Developers

*This article is a stub. You can help Strike Vector EX Wiki by expanding it.*

**ABOUT RAGEQUIT CORPORATION**

Ragequit Corporation is a small independent video games studio based in Paris, France, created by veterans of the industry. The team is composed of passionate gamers who want to create fun, hardcore games. The core members have worked for renowned studios such as Sony Liverpool (formerly Psygnosis), Evolution Studios, Quantic Dream, Dontnod, Darkworks, Nadeo, Ubisoft, Atari, Ankama and Infogrames. The team has contributed to big license games such as Motorstorm Apocalypse, Remember Me, I am Alive, Coldfear, the Amerzone, SSX, Rayman, Ghost Recon, Tony Hawk, Moto GP, Burnout, Trackmania, Shootmania and Harry Potter. For more information, visit www.strikevector.net.

**Who is Ragequit? A little Q&A:**

Q: What year did you form Ragequit Corporation? And when did Strike Vector first hit Steam PC?

A: Ragequit Corporation was created on August 2013. Strike Vector was officially launched on steam the January 28, 2014.

Q: Why did you decide to call the company that name?

A: We decided to take this name because it fit our philosophy and our taste as gamers.

We really like old-school hardcore multiplayer games such as Quake 3 or Counter Strike. “Ragequitting” is part of this era and our company name is a good way to show what gamers can expect from our games.

And beyond that, we like the idea of traditional and difficult games where the player can only count on his own skills. We are big fans of old school FPSes, shoot ‘em ups, and hardcore JRPGs.

Q: How did Strike Vector originate? What was your team thinking about when it created this game?

A: Strike Vector was created for various reasons. The most important thing for us was to create a game we liked. We had some frustrations in the past working on projects we had no control on. As many other indie studios, we have a background in the industry working for big studios. We wanted some creative freedom!

In the beginning, Pierre-Etienne Travers and Paul Chadeisson were only concept artists and were beginners with 3D software and animations. So they had to find a theme that would allow them to use their creative talents to compensate for their lack of 3D and animations skills. So naturally they found that spaceships would be perfect for them!

But multiplayer spaceship battles was not enough to create something exciting. So the team introduced the ability for the ship to switch at will to a more standard FPS control scheme. These feature allowed the team to create complex environments with narrow paths, something that is not common with traditional spaceship games.

Later on, we introduced old school fast FPS elements and Strike Vector was born!

Q: What kinds of games do you think you team specializes in?

A: We like to create action and skill-based games in general. Our goal is that the player will be rewarded by their own skills and will have fun doing that. The theme is not our main focus as for the genre. We are really admire studios that have achieved to deliver an accessible, simple and varied gameplay with a strong depth for players who want to go further with the exploration of the game.

**ABOUT Pierre-Etienne Travers**

Pierre-Etienne Travers has been working in the videogame industry for six years. His career began as a freelance illustrator working on various projects for different clients. He worked two years for Sony Liverpool and Evolution Studios in the UK as a concept artist on Motorstorm Apocalypse and many other unannounced projects.

He also has worked one year for Quantic dream on an as-of-yet unannounced project. Since we have created Ragequit Corporation, I assume now different roles aside from my concept artist works, including focusing now more on the 3D creation part (modeling, animation, cutscenes, optimization etc.).

**ABOUT Paul Chadeisson**

Paul Chadeisson was born in Versailles, France, in 1985. I am co-founder and artist at Ragequit Corporation. I started learning illustration and conceptual art by self-educating myself with a small team of passionate gamers, among them was my team mate Pierre-Etienne Travers. After years of practice, I found an intern job at NADEO in 2008 working on Shootmania, which made me realize I could work in this industry. I started working as a freelance artist for various company as Disney, Square Enix, Lucas Art and more.

I joined the team Dontnod in 2009 as concept artist and worked on Remember Me with Cédric Lecacheur. After that I co-founded Ragequit Corporation and explored all different art aspects including animation, level design, 3D art, and UI design. I am now more specialized in 2D art.

**ABOUT Cedric Lecacheur**

Cedric was born in 1972 in Chartres, France. He started coding on Amstrad CPC then later on Atari ST and Amiga. After a failed attempt to develop a platform game on Amiga in 1992, he returned to his studies. Thanks to Stephane DeLuca, he came back to game development in July 1997 at Virtual Studio. He worked together with Kris Van Lier and Pierre-Frederic DesRoches on the PS1 version of RushDown for Canal+ Multimedia. After a short stay at 4X Technologies where he worked on RushDown for PC, he was hired by Kris Van Lier at his recently created company, Visual Impact Productions. There, he worked on several titles as a programmer: Amerzone PS1 + Mac conversions (Microids), Dracula PS1 + Mac conversions (Index+/Wanadoo Multimedia), Dracula2 PS1 + Mac conversions (Index+/Wanadoo Multimedia), Le Louvre PS1 + Mac conversions (Index+/Wanadoo Multimedia), Necronomicon PS1 + Mac conversions (Index+/Wanadoo Multimedia), Taxi 3 GBA (Ubisoft), SSX Tricky GBA (EA), Corvette 50th Anniversary GBA (THQ). He also has worked at Darkworks, where he coded the PC version of Cold Fear. He occasionally worked as a backup programmer at Ubisoft on Ghost Recon 3 (Xbox 360) in 2005. Then, he worked on Remember Me from Dontnod between 2009 and 2012 as lead gameplay programmer.

After that, he co-founded Ragequit Corporation and has been the lead programmer since 2012. Cedric was also an illustrator and has worked with several publications, providing cover art and interior illustrations.