CREDITS: the printed credits page (via VGL Lynx) -- definitive roster

Lynx supplied a photo of the period credits page (preserved at
reference/manual/credits_page.webp).  It confirms, corrects and completes
the oral-history identifications:

- ECH = Eric Huffman (Audio Director / 3D audio framework) -- corrects the
  uncertain "Eric Nichols" guess
- JMA = Joanna Mason (Simulation Code and Cameras) -- inferred mapping
  confirmed
- CPB = Chris Brewer: "Secondary/Auxiliary Screens and Low Level I/O" --
  the exact MFD gauge/mode layer this project reconstructs
- GDU = Gabe Underwood: "Simulation Code and 'Mech Internal Systems" --
  the heat/coolant/generator/seek economy
- Full roster: Jordan Weisman (producer/designer), David McCoy (art
  director), J.M. Albertson (technical director), Bill Redmann (corporate
  director of technology), plus Corson, Edsall, Ciolek, Olsen, the artists
  (Burlington, Molitor, McCoy, Story; Allen Workshop: Bonilla, Peters) and
  sound (Bing McCoy, Effinger, Huffman).
- 10 software engineers + 6 artists == Lynx's "maybe 8 dev, 6 art" memory.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Original Developers — BattleTech (Tesla 4.10, Virtual World Entertainment, 1995-96)
This project reconstructs a game that a small team at Virtual World Entertainment built three
decades ago. They deserve to be named. This file records what we know, how we know it, and how
certain we are.
decades ago. They deserve to be named.
**Sources.** (1) *Source archaeology*: the surviving 1995-96 file headers carry per-file
modification tables with author initials (`// MM/DD/YY WHO what`). (2) *Oral history*: on
2026-07-21 the initials list was read to VWE veterans on the project Discord, and **VGL Lynx**
(who was in the room — "I was there the night we got to watch a Thor walk on terrain in
multiplayer for the first time, on a Red Planet map") identified the people behind them, with
additions from **Cyd**. Names are transcribed as given in that conversation; spellings are
as-typed by the recollector and may be approximate. Treat identifications as community
recollection (T3), the initials themselves as source fact (T0).
**Sources, strongest first.** (1) **The printed credits page** — supplied by VGL Lynx on
2026-07-21, preserved at `reference/manual/credits_page.webp` (period document; the definitive
roster below). (2) *Source archaeology*: the surviving 1995-96 file headers carry per-file
modification tables with author initials (`// MM/DD/YY WHO what`). (3) *Oral history*: the
initials were first identified from memory by **VGL Lynx** (who was in the room — "I was there
the night we got to watch a Thor walk on terrain in multiplayer for the first time, on a Red
Planet map") with additions from **Cyd**; the printed page then confirmed and corrected the
recollections.
## Programmers (initials found in surviving source headers)
## The credits page (verbatim)
| Initials | Name (per VGL Lynx) | Seen in (examples) |
|---|---|---|
| **JM** | Jim Albertson *(typed "Jm Alberston")* | `BTDIRECT.HPP`, `BTMSSN.CPP/.HPP`, `BTTEAM.CPP` — mission/team/director layer |
| **ECH** | Eric Nichols *(offered for "Eric"; initials fit imperfectly — unconfirmed)* | `BTCNSL.CPP`, `BTMSSN.*`, `BTREG.CPP` — console/registration |
| **CPB** | Chris Brewer | `BTL4MODE.CPP/.HPP`, `BTL4GALM.HPP`, `BTL4GRND.HPP` — the L4 cockpit mode/gauge layer |
| **GDU** | Gabe Underwood | `BTSCNRL.CPP`, `GAUSS.CPP/.HPP`, `SEEKER.HPP` — scenario + weapons |
| **JMA** | Joanna Mason *(mapping inferred from the conversation flow — unconfirmed)* | `BTREG.CPP/.HPP`, `TURRET.HPP` |
| **GAH** | Garth Hermanson | `BTCNSL.CPP` — console |
The **MUNGA engine** (the shared sim/render engine under the game) was, per Lynx, "being
developed/catered by a smaller team at the same time," internal to VWE, with crossover members.
Its headers in our tree survive mostly through the 2007 RP411 Windows revision, so its 1995
author trail is thinner here.
