James Rorabaugh - Design
A long time gamer, Accurus grew up playing classic games such as Wolfenstein 3D. He joined the Star Trek Legacy modding community and contributed to the well received "The Legendary Generations" mod.
Accurus has had a passion for games and the desire to start a gaming company for many years. As a kid, he spent summers working to save up money for video games. After recently replaying Master of Orion 2 he saw that this classic's achievements had not been matched in other 4x space strategies.The creation of Lord of Rigel and Rhombus Studios came soon after with the purpose to release games that were made by gamers for gamers.
His other hobbies include being an avid audiophile and enjoying Northwest activities such as swimming and hiking.
Adam Rorabaugh - Design
Ace's industry experience began with winning a mission design contest for Descent: FreeSpace which resulted in his work being released in FreeSpace's Silent Threat expansion. Afterwards he became involved in the pre-production of game projects for studios including Crytek while working as a professional archaeologist with several peer-reviewed scholarly publications in international journals.
Over the past five years Adam took a design role in the critically acclaimed freeware Battlestar Galactica game Diaspora: Shattered Armistice. After its successful release, he became interested in focusing on re-envisioning classic style games for new audiences.
Tvrtko Kapetanovic - 3D Artist
Newman has an MA degree in industrial design, having graduated in Design School at Zagreb University, Croatia, in 2004. He does both design and gaming development work.
His gaming industry experience began in a Croatian company called Markot.tel, working on developing graphical asset for a Croatian educational game called "Ucilica". Since then he's worked professionally with several local game development companies, such as Ocean Media and Cateia Games. He also contributed to Star Trek: Excalibur, an independent, volunteered based game under development, and spent several years as lead artist in the critically acclaimed freeware Battlestar Galactica game Diaspora: Shattered Armistice.
That work lead to being hired by Bigpoint GmbH when they were developing an official Battlestar Galactica MMORPG game called Battlestar Galactica: Online, for which he modeled, textured and designed graphical assets.
Kasper Kamstrup - 3D Artist
Kasper "ScotchDK" Kamstrup graduated in 2011 from TrueMax Academy in Copenhagen. He has been involved in animated short films (Will-Bot, Hvid) and indie games (Distorpia, Plantman). In those projects he modeled, UV mapped, textured, animated and Mo-Cap recording. Lord of Rigel is his first commercial product involvement.
Scotch grew up with a broad taste in games, strategy games both RTS and TBS have always been main interests.
Steven Marciano - Composer
Steve Marciano has been involved in music since a young age, writing and performing in bands for over a decade. Most recently with Eaststrikewest in which, he played guitars and keyboards, releasing two albums in Europe and Japan. After the band split in 2012 he continued to work towards a career in programming through his day job but eventually found his way back into music again, turning his attention to writing and producing for video games and films which he now does full time.
You will find him most evenings glued to a screen with headphones on.
Allan Floyd - Programmer
Tass has been writing code since learning BASIC on an Apple II in 1982. For many years, programming was just a hobby alongside his career as a graphic artist and 3D animator. However, since starting to use Unity in 2009, Tass has been the developer on two Unity Asset Store packages for making hexagon maps, and two released game titles, "Russian Front" and "The Monolith" under the business name of Electric Rune. Russian Front is currently being Greenlit for Steam release.
His other interests include wildlife rehab (specializing in raccoons) and martial arts.
Ivars Vēza - Programmer
There was said that a silent Latvian keyboard warrior will come to save Rigel from bugs and missing features. Years passed and the universe limped barely pulling air into its lungs. Many came and went, but seemingly they weren’t the choosen ones. Till one day, just by coincidence, a visit on faraway planet revealed a strong code sense and all seemed to work better. There was this cheerful guy which adored details, automatization, universalization and order. In no time the universe felt as though it was the best place to be. A hero to remember forever. Labi padarīts, labi padarīts.
Paul Lipovits - Programmer
Paul has been coding in Unity for over 7 years. Starting with C++ and C, he started at a young age before even being a teenager with an eager interest in creating video games for a living.
Colonel Apple has been involved in numerous game projects including: Wrecked for iOS.
Trym Kristiansen - Programmer
Tuxinet got interested in programming through his father at an early age. At the age of 13 he was introduced to Python and made his first game using Pygame. His programming include: Python, Java, Objective C and C#. Most of his experience in these languages has been focused on producing games.
In his spare time Tuxinet enjoys playing in a local orchestra, video games, music, and spending time with friends.
Vukašin Vučenović - Programmer
Vulegend has been coding games in the Unity engine for 4 years and exploring .NET for 6 years. Vulegend has experience programming for a variety of game types including: RTS, FPS, and RPG's. He worked for Commotion Games as a freelance programmer and fully programmed two of their titles: "10 Second Rule" and "Piggy in the Middle."
His recently built security tool won an award for best software in a competition hosted by "The Association of Talents of Serbia" and is set to be used throughout Serbian schools.