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Management
Secretary
Contributor
Founder
Moderator
Ryan Krause
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.
SKillset
Track Record
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.

Drawn to technical challenges with an eye for detail. TK is an experienced C/C++ low-level systems developer, working mostly on the engine.
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.
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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.
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.

Keen eye for little elusive errors and engine performance.

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

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.

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.

Works on various bugs, lava, gadgets, keybinds and website.
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Skillset
- Lua
- Git
- automated testing for widgets
- Python, TypeScript outside of BAR

Working mostly on new Lobby / Client and working on translations and support.

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.
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Suspending rulebreakers, looking for smurfs/alt-accounts, etc

Maps, unit scripts, game modes, gadgets, widgets, unit designs and more.
Moderator handling bans, verification, account support, website editing, and Discord moderation.

Modelling units for all factions and creator of the Legion Atlas
Teiserver contributor working on backend features and bugfixes.

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.

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.

Overwatch Coordinator and Moderator handling membership, recruitment, training, and in-game/Discord moderation.

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

One of the main composers of many BAR official soundtracks.

- Infrastructure (Teiserver) team,
- Rating system team

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.

Rowy cleanup, start positions contributions, and code cleaning.
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The Moose Is Loose! Prolific mapper and designer of the theme of the current lobby interface. Fixes and maintains the lobby-side of things.

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).
Always curious. Definitely nerdy. Enjoys fixing problems, helping others, and automating testing to make sure it doesn't fall apart later.

system administration, infrastructure as code, monitoring, integration

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

Author of the STAI and founder of the Italian BAR Discord

Moderation and Account help (Account Recovery, Code not being sent etc). Profilepic drawn by Bellpie.
Moderator handling in-game and Discord moderation, verification emails, and tickets.

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.
2D Concept Art. Illustration, Art direction

Currently on baby leave 👶🏻 which doesn't leave as much free time as one might think.
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- Game Design Team member,
- Balance Team member,
- Mapper
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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
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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.

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.

Editor of official public-facing BAR website. Writes & adjusts content to better inform players. It's not a wiki, so please contact them if you spot something that needs fixing!

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.
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.

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

Teiserver lead developer — created and maintained the middleware server powering BAR's online infrastructure. Current focus is on improving the DevEx for Teiserver and helping it scale in preparation for Steam.

Writer of cool and geeky stuff — lore, world-building, and site content.

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

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.

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"

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















