Credits

Developing our games would not have been possible without the megagame community. From artwork to discussing design ideas, members of the community have been invaluable in helping us produce the game. It’s not a stretch to say, that without the folks listed below, we wouldn’t have been able to bring you the game at all.

  • Tom Morely - Tom is an incredible artist and honestly, we would not have been able to produce such an amazing megagame without him. Based on our ludicrous ideas, Tom has come up with multiple different types of cards, incredible maps and other art throughout the game. Without Tom, our game would look a lot greyer and not half as professional.

  • Pat Scullion - Pat has added the art to the turn time to make it look beautiful, along with copious cards and other art-updated components for our Rain of Terror upgrade! Don’t forget to admire it all as you’re rushing around the game trying to complete your objectives.

  • Anthony Howgego / Jon Searle / Ed Silverstone - Between Anthony, Jon and Ed (Reading Megagames), they’ve read (and given feedback) on tens of thousands of words for the handbooks. Without their combined help, you’d be seeing all sorts of terrible rules and typos. Any remaining typos and awful rules are our fault alone.

  • James MacFarlane - James has helped us bring the maps to life by printing and advising on 3D models. That’s right everyone, we have 3D printed models in First Contact: 2035. Don’t blow them up, as we spent ages choosing which ones to include and James spent far longer printing them.

  • Patrick Rose - Patrick is part of the team that runs Pennine Megagames and has developed our turn timers. Without them, the players would know whether they were coming or going!

  • Jim Wallman - Jim has been a prolific megagame designer for many years and originally released Watch The Skies in 2014. WTS is what brought the four of us into megagaming and Jim was also responsible for inspiring us to develop our 200 player megagame after he ran Watch The Skies 2, 3 and 4 in 2015-16. It’s not hyperbole to say that we would not be running First Contact: 2035 without Jim.

So many people have helped us develop our megagames from suggesting ideas to helping us playtest that we’d be going on far longer than is reasonably practical if we told you about all of them. But know that without the incredible megagame community, putting on our very large huge games would have been an impossible affair!