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All American
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<------ Shrapnel Games, Inc. ------>

Overview

There is a saying that states that one shouldn't complain unless you're prepared to do something about your complaint. For most people that's all it is, a saying, but not so for Tim Brooks. In 1999 Tim was feeling burnt out. Tim loved playing and designing war and strategy games, games that he was introduced to as a kid growing up in a military household. After college he putted around in the business world but his desire to pursue a gaming career constantly gnawed at him. Putting the world of stock options and 401Ks behind him, Tim formed his own game development company, Interactive Simulations, Inc.

While he had once self-published a basketball simulation entitled Nothing But Net this was a new and exciting step for Tim. Soon Tim, had designed the tactical mercenary game Wages of War (New World Computing / 3DO) and Soldiers At War (SSI), but it was 101st: The Airborne Invasion of Normandy (Empire Interactive) that saw Interactive Simulations, Inc. come into its own. A realistic simulation of the airborne operations surrounding the D-Day invasion of the Second World War, 101st was a bestseller that continued to sell for years after its release. Yet, even with an impressive sales record the computer gaming world was turning away from thoughtful strategy games and looking more towards eye candy and brainless action.

And so in 1999 Tim Brooks could either complain that the corporate accountants were taking away his passion or he could do something about it. He did something about it. In 1999 he formed Shrapnel Games, headquartered in picturesque Cary, North Carolina. Originally intended to simply allow Tim to publish the sequel to 101st, All American: The 82nd Airborne in Normandy, Tim was approached by other designers that had been left out in the cold by the mainstream world of games because intelligent and historical were two words that didn't make the industry's buzzword list.

Realizing that this was a chance to insure the continued survival of strategy and historical games, Shrapnel Games soon became more than a place for All American. It soon became the hot spot for a wide variety of games that shared one common theme: it was all about the gameplay, specifically thoughtful gameplay that required something more than a quick index finger. From historical settings to places undreamed of except in the fertile imaginations of the developers, Shrapnel Games soon offered everything from conflict simulations to star-spanning empire building games, and the gaming world loved it. After all, they didn't abandon strategy and war gaming, it was the mainstream publishers that had, and in doing so abandoned their fan base.

Shrapnel Games' products quickly became known around the world, with loyal customers from Australia to Finland, and everywhere in between. It wasn't just the fans though that loved Shrapnel, the press have heaped a great many accolades on Shrapnel's products. From winning a Charles S. Roberts award to being featured in GAMES Magazine's Top 100 list, the media has continually recognized the quality of Shrapnel's products.

The secret to the quality has always been the fact that we truly love what we do here. Every staff member and developer shares the same passion for gaming that drove Tim to found the company in the first place. It's a passion that translates into games that don't insult your intelligence, games that give you great value for your money, games that you'll want to play for years, and most importantly, games that are fun. Check out any of our games and you'll see our fondness for gaming shining brightly.

As Shrapnel Games continues to grow into other areas, such as the world of boardgaming, we will never sell out the ideals that Tim based the company on and which have driven his life. Since 1999 Shrapnel Games has offered the world the best of strategy, war, role-playing, and more, and will continue to do so for years to come.

Shrapnel Games' Developers

Chronic Reality:  Scott Wakeling
The Camo Workshop:  Andrew Gailey, Don Goodbrand 
Digital Eel: Rich Carlson
Gilligames:  Todd M. Gillissie 
Hyperborea Studios: Xavi Rubio, Ruben Zubillaga
Illwinter Game Design:  Johan Karlsson, Kristoffer Osterman
Joe's Games:  Joe Jaworski 
NeppaGames: Chet Makuch, Pat Merkel
OneGames:  Brian Gantt
ProSim Company: Captain Patrick Proctor
SprueGames: Andrew Lonon
Tonio Loewald

Shrapnel Games' Players

Publisher & President:  Timothy W. Brooks
Press Relations:  Scott R. Krol 
Director of Reseller Relations: Annette Brooks
Customer Support Manager:  Annette Brooks
Production Coordinator:  Annette Brooks
Artist in Residence:  Greg Jackson
FRAG! Newsletter Editor:  Scott R. Krol
Shipping Department Head:  Jerry P. Holt

 

© 1999-2008 Shrapnel Games, Inc.  All Rights Reserved.

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