Privateer Insider

Wow! Adepticon was an amazing event! It was a tremendous pleasure to meet so many WARMACHINE, HORDES, and Monsterpocalypse players this past weekend. The armies looked amazing, the terrain was gorgeous, and the people were awesome! But pictures are worth a thousand words so I'll let my amateur photos speak for themselves!


Three weeks into the regular season of our staff XGL league and it has become a no-holds-barred brawl to see who can earn the most metal before the mid season tournament. Spurred on by victory over their hated rivals the Fisherbrook Finishers, the Nyshyr Nihilators crushed their way to a perfect regular season record thus far.


Our work on the Forces of WARMACHINE books is drawing to a close here in the studio. As a project concludes, it’s good to look back at the work and enjoy the best parts as well as learn from those portions that were difficult and unsatisfying. With WARMACHINE Mk II, the resculpts of some the most awesome and iconic characters was easily my favorite part of the experience. The Butcher of Khardov, Lieutenant Caine, The High Reclaimer, Iron Lich Asphyxious—these were the characters that caught my eye back in 2004 and inspired me to paint WARMACHINE! Getting the chance to paint the new versions of these classic personalities was both a pleasure and an honor.


If you want to become a sculptor, you need reference books. I highly recommend picking up Modeling the Figure in Clay by Bruno Luchessi, which really helped me learn how to sculpt. A lot of beginning sculptors have a tendency to get lost in how people are put together and overlook what they actually look like, so stay away from pure anatomy references and pick up books with photos of people. You don’t want to make a figure that looks like it’s been flayed unless that’s what you’re trying to make.


Adepticon is right around the corner and my terrain blitz is complete. “Assault on Fort Telven” is going to be a massive game between Cryxian and Khadoran forces fought on a 4´ x 8´ table. If you’re headed to Adepticon (and I know all the cool kids are) be sure to stop by and check it out. The WARMACHINE: Legends diorama will also be on display. If you didn’t get to see it in person at Gen Con or PAX, this is your opportunity to see it in all its glory.


As a member of Development, I often hear about some model or another being “too good” or “not good enough,” so I find it interesting to see what really happens when players from around the country meet up for a convention and throw down with their favorite WARMACHINE and HORDES armies.


Here at Privateer Press there is a man named Jason Soles. Sometimes you can go to him with a great idea for a mini that you would just love to see. Often it is shot down, but every once in a while one goes through. In this case it was the Razorworm. I have always had a love for worms (strange, I know)—but not just any worms. I love the ones as big as skyscrapers that live in vast tracks of sand. The Razorworm came out even better and more fierce than I expected, and it makes me happy that the Skorne embedded some pain hooks in it to show what it takes to keep the thing in line. Thanks Jason.


March has been quite a month for me. I’m currently neck-deep in HORDES model entries, having just put to bed the last of my portions of Forces of WARMACHINE: Mercenaries. It’s a very satisfying relief to see the Merc book heading to press, since it represents the last of the initial wave of Mk II WARMACHINE books. A tremendous amount of blood, sweat, and tears have been poured into these books by everyone at Privateer, and the reaction we’ve had from our audience so far is very gratifying.


I am going to take a moment to briefly fill you in on the progress of HORDES development. However, please don’t expect a full on “State of the Union,” as the waters around my office are rising and the tides unrelenting.


Matt DiPietro is the name, and painting miniatures is my game. My father built military models and model train sets as a hobby, and by the time I reached the age of six, he had taught me how to handle a hobby knife and keep from gluing my fingers together. I built lots of model kits but never got around to painting any of them, and many of their wrecks likely still litter the battlefield of my old back yard to this day. It wasn’t until the age of twelve when I bought a board game that showed off painted miniatures on the back of the box that I decided to try my hand at painting.


My name is Chris Walton, and I draw stuff. Giant robots? Check. Rampaging monsters? I’m your huckleberry. Daring dames? Sign me up. Badass warriors? Hold onto your seats. For almost four years, I’ve had the spectacular privilege to draw all of these as Privateer Press’ concept artist.


Hi, I’m Michael Faciane, Privateer Press developer and a heckuva great guy (at least my mom says so). I have a crazy love for games, and it’s a blessing that I’m a part of this superb game company.

My first look at Privateer Press products had me in awe—beautifully sculpted minis and solid, fun rules to match. “These guys produce some amazing stuff,” I thought. I was thrilled and surprised to hear of a job opening at Privateer Press for a fresh game designer and I jumped at the opportunity.


Well after nearly a week of destructodome mayhem, each team prepared itself for its first official XGL season game. The brutal preseason had left no steamjack unscarred, and everyone was itching to finish the first official game and get down to spending their hard earned metal.


My name is Rob Hawkins and I’m the hobby manager for Privateer Press. I guess you could say I do a little bit of everything around here. Mainly, I head up the development of new products for our Formula P3 brand. One of my first duties after coming aboard with the company was putting together our range of hobby tools and brushes.


Hi, this is Kris Aubin of the Privateer Press graphic design studio.

The studio is a very busy place, creating the bulk of visual materials for the company: packaging, No Quarter Magazine, core visuals (books, boards, cards) for all the games, art contracting, organized play materials, character concept art, event material, advertisements, merchandise, photography, and website resources. The list goes on and on.


Welcome to the first of what I'm told will be a series of posts starring me, your friendly staff sculptor Brian Dugas. This is awesome because if there's one thing I love more than sculpting it's talking about myself.

Many of you may be building models, painting, or planning your next trip to yonder hobby store and thinking: "How could I get a job making the things I buy? How do I get a job that never requires that I wear a tie or shave on a regular basis?" Well, let me tell you how I did it.


Ron Kruzie is the name. My position here as Studio Director here at Privateer Press involves keeping the sculpting and painting running smooth and free of any blighted insurgency. Studio directing is similar to herding cats in a forest surrounded by Bog Trogs, all with the weight of a bounty on your head. This is also why it’s so fun.


I received a demo of WARMACHINE in the summer of 2003 in a small game shop in the suburbs of St. Louis, MO. When I got home that evening, I threw all sorts of other hobby gaming products into auctions to support my brand-new pewter habit. I started with a Cryx army starring Deneghra, but before Escalation hit the shelves, I was interested in every faction. I was hooked.


My name is Jason Soles, and I am the lead developer for WARMACHINE and HORDES. I am responsible for concepting new models, creating their statistics and rules, and shepherding them through development. Development manager and playtest coordinator David “DC” Carl and a small army of both internal and external playtesters aid in this process. I also serve as Privateer Press’ continuity editor, meaning I must read every word written about the Iron Kingdoms to make sure it maintains the feel and history of the setting.


This year is the beginning of a whole new era for Privateer Press, and I can’t think of a better time to give our audience a chance to take a look inside Privateer HQ. We have an amazing crew of artists, writers, and game developers at work here, all of whom contribute their tremendous abilities to make the best games possible. Starting today, each weekday the Insider shines a spotlight on one of our talented staffers, giving them a chance to tell you about what they are working on or thinking about—or even what armies they are building for the fun of it!