## Hardware design (the Tesla II pod)
Identified from initials **MC, AC** raised by Cyd:
| Initials | Name (per VGL Lynx) |
| Role | Name |
|---|---|
| **MC** | Marek Ciolek *(first offered as "Marek Cooley", immediately corrected)* |
| **AC** | *(unresolved — the reply also mentioned "Violet"; mapping unclear)* |
| Producer and Designer | **Jordan Weisman** |
| Art Director | **David McCoy** |
| Technical Director | **J.M. Albertson** |
| Audio Director | **Eric Huffman** |
| Corporate Director of Technology | **Bill Redmann** |
## Team size (per VGL Lynx, 2026-07-21)
**Software Engineers**
> "Dev team was maybe **8 people. 6 people on art.** MUNGA was being developed by a smaller
> team at the same time. Crossovers in the dev team too. Everything internal."
| Specialty | Name |
|---|---|
| Framework and Simulation Design | **J.M. Albertson** |
| Secondary/Auxiliary Screens and Low Level I/O | **Chris Brewer** |
| Low Level I/O Design and Programming | **Marek Ciolek** |
| Framework and 3D Video Rendering | **Greg Corson** |
| Animation Simulations and Tools | **Jerry Edsall** |
| Macintosh Design and Programming | **Garth Hermanson** |
| Framework and 3D Audio System | **Eric Huffman** |
| Simulation Code and Cameras | **Joanna Mason** |
| Graphics Research and Art Tools | **Ken Olsen** |
| Simulation Code and 'Mech Internal Systems | **Gabe Underwood** |
No outsourcing. For scale: this ~15-person core shipped a networked 8-pod simulator with
per-subsystem heat/power/coolant economies, full damage zoning, an authored per-map/time/weather
environment system, and the physical cockpit integration — in 1995. As David "Auric" Hernly put
it in the same conversation: *"They were inventing the future."* People still walk up to the
30-year-old pods at Gen Con and, per Auric, "their minds are blown... STILL."
**Artists & Animators** — 3D Art and Animations: **Tom Burlington, Duane Molitor, David McCoy,
Lex Story**; Allen Workshop 2D Art: **Victor Bonilla, Tom Peters**.
**Software Tools Group Leader:** Ken Olsen. **Sound Samples/Designs:** **Bing McCoy, Tom
Effinger, Eric Huffman**.
Ten software engineers, six artists — matching VGL Lynx's recollection ("dev team was maybe 8
people, 6 people on art; MUNGA by a smaller internal team, crossovers, everything internal")
almost exactly.
## Initials in the surviving source ↔ the credits
| Initials | Person | Their credited specialty | Seen in (examples) — and what this project found there |
|---|---|---|---|
| **JM** | J.M. Albertson (Technical Director) | Framework and Simulation Design | `BTDIRECT.HPP`, `BTMSSN.CPP/.HPP`, `BTTEAM.CPP` — the mission/director framework |
| **ECH** | **Eric Huffman** *(corrects the oral-history guess "Eric Nichols")* | Framework and 3D Audio System | `BTCNSL.CPP`, `BTMSSN.*`, `BTREG.CPP` |
| **CPB** | Chris Brewer | **Secondary/Auxiliary Screens** and Low Level I/O | `BTL4MODE.CPP/.HPP`, `BTL4GALM.HPP`, `BTL4GRND.HPP` — the MFD gauge/mode layer this project reconstructs; his 30-year-old `BTL4MODE.HPP` mode-bit table answered a 2026 bug |
| **GDU** | Gabe Underwood | Simulation Code and **'Mech Internal Systems** | `GAUSS.CPP/.HPP`, `SEEKER.HPP`, `BTSCNRL.CPP` — the heat/coolant/generator/seek-voltage economy this project spent days inside is his |
| **JMA** | Joanna Mason *(the inferred mapping, confirmed)* | Simulation Code and Cameras | `BTREG.CPP/.HPP`, `TURRET.HPP` |
| **GAH** | Garth Hermanson | Macintosh Design and Programming | `BTCNSL.CPP` |
| **MC** | Marek Ciolek (hardware-side initials, per Cyd) | Low Level I/O Design and Programming | (the RIO/serial layer) |
| **AC** | *(still unresolved — raised by Cyd for hardware design; not on this credits page)* | | |
## Notes
- **Jordan Weisman** — FASA co-founder and the creator of the BattleTech universe — is the
credited producer/designer.
- The credits page may correspond to one of the pages missing from our manual scan
(`reference/manual/Tesla40_BT_manual.pdf`, p2-3 noted missing).
- As David "Auric" Hernly put it when these names came up: *"They were inventing the future."*
People still walk up to the 30-year-old pods at Gen Con and, per Auric, "their minds are
blown... STILL."
## Corrections