As Lead Designer and one of the co-founders, ultimately responsible for upholding the quality of McPhat Studios signature style textures. He also oversees all current and past published projects and works closely with the texture artists, creating high quality custom base textures for these projects. Is known for his nitpicking ordeals where he spends hours adding detail to kits, nobody actually really cares about. Next to running McPhat, a commercial pilot and First Officer.
As our 2nd Lead Designer, Nicolás works closely with the other staff members, creating base textures for various parts of the planes. There is not a shape he can’t create, nor an effect or technique he can’t handle. Next to being a gifted Texture Artist he is also one of the few multi talented artists, mastering 3ds Max and therefor responsible for the exterior 3D projects of the company. He's been with us for 3 years and worked on the Super 80, Captain Sim 757, the Ariane 737 and both E-jet projects.
As Quality Controller, Leen is responsible for the authenticity of the diffuse maps, colour swatches and typography. Amongst the team members known as ‘The pixel mover’, as he often sends them back to the drawing board, moving titles, registrations a pixel (or two). Leen has been around for a lot of years now and released his first repaint 7 years ago, still releasing a paint now and then, but then on his own merits. He is the one we turn to in case we need technical backup on techniques because of his vast knowledge, keen sense and sharp eye.
Kevin is one of the founding members of McPhat Studios, but moved away from 'the front line', making textures a long time ago. As project manager he aids Terrence and Nicolas in steering the projects into the right direction, within projected time spans. Next to that he is also responsible for the website, mostly optimizing the search engine friendliness, but also implementing new features and being critical (as always) about the usibility.
Snorri may be one of the last staff members to join, him and Terrence go way back, having been flatmates while doing their flight training in the United States. Snorri is one of our Texture Artists, with a fast knowledge of Photoshop and a fetish for automated processes. Not a painter, but a true texture artist, who understands that rubber looks and reflects differently than metal, and is one of the few true material artists we have on the team. Next to being a CFI, he is also a commercial pilot and First Officer, hauling passengers all across Europe for 'a certain Baltic' operator.
Stefan has been around since the early beginnings of McPhat Studios. In his role as Texture Artist he has been responsible for many preliminary texture sets on various projects (Ariane, Wilco). He's also one of kitbuilders and if you see a High Definition tail, you can bet your life, it's from his hand. Next to that he is an Airline Transport Pilot License student at one of the (if not THE) most prestigious Flight Academies in the Netherlands, persueing a career as a commercial pilot.
Luke is one of the 3D Artists on the team. Responsible for exterior 3D models, his first project for McPhat Studios was the Coolsky DC-9-30, published by Flight1. As one of the last 3D artists to strengthen the team he has proven to be a good artist, with eye for not only detail, but also presentation. Next to 3D'ing, he's a private pilot, working his way towards a Commercial Pilot License.
Dhierin started out as one of our painters, but quickly evolved in the role as being our 'engine man'. As a kitbuilder and Texture Artist he specializes in PW's, GE's and RR's. So if you wonder who made the PMDG MD-11, Level-D 767 or PMDG 747X engines, it's him. 'In his spare time', also 'an aviation man' being an Aerospace Engineering student at the Delft University of Technology.
As a former Captain for a certain 'Maple leafed' Canadian operator, Frank's seen a lot of planes from up close, which makes him an ideal Texture Artist. Paths, Illustrator and special liveries are 'his thing'. He does not search for logos online, he makes them. He has proven to be a valuable asset to the team, responsible for the 'body and soul' work of our Level-D and PMDG projects, stroking complete fuselage rivet- and panel lines in record breaking times.
Most of us know how to build different parts of a kit, some are more specialized in certain areas than others, but when it comes to gauges, interiors and the virtual flightdeck, Sara's work is second to none. With us for a short period, but already knows how to blow the most senior Texture Artists away with her 'interior design' work. Is responsible as such for the Coolsky DC-9 Virtual Cockpit, which is a full time job to say the least.
With Nicolás and Luke, Jamal is one of the three 3D artists we have on staff. Having worked on -by Flight1 published- militairy developments in the past, he is now on his first 'tube' project. Both skilled in exterior and interior 3D modeling, Jamal's first project with McPhat is the Coolsky DC-9 virtual cockpit, which is to be Coolsky's first entirely 3D vc, including the gauges.
Complementing the team are various support staff members and freelancers : Dale Reitz and Lars Domen to name a few. |