Since then the team has grown to about ten people and our ambition is to remain a small and dedicated team focusing on creating great top-of-the-line games that are more than rehashes of old concepts.
- Anders Jeppsson, President / Programmer
- Daniel Jeppsson, Lead Programmer
- Magnus Bergholts, 3D modeling, artist
- Peter Ekstrand, Character modeler, 2D artist
- Lenny Olsson, Texture artist
- John Mancine, AI programmer
- Rodrigo Cespedes, Animator/3D modeler
- Willy Bartels, 2D artist
- Magnus Jansén, Sound designer
The Jeppsson Brothers:
- Anders Jeppsson
Degree: Master of Computer Science at the University of Lund, Sweden.
- Daniel Jeppsson
Degree: Master of Computer Science and Engineering at LTH (Lund), Sweden.
Anders started his programming days on the Sinclair ZX81 and Spectrum back in 1982 at the age of 11. During the following years he wrote several small games ranging from text adventures written in Basic to arcade style games in 100% Assembly language. Only a few years later, at the age of 7 or 8 Daniel started programming his first small games. Over the years computers like the Commodore64, the Amiga and the Amstrad CPC6128 passed under their fingers until the PC finally caught up graphics wise with the introduction of the 486. Games like Wolf 3D, War Craft and Doom became a big inspiration and motivation to pursue careers in the game development industry. During the following years Daniel spent every hour awake programming graphics libraries in assembly and small games in C/C++. Together they started to work on an RTS game code named HACK, but without the help of artists the game was never completed. More hands were obviously needed to finish a game on time.
After finishing their University studies and having worked 3 years (Anders) and 1.5 years (Daniel) at IBM in Malmö, Sweden as technical software designers they both decided it was time to quit their day jobs and start a game development studio. In early 1999 Anders and Daniel together with 3 friends (Magnus Bergholts, Peter Ekstrand and Lenny Olsson) founded SouthEnd Interactive and started developing their first game DEATHROW as well as building their own 3D engine.
DEATHROW was designed to be a hard-core team based multiplayer game for the PC with influences from titles like Unreal Tournament/Tekken 3/Speedball among others. After having signed DEATHROW with UBI Soft Entertainment, DEATHROW was later changed from a PC title to an Xbox title in the beginning of 2000.