli.
Posted on Tuesday, July 8th, 2008 at 12:04 am. Filed under Around Relic, News & Updates. You can trackback from your own site.

