Ad Alternum is a new a game studio working on OrbusVR, our flagship title.
Founded in 2016, the goal of Ad Alternum is to push the boundaries of room-scale VR experiences. Our first title, OrbusVR, is the first MMORPG designed from the ground-up for room-scale VR. The first major expansion, OrbusVR: Reborn, will launch Q1 2019.
For press inquiries or other questions, please contact us at firstname.lastname@example.org.
Riley Dutton, Founder of Ad Alternum, is a software developer with more than a decade of experience creating new, innovative platforms on the web. He previously Co-Founded Roll20 in 2012, an online tabletop gaming platform that grew to more than 2 million users and 10,000 years of time played while he served as the Lead Developer. His experience nurturing a niche group of passionate users into a powerful, sustainable online community is the perfect fit for the mission of Ad Alternum.
Robert Dutton joined the team in 2017 to assist with level design and the Unity client. Prior to joining Ad Alternum he ran his own construction company, where he learned tools such as AutoCAD; his experience building in the real world has translated well to his role in helping to construct in VR. He has also served in the National Guard as an Engineer for more than 10 years, including a tour of duty in Afghanistan.
Elijah C. Williams contributes his expertise in 3D modeling and animation, helping to create the unique look of OrbusVR. His love of fantasy and all things gaming allow him to quickly create fun, colorful creatures, gear, and characters that you’ll encounter throughout your journey. You can follow him on Instagram.
Nick Jones is our Narrative Designer, spinning tales of adventure and excitement. He also serves as our Chief Loremaster, expanding the game world for players to sink their teeth into. You can view his other work online at his website.
Aaron Lenk is heading up our icon work among other art contributions. So the next time you’re sorting through your inventory you can think of his steady hand drawing those lines! Check out his online portfolio for more examples of his work.
Stephen Wang is our cinematic artist, heading up production on the digital paintings which we’re using to create our in-game cinematics for major story events. You can see his other work on his site.
Mathieu Dugon is our community manager and QA tester, helping to support and encourage our enthusiastic fans. You can find him on Twitter @mathieudugon.
Jonathan Samples is our server-side developer, aiding us in polishing the game and making sure our ideas actually translated into something playable.
Kyle Long is focusing on Unity development for us, and has formed an fond attachment to our Dragon pets.
Nate Brandes is our envioronmental 3D artist, slowly working through the existing world to give it a new, fresh style.
Jesse Jones is our sound designer, adding much-neede SFX and ambient sounds to the world to help it feel more alive.
Thomas Guillon is our 3D environment artist, focusing on re-working major parts of the world for our new update.
Jake Elmi is our Unity developer, contributing to item realization, combat mechanics, public events, and more.
Susan Melgren is our marketing director, helping us spread the word on the launch of the game.
Kyle Ledyit contributed to the game as our cartographer and map designer, charting the in-game locations we’ve made so you can navigate them.