Core Team

Ordered by time of joining, oldest to newest.

Kirill Vainer @Momoko_Fan
The Architect
Status: Student at NJIT

I got involved with jME while working on several 3D game projects in Java, jME was perfect for my purposes back then.After using jME for a while, I took note of its best and worst points, and when "renanse" Joshua Slack (creator of jME2) left I took over to create a better, more powerful engine that was made from the ground up to kick ass.

Erlend Sogge Heggen @erlend_sh
In the cloud
Status: Community Manager at WeWantToKnow

I joined up with Kirill, thinking I'd lend a hand with basic site management and community building at a time when the project really needed it. A hobbyist partnership grew into a complete team. My role? I talk to a whole lot of people. Sure I do other stuff, but what I do most, and I think best and most importantly, is talk. How I and others see value in my jabbering is not easy to explain, so in the future I plan to talk more about just that.

Skye Book @sbook
The Internet
Status: Lead Developer of Betaville

I first got involved with jME through a project led by my department head in my junior year of college.  During the time we were using it, I noticed shifts going on in the community.  Erlend (@erlend_sh) had just taken up management and when the question of paying the server bills came up, I was able to acquire some dedicated hardware for the community and set it up to run the website (as well as the eventual nightly build center and jMP contribution center).  Managing the website along with coordinating the maintenance of jME2 and aiding Erlend in directing the project and has been my main functionality in the jME community since I became heavily involved.  Most importantly though, I'm ecstatic to be involved with the best game development community in the 'net!

Normen Hansen @normen
Systems Conductor
Status: Professional audio engineer

Seeing the community around jMonkeyEngine and the power of the emerging jME3 engine I decided to step in and support this project best I could after it was abandoned by its own creators. Feeling that I could provide some ideas to solve some of jME’s technical problems like external libraries or user accessibility I now try to keep an eye on both to make the jME experience a painless one. The jMonkeyPlatform is my most ambitious attempt in that direction.

Ruth Kusterer @zathras
Supreme Scholar
Status: Professional technical writer

All I wanted was an explorable procedural 3D toon planet. I started following jME in 2006/7 when I became fascinated by Java 3D game development as a hobby. When I learned something new I kept notes on the wiki, and others found them useful. So one thing led to another: I learned from jme1 tutorials, I updated jme2 tutorials, and now I write jme3 tutorials -- to spread the fun. :)

Rémy Bouquet @nehon
Graphical Stylist
Status: Professional J2EE developer

I first came here with the idea to step into 3D game development. I've been a Java developer since 2000, so a Java 3D engine was exactly what i needed. From then... I haven't been able to contain my creativity, and I went from awesome things to more awesome things!!! Normen, wisely stating my obvious awesomeness, promoted me responsible of the "wow factor" and said that I could do anything that I want \o/. So i stayed! :D

Paul Speed @pspeed
Verifying Instance
Status: Full time Java vis-sim software developer and creator of Mythruna.

My first exposure to jME was somewhere around 2006 when I was playing with some terrain rendering and generation.  I was also exploring alternatives to an in-house Java wrapper around Open Scene Graph that we'd been using since 2002 or so. Years later I returned to revive that terrain project in a different non-photo realistic form that became Mythruna.  jME3 helped that project get off the ground in a matter of weeks and the community has been very welcoming.  The flexibility, support, and momentum made jME3 an easy choice and it was impossible not to feel like getting involved. I have a lot of background in open source software and have several of my own projects out in the wild but the jME team has been easily the most welcoming that I've worked with on a project this scale.

Brent Owens @Sploreg
Building Mountains
Status: Professional J2EE developer

I first started using JME back in 2009 when I created my own little top down flying shooter. As fun as it was to make the game, I had the most fun making tools for it. I also decided that the terrain needed to look much nicer and be able to run on my slow machine. When jME3 started ramping up development, I offered up my services to help improve the terrain system and bring it to the next level.

Eric Potter @iwgeric
Fighting Droids
Status: Industrial Robotics Product Manager

Like many others, I decided that I wanted to start developing 3D games. Since I was mainly interested in developing applications for the Android platform and I didn't want to create the entire graphics rendering code on my own, I starting looking for engines that supported Android projects. I quickly found jMonkeyEngine and immediately liked what I saw. It was a great engine with a wonderful community. I've been a strong believer in jMonkeyEngine ever since. After some time posting patches to the forum, I was invited into the core team to provide a little more focus on making jMonkeyEngine as easy as possible for Android.

A big, everlasting thanks to all our contributors!

The list of contributors is too long too keep track of, and frankly subjective. There’s certainly some cool monkeys out there who deserves more recognition, but we’ve done our best to mark the people you should mentally ‘high five’ with a simple “Core Contributor” sticker. They shouldn’t be too hard to find on the forum: Along with the developers, they’ll be the ones helping you out.