Contact Information
Patrick Lipo
patrick.lipo@yahoo.com
Shadowcaster
Company: Raven Software / Electronic Arts
Released: Fall 1993
Platform: PC (floppy, CD)
Position: Scripting Intern
Notes: I only spent a few weeks scripting for Shadowcaster, but that period taught me more than I ever expected about the game industry.
CyClones
Company: Raven Software / Strategic Simulations, Inc.
Released: Fall 1994
Platform: PC (floppy, CD)
Position: Lead Programmer
Notes:  I wrote a most of the weapon code, a solid chunk of the unique “pseudo-mouselook” UI and control scheme (created before full mouselook was established in the creation of Quake), as well as enemy attacks and AI.
Necrodome
Company: Raven Software / Mindscape
Released: September 1996
Platform: PC
Position: Lead Programmer
Notes: I helped create the core engine that Necrodome was built on, from the basic entity code to memory management, weaponry and vehicular systems, ground-based enemies and AI as well as UI again.  I later worked with a tech programmer to kick off the project on the first Playstation, although it was later cancelled.
Mageslayer
Company: Raven Software / GT Interactive
Released: September 1997
Platform: PC
Position: Programming Manager
Notes: This used a new top-down engine developed by Chris Rhinehart, which was being used both by Mageslayer and Take No Prisoners.
Take No Prisoners
Company: Raven Software / Red Orb (Broderbund)
Released: September 1997
Platform: PC
Position: Programming Manager
Notes: TNP was one of three games that shipped within a month of each other at Raven, two of which used the same new technology. Raven was bought by Activision at the same time as well. Let’s just say it was a crazy time.
Hexen II
Company: Raven Software / Activision
Released: September 1997
Platform: PC
Position: Programming Manager
Other SKU’s: The team went on to create an expansion pack, titled Hexen II: Portal of Praevus.
Heretic II
Company: Raven Software / Activision
Released: November 1998
Platform: PC
Position: Lead Programmer
Other SKU’s: Loki later ported Heretic II to Linux.
Titan Computer later ported Heretic II to the Amiga (believe it or not).
Soldier of Fortune
Company: Raven Software / Activision
Released: February 2000
Platform: PC (Standard, Tactical Low-Violence Edition)
Position: Game Programmer
Other SKU’s: The game was re-released with some small feature and content updates as Soldier of Fortune Gold, and later, Soldier of Fortune Platinum.
MacPlay later ported Soldier of Fortune to the Macintosh.
Loki later ported Soldier of Fortune to Linux.
Crave later went on to release Soldier of Fortune for the Dreamcast, then Pipe Dream Interactive amazingly ported Soldier of Fortune Gold to the Playstation 2.
Star Trek Voyager: Elite Force
Company: Raven Software / Activision
Released: September 2000
Platform: PC
Position: Multiplayer Lead
Other SKU’s: The team went on to create an expansion pack, titled Star Trek Voyager: Elite Force Expansion Pack.
Aspyr Media later ported Elite Force to the Macintosh.
Pipedream and Majesco later ported Elite Force to the Playstation 2.
Ritual Entertainment later went on to create a sequel, Star Trek: Elite Force II.
Star Wars Jedi Knight II: Jedi Outcast
Company: Raven Software / LucasArts
Released: March 2002
Platform: PC
Position: Multiplayer Lead
Other SKU’s: Aspyr later ported Jedi Outcast to the Macintosh.
The team and Vicarious Visions later ported Jedi Outcast to the Xbox.
Vicarious Visions later ported Jedi Outcast to the Gamecube.
This gameplay and programming work also appeared in the the semi-sequel, Star Wars Jedi Knight: Jedi Academy.
Soldier of Fortune II: Double Helix
Company: Raven Software / Activision
Released: May 2002
Platform: PC
Position: Game Programmer
Other SKU’s: The game was re-released with some small feature and content updates as Soldier of Fortune II Gold.
MacPlay later ported SOF2 to the Macintosh.
Gratuitous Games later ported SOF2 to the Xbox.
X-Men Legends
Company: Raven Software / Activision
Released: September 2004
Platform: Playstation 2, Xbox, Gamecube
Position: Project Lead
Other SKU’s: Barking Lizards managed to forge a version for N-Gage.
This game design and programming work was ultimately used for the sequels X-Men Legends II: Rise of Apocalypse and Marvel Ultimate Alliance.
Dungeons and Dragons Online: Stormreach
Company: Turbine, Inc. / Atari
Released: February 2006
Platform: PC
Position: Game Designer
Notes: I mostly worked as part of the systems team, creating actual thief-like activites for Rogues like secret doors and trap disabling, which was a pretty new thing for MMO’s.
Lord of the Rings Online: Shadows of Angmar
Company: Turbine, Inc. / Midway Games
Released: April 2007
Platform: PC
Position: Game Designer
Notes: This was one of my favorite learning experiences in the last few years. MMO’s are large, gi-mundous games that require a tremendous amount of design, and managing all that content requires a veritable army!
Dead Space 2
Company:Â Visceral Games / Electronic Arts Redwood Shores
Released:Â January 2011
Platform: Playstation 3, Xbox 360, PC
Position: Senior Gameplay Designer
Notes:Â It was great to get well back into the swing of action games at such a cinematic-focused company like Visceral. Â Here I got to work on some bosses, analyze player metrics, and tune weapons and multiplayer modes.
Dead Space 3
Company:Â Visceral Games / Electronic Arts Redwood Shores
Released: February 2013
Platform:Â Playstation 3, Xbox 360, PC
Position:Â Lead Level Designer, Senior Gameplay Designer
Notes: Â DS3 had loads of challenges to tackle, from narrative to technology to planning. Â Most of all, integrating campaign coop into an established horror brand was quite the adventure!
Defense Grid 2
Company:Â Hidden Path Entertainment / 505 Games
Released: September 2014
Platform:Â PC, Xbox One, Playstation 4, Macintosh
Position:Â Senior Game Designer
Notes: Upon the sad cancellation of another project, I had some time to help DG2 get to ship. Â This included a huge balancing pass on towers and implementing most of the tower upgrades that can be unlocked over time.
Brass Tactics
Company:Â Hidden Path Entertainment / Oculus Studios
Released: February 2018
Platform:Â PC with Oculus Rift and Touch controllers
Position:Â Lead Designer
Notes: This was a fantastic experience that allowed us to make a wholly new real-time strategy experience and reinvent all the interfaces for VR devices with hand controllers. With iteration and refinement we created the most physical interface possible without compromising the classic RTS forms.
Raccoon Lagoon
Company:Â Hidden Path Entertainment / Oculus Studios
Released: July 2019
Platform:Â Oculus Quest
Position:Â Senior Game Designer
Notes: After blowing things up with Brass, I got a chance to help out on a very different project, exploring a player’s relationship with an interesting world and characters. I worked on a lot of early prototypes and owned some of the core interactions, including the inventory and cooking, as well as quests and a lot of the creatures’ daily activities.