
Management
Secretary
Contributor
Founder
Moderator
IceXuick
Make it look good! All audio & visual effects and everything where you see the BAR logo. Also taking care of a proper development eco-system. Passion for the game as a drive to get it allround ready for release.
SKillset
Track Record
Project Workload & Team Involvement Summary
- Art Design Team – Lead
As Supervisor
- Art Team Technical
- Audio Team
- Mapping Team
- Promo and Community Team
Work Summary
Art / Graphics
- 350+ Strategic Icons with assistance from Floris and PtaQ (Armada / Cortex)
- 400+ Particle Effects (Explosions, muzzleflames, missiletrails, fire, emp, acid, blood, shockwaves, shipwakes, etc.)
- 2.500+ Unit Lights configs (Armada / Cortex V1 + V2)
- 120+ textures for GFX (smoke, fire, explosions, shockwaves, lightning, trails, dirt, flares, flames, etc.)
- 60+ custom decals (explosion scars with glow, acid, fire, blood, footsteps, etc.) with Beherith
- 20+ Atmospheric effects (custom particle system + map-configs)
- 400+ Build-pictures (Armada / Cortex) with assistance from Zephyr
- Full config of new GL4 Lights & Distortions build by Beherith (Armada / Cortex)
- All Animated textures / spritesheets for GFX with EmberGen and MattyWS and FalZeeN
- All cursor designs (incl. animation)
- Unit script upgrades for dynamic GFX (Lights & Distortions)
- Shields, Fusion Orbs, Paralyse/EMP effects with Beherith (Updates & tuning)
- Range Rings (stencilled: for all ballistic, ground, water and aa weapons, EMP, cloak, anti-nuke) with Beherith
- Video capture and editing of Trailers and update reels
- 40+ Renders for splash screens and promotional materials
Art / Audio
- 1.000+ Sound effects (unit replies, UI, movement, weapons, explosions, lasers, special effects, etc.)
- 3x 100+ Voice notifications (Allison / Razkharn / Winter)
- 50+ Atmospheric Ambient Sounds (wind, gusts, beach, water, lava, thunder, forrest, hums, rain, etc.)
Mapping
- 32 maps
- World Creator 2
- World Machine
- ~10 template files for Structures
- Experience with PvE / Assymmetrical maps
Promotion & Community
- Beyond All Reason (BAR) logo
- Website design, development and content
- Website quality assurance (graphic design & markup for news, guides, commands, etc.) with PtaQ
- Website 3D unit viewer & exporter (3D mapviewer WIP)
- Map Sync (Rowy » Webflow) with Marek
- Unit Importer Sync (Repo » Webflow) with Floris
- Devlog sync (Teiserver » Webflow) with Teifion
- All BAR promo videos from 2019-2024 (capture, editing, mastering)
- All BAR music videos from 2020-2022 (capture, editing, mastering)
- 100+ graphics, banners and (animated) emoji for online platforms (Twitch, Discord, YouTube, X/Twitter, Reddit)
- 50+ promo 3D renders (wallpapers, loadingscreens, social posts, etc.)
- Promotion Event graphics (posters/banners/logos etc.)
- Promo-kit
- Live-stream graphics & animations (scenes, transition, tourneys, logos, etc.)
- Setup and maintenance of YouTube/Twitch channels
- Setup and maintenance of Donations system
- Setup and maintenance of Merch Store
Various
- Initial idea/setup for Scavengers, further build by Damgam
- Concepting global map events (storms, solar eclipse, day-night, etc.)
Currently Working On
- New BAR UI 2.0 (full redesign on in-game UI)
- New BAR Lobby/Client
- Art Design Documents
- Art guidance in general for a cohesive style in BAR
- Manage donations, server & hosting costs
- Manage web/mail server
- Assisting in managing communication
- Assisting in BAR Promotion
Last updated: June 10th 2025
Founders

The one who started it all - years and years ago! Knows almost everything! Also works on almost everything.

Working on Dev of the full game doing all kinds of coding. Generally working on every part of BAR.

Make it look good! All audio & visual effects and everything where you see the BAR logo. Also taking care of a proper development eco-system. Passion for the game as a drive to get it allround ready for release.

All-round helping to polish, improve, popularize and keep BAR organised on all levels.
Management


- Infrastructure (Teiserver) team,
- Rating system team


Started as an AI dev. Core Lead Developer of the Scavengers and revamping Raptors. Lots of work done on the audio aspects of BAR with dynamic music player and multi-layered unit sound effects. But Damgam does even more things all around the BAR project.


Improving infrastructure, like end-to-end distribution of game assets, works across components. Passionate about making stuff quick, reliable, and automated while striving for simplicity.


Keeping the map-list for BAR clean, good-lookin' and as interesting as possible. Exploring new possibilities in unique & fun gameplay and not affraid to try our new biomes/styles. Also working on BAR campaign maps (soon).


I´m a former 2D-/3D-Artist who worked in the Games and Entertainment industry. Currently serving as Art Director for the Art & Design Department, offering guidance and direction as well as working on further improving all art-related aspects. Outside of BAR, I work self-employed as a tattoo artist.


When I'm not chasing around other developers with the community's words, I am furiously typing away at my keyboard bringing the most finicky of digital dreams to life.
.avif)

3D-Animation, 3D-Modelling, 3D-Texturing, 2D Drawing, Beginner in BOS code / lua


Lead for BAR lore and tutorial campaign, also assisting with new UI and client development. Leads tournaments, streams, and live events. Mentor for players and casters. Also helping with promotional content, casting tools, and onboarding materials.


Doing all kinds of amazing work for the game and our website! Keen eye on quality, colorblind people, correct grammar, and working on a big multi-lingual system for BAR.


