Eric Brosius

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Eric Brosius is a musician and video game developer, and a former employee of Looking Glass Studios. He is a former member of the band Tribe and is married to Terri Brosius. He is currently a member of the bands Eddie Japan and Dark Wheels.

Brosius is best known within the video game industry for his sound design and music work in several Looking Glass Studios, Irrational Games and Ion Storm games, particularly the Thief series. He and his wife still contribute to games made by Harmonix and Irrational.

He has contributed music and sound design for games including Terra Nova: Strike Force Centauri , System Shock 2 and the Thief series, along with Guitar Hero , SWAT 4 and Freedom Force vs. the Third Reich .


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<i>System Shock</i> 1994 video game

System Shock is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space station in a cyberpunk vision of the year 2072. Assuming the role of a nameless security hacker, the player attempts to hinder the plans of a malevolent artificial intelligence called SHODAN.

Looking Glass Studios American former video game developer

Looking Glass Studios, Inc. was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Productions in 1990, and merged with Lerner's Lerner Research in 1992 to become LookingGlass Technologies. Between 1997 and 1999, the company was part of AverStar, where it was renamed Looking Glass Studios. Following financial issues at Looking Glass, the studio shut down in May 2000. Notable productions by Looking Glass include the Ultima Underworld, System Shock and Thief series.

<i>System Shock 2</i> 1999 action role-playing survival horror video game

System Shock 2 is a 1999 action role-playing survival horror video game designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 game System Shock. The alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher.

<i>Flight Unlimited II</i> 1997 video game

Flight Unlimited II is a 1997 flight simulator video game developed by Looking Glass Studios and published by Eidos Interactive. The player controls one of five planes in the airspace of the San Francisco Bay Area, which is shared with up to 600 artificially intelligent aircraft directed by real-time air traffic control. The game eschews the aerobatics focus of its predecessor, Flight Unlimited, in favor of general civilian aviation. As such, new physics code and an engine were developed, the former because the programmer of Flight Unlimited's computational fluid dynamics system, Seamus Blackley, had left the company.

<i>Terra Nova: Strike Force Centauri</i> 1996 tactical first-person shooter video game

Terra Nova: Strike Force Centauri is a 1996 tactical first-person shooter video game developed and published by LookingGlass Technologies. Set in a science-fictional depiction of the 24th century, the game follows a faction of humans who colonize the Alpha Centauri star system to escape from the Hegemony, a totalitarian Earth government. The player assumes the role of Nikola ap Io, the leader of an Alpha Centauri military unit, and undertakes missions against pirates and the Hegemony.

<i>Thief: The Dark Project</i> 1998 video game

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Terri Brosius is an American musician, voice actress, and game designer, best known in gaming circles as the voice of SHODAN in the System Shock series.

Irrational Games American video game developer

Irrational Games was an American video game developer founded in 1997 by three former employees of Looking Glass Studios: Ken Levine, Jonathan Chey, and Robert Fermier. Take-Two Interactive acquired the studio in 2006. The studio was known for its games System Shock 2, Freedom Force, SWAT 4, and most notably, two of the games in the BioShock series. In 2014, following the release of BioShock Infinite, Levine opted to significantly restructure the studio from around 90 to 15 employees and focus more on narrative games. In February 2017, the studio announced that it had been rebranded as Ghost Story Games and considered a fresh start from the original Irrational name, though still operating at the same business subsidiary under Take-Two.

Ken Levine (game developer) American game developer (born 1966)

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Tribe (band) American band

Tribe was an American alternative rock band from Boston, Massachusetts, United States, which was active in the late 1980s and early 1990s. They released three albums including two on Slash Records/Warner Bros. Records. They were finalists in the 1988 WBCN Rock 'n' Roll Rumble.

<i>Thief: Deadly Shadows</i> 2004 video game

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Randy Smith (game designer) American video game designer (born 1974)

Randy Smith is an American video game designer. He co-owns and is the creative director of Tiger Style. He has worked extensively on the Thief series with both Looking Glass Studios and Ion Storm.

<i>Thief II</i> 2000 video game

Thief II: The Metal Age is a 2000 stealth video game developed by Looking Glass Studios and published by Eidos Interactive. Like its predecessor Thief: The Dark Project, the game follows Garrett, a master thief who works in and around a steampunk metropolis called the City. The player assumes the role of Garrett as he unravels a conspiracy related to a new religious sect. Garrett takes on missions such as burglaries and frameups, while trying to avoid detection by guards and automated security.

<i>Flight Unlimited III</i> 1999 video game

Flight Unlimited III is a 1999 flight simulator video game developed by Looking Glass Studios and published by Electronic Arts. It allows players to pilot simulations of real-world commercial and civilian aircraft in and around Seattle, Washington. Players can fly freely or engage in "Challenge" missions, such as thwarting a theft or locating Bigfoot. The development team built on the general aviation gameplay of Flight Unlimited II, with more detailed physics and terrain, more planes, and a real-time weather system. Roughly half of Flight Unlimited II's team returned to work on the sequel, supported by new hires.

The Dark Engine is a game engine developed by Looking Glass Studios and was used from 1998 to 2000, mainly in the early Thief games.

<i>Thief</i> (series) Series of action-adventure stealth video games

Thief is a series of stealth video games in which the player takes the role of Garrett, a master thief in a fantasy steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed.

Voyager was a graphic adventure computer game developed by Looking Glass Technologies from 1995 until its cancellation in 1997. It was published by Viacom New Media. Based on the Star Trek: Voyager license, the game followed Kathryn Janeway and the crew of the USS Voyager in their attempts to rescue members of their team from the Kazon. Voyager was the first game in a multi-title agreement between Viacom and Looking Glass, and Viacom took a minority equity investment in the company as part of the deal. However, Viacom decided to leave the video game industry in 1997, and Voyager was canceled in spring of that year. In response to Voyager's cancellation, team members Ken Levine, Jonathan Chey and Rob Fermier left Looking Glass to found Irrational Games.

"Robbing the Cradle" is a level created by Ion Storm for their final video game, Thief: Deadly Shadows (2004). Unlike other levels in the game, it features a strong survival horror theme, in addition to the stealth gameplay typical of the Thief series. Players traverse an abandoned, haunted orphanage and mental asylum called the Shalebridge Cradle, while attempting to free the soul of a young girl from the building's captivity.

Immersive sim Video game genre

An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player abilities, allow the game to support varied and creative solutions to problems, as well as emergent gameplay beyond what has been explicitly designed by the developer. This definition is not to be confused with game systems which allow player choice in a confined sense or systems which allow players to easily escape consequences of their choices.