Kythera is produced by a tight-knit group of developers at Moon Collider Ltd. Based in Edinburgh, Scotland, Moon Collider's team draws together a breadth of experience from the games industry and beyond.
Matthew Jack, CEO & Lead Architect
Matthew graduated in Computer Science at Cambridge University and worked in commercial graphics research, before joining Crytek in 2005. He took a lead role in development of their AI system, including work on Crysis and Crysis 2 as a Senior R&D AI Programmer.
In 2010 Matthew founded Moon Collider. Originally a consultancy firm, Moon Collider's clients included Xaviant, Crytek and AiGameDev.com. As a consultant, Matthew worked in places such as London, Nice, San Francisco and Vienna, and helped deliver products to brands such as BMW and Sky. He has written for Games Programming Gems and Game AI Pro, and presented at Google, Develop, the Game/AI Conference and twice at GDC.
In 2012, Matthew had the moment of realization that – instead of developing the same solutions for client after client – the time was right for a brand-new AI middleware. Under his leadership, Moon Collider re-focused away from pure consultancy and began to develop Kythera.
Matthew travels often for work and pleasure. Among his technical interests, he's co-founder of the Runtime Compiled C++ Project, which now forms a core part of Kythera. He's a dedicated runner, cat-keeper and occasional OTT cook. As a gamer, he's most excited by indies with original ideas.
Mike Bell, CTO
Since joining Moon Collider in 2012, Mike has developed core AI technology including navigation and tactical positioning. Alongside his work on Kythera, Mike has contracted for several AAA game studios, working with engines including CryENGINE and Unity.
Before moving into AI development, Mike gained ten years experience of developing robust, scalable software for the telecommunications market. Working for major equipment vendor Metaswitch Networks, he worked on high-performance call control systems, using advanced techniques such as lock-free algorithms to manage the demands of a busy phone exchange. A mathematician by training, Mike says he's surprised by how much of his experience is directly applicable to AI.
Mike enjoys working on diverse software projects in his spare time, and has played a role in developing several indie games. With a small team of friends that met at Cambridge University, he brought the 3D strategy game Iridium Empire to the iPhone in 2010. More recently, the same team has been working on a new game for the Raspberry Pi.
Dr Ben Lowing, COO & AI Programmer
Ben studied physics at Cambridge University before completing a PhD in computational cosmology at Durham. Focusing on the structure and dynamics of dark matter, he worked extensively with simulations on high-powered supercomputers, and he brings considerable experience in efficient modeling to his new role at Moon Collider.
Since joining the company in October 2013, Ben has quickly gained extensive experience with Kythera's technologies, working with the rest of the team on a range of client projects. Most recently, he's been building 3D obstacle avoidance into the core Kythera systems.
In his spare time, Ben maintains his interest in theoretical physics and advanced visualizations. His 3D dark-matter simulation viewer was presented at the prestigious Royal Society summer exhibition last year, while his Cosmic Universe app has received tens of thousands of downloads from the iOS App Store. Together with Mike, he's also contributed his experience to several indie games on the iPhone and Raspberry Pi.
Adam Rutkowski, AI Programmer
After completing his Masters degree in Computer Science at the University of New England, Australia, Adam started his software development career engineering IVR (Interactive Voice Response) systems. He then joined Crytek in Frankfurt, Germany and worked there as a gameplay and animation programmer for three years, working on a number of very different shooter projects.
He returned to Australia and did some indie game development and contracting work, before applying his games industry experience to mining equipment training simulators at Immersive Technologies. There Adam worked on dynamics simulation for a wide variety of mining vehicles, from underground haul trucks to massive rope shovel excavators, emulated vehicle cabin computers using web technologies, and prototyped virtual reality technologies such as the Oculus Rift.
Now working as an AI programmer at Moon Collider since July 2014, Adam enjoys working with clients integrating Kythera into their games, and continuing to develop the interface layers that allow games to make use of the core Kythera technologies.
When not programming, Adam can usually be found either playing one of the latest video game releases or being a bit of an exercise addict, typically working out at the local gym or off on a long distance run through the countryside.
Diana Rutkowski, Administrator
Diana has a Masters in Business Forensics and is currently studying to become CPA qualified, but she also studied IT and programming for two years. She has worked on financial reporting, office management and general compliance requirements for several companies in a variety of fields ranging from legal practices to concrete cutting. Her focus has been working with small business owners to understand and improve their business.
In 2006 Diana moved to Frankfurt, Germany and worked as a project manager at Crytek for two years. This was quite a change for her, but she loved the challenge and working in the industry. This breadth of experience makes her one of our most versatile team members at Moon Collider.
In July 2014, Diana joined the team and has been helping with business administration and development, improving processes and helping the coders remain focussed on coding.
In her spare time, Diana loves almost anything to do with the outdoors: swimming, surfing, cycling, running, hiking. She also loves travelling to new places, playing video games, and it’s not uncommon to find her designing levels in CryEngine or Unreal Engine.
Aline Normoyle, AI Programmer and Researcher
After completing a degree in Honors Computer Science at McGill University, Aline worked in the distributed simulation and training industry as a lead software engineer to design and implement several commercially successful products at MAK Technologies. She later completed her PhD specializing in computer animation at the University of Pennsylvania, where she has researched new scalable clustering techniques, methods for targeted metrics collection, and robust methods for authoring randomized group behaviors.
Aline has presented work at numerous international conferences, including the AAAI conference in AI in Interactive Digital Entertainment, ACM SIGGRAPH conference on Interactive 3D Graphics and Games, and the Game Developer Conference, and has won awards for teaching, presenting, and writing.
She joined Moon Collider in September 2015 and specializes in R&D into game AI and animation.
She enjoys comics and her hobbies include reading, video games, and knitting.
Jurie Horneman, Tools Programmer (Remote Contractor)
Jurie started in the games industry in 1991 at legendary games company Thalion Software, where he was the lead programmer on the 16-bit RPGs Amberstar and Ambermoon, followed by the cult DOS RPG Albion. After 10 years as a programmer he switched to game design and production, working on Manhunt 2 and the Xbox 1 port of GTA:Vice City.
In February 2014 he joined the Moon Collider team. He is responsible for developing the web-based toolset that is part of Kythera.
In his spare time, Jurie maintains gameconfs.com, thinks about interactive storytelling, reads, and cooks.