Zecrus is more than just a very good player. Beyond that, he's taken the daunting tasks of balancing and writing strategy guides.
.avif)

Long-time graphic designer, turned 3D artist and Legion developer. Currently serving as Project Manager for the Art & Design Department, closely working with A&D team leads and artists alike to get creative work done at a high quality with as little loss in time and efficiency as possible. Outside of BAR, I work in merchandise planning and business analytics.
Contributors

- Python
- R
- Lisp
- SQL
- Numbers (and a few other fetters from times forgotten)

Long time RTS and RPG gamer, father of three beautiful kids. Enjoys long hours of rendering beaches, mountains, and alien worlds. Also a brewer, baker, and bushcraft nut.

Professional code monkey, got into rts with warcraft2 and total annihilation. Contribute mostly to the new infra and protocol aiming for steam release.

Assimilates all data relevant to BAR. Working on perfecting the BAR multiplayer environment for competitive matches and tournaments. Has built in-game widgets before BAR was called BAR

Full-Stack Developer as his day job, loves putting visually technical stuff together. Able to dive into any technical problem. However, very much not an artist.
.avif)
Skillset
- Lua
- Git
- automated testing for widgets
- Python, TypeScript outside of BAR
.avif)
Suspending rulebreakers, looking for smurfs/alt-accounts, etc

Managing a wide variety of things.

Usually working on PvE factions (raptors and scavengers) in BAR and running a clan and an avid cat lover + anime fan IRL.

- Modeling
- Animation scripts
- A bit of Lua
- Legion

Already did make 103 models for BAR, around 2011-2013. Now back and modelling again! Very nice to have Firestorm back on the team.

Working on the New Lobby. Helping with bugfixing and additional features. Coordinating with the UI/Design Team for visual upgrades.

I started out by making custom widgets. Now, I work on game side lua code.

Improving controls and UX to make the game feel better and look better. Grid-menu maintainer, as well as general game dev, UI work, and graphics work.

Musical composition, mixing and sound design (using Ableton software). Also learning World Machine + Springboard usage.
Check out his SoundCloud

3D Modelling/CAD, Unit Design / Balance, Legion Wrangling, Scripting (bos & lua)

I have an understanding of the entire weapon logic chain from RecoilEngine to Lua game code.

Has done many beautiful things to BAR to make it even better. Does not take the easy route, goes for PBR and all out stuff. But also can be practical when needed.

Doing amazing things in mere minutes. Building new BAR live-services with active battles, replays and leaderboards. Magic!

Hi, It's me, Johnathan or Johanthan. I'm a primarily 2d artist and comic book writer. I also dabble in 3d modeling and coding. I'm a TTRPG designer and a forever GM.

Doing awesome job on engine debugging and creating a flatpack for Linux.

One of the main composers of many BAR official soundtracks.
.avif)
- Lua
- Chilli
- GIMP
- World Machine
- pymapconv

Old Man enjoying tournaments.
Tournaments, Sponsor, Promoting, Competition, 10APM player

system administration, infrastructure as code, monitoring, integration

Author of the STAI and founder of the Italian BAR Discord
.avif)
Python, Elixir, data analysis, scientifically accurate depictions of nuclear fusion, communication (microblog), puns

Moderation and Account help (Account Recovery, Code not being sent etc). Profilepic drawn by Bellpie.
2D Concept Art. Illustration, Art direction
.avif)
- Game Design Team member,
- Balance Team member,
- Mapper
.avif)
Does a ton! Video content creator, Tournament caster, Contributor Manager and more!

Love can move mountains, they say. Addiction can teach you how to code—there’s simply no other explanation for why I became a contributor.

2D Animation, 3D Modelling, Sculpting, Texturing, Rendering scenes, whatever else 3D related
.avif)
Composer of the first hour. Establisher of the BAR-Theme - A perfect mix between orchestral and modern music, with sci-fi tints, hope, tension and progression.

I do more engine work, but also get my hands dirty with lua and code reviews. Trying to fix issues I notice, and bringing new features to the engine.

Scavengers Tech and Evolution information spread around the galaxy. Not known for it's proper intel, though always the first with new information.

Greetings, I'm Shadow and I'm proud to be a BAR Contributor. Started off helping out PtaQ where I could and grown into an organizational role concerning the official BAR streaming channels, Twitch and YouTube.

FFA start points config,point of contact for official French community,keybindings / anonymous mode engine WSL compilation.
Hotstepper 5-way FFA best BAR gameplay, fight me.

Senior Mentor helping new players find their footing. Also building tools to make BAR look as good in videos as it feels to play.

Drawn to technical challenges with an eye for detail. TK is an experienced C/C++ low-level systems developer, working mostly on the engine.
Server and infrastructure developer; he's leading the charge on all the things in the background. If he does his job right you won't even know he did it, if it he does it wrong then everybody knows it!

I enjoy stepping in to provide assistance whenever I get the opportunity. Outside of BAR, I am a father first and Automation Engineer second.
Talk about drones and I'll be there.

All around 3D graphics generalist with artistic sensibility. Contributions so far involve the Cortex faction texture atlas and a single map "Prismatic Anomaly"

With 30 years of real-time strategy experience and 25 years of exploring game design theory, I bring a deep history/understanding of what makes design choices work. I'm a visionary who thrives on thinking outside the box, but I ground every idea in what's realistic.

IRL, I protect people from harm from various forms of fraud and health hazards. I sometimes develop software to do this. I am an only-sometimes contributor whose cortisol levels will lead him to an early and unnatural end. And yet, justice prevails. All men are brothers.

Love for BAR and the community. Creative and full of ideas. Organizing tournaments so I can play in them too :)
As I have a Linux Intel GPU, and don't have much time to work on BAR due to working fulltime on sand:box, I generally debug and fix issues with Intel support or work on small issues in Spring engine or Luaui.