In our life we play quite a lot of videogames without knowing who are the minds that spent days, months and even years to give us some well played hours of pleasure. Fortunately there are designers that gain some public recognition with even some of them achieving such popularity that their presence at game conventions drag some small crowds. Sid Meyer, Will Wright, Peter Molynaux, John Romero are Shigeru Miyamoto are a few examples that for their contribution in gaming evolution or for their game popularity already leaved a mark in videogame history.
Other designers aren't quite in obscurity but aren't yet well recognized for their undeniable contribution to video game industry. With a small legion but devoted fans Julian Gollop is for sure one of them. Nobody can't erase his pioneer and remarkable fingerprint in turn-based strategic gameplay.
In this tribute site I try the most I can give an insight not only about his works but also about his thoughts. Spite of the lack of info like interviews I did and I will do my best to put here the most possible about his life, career, his thoughts and tastes. Most of core information was taken from official Laser Squad Nemesis website and improved with some tidbits from several other sources. If you think can help this site with some more information please contact.
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Julian Gollop is a british that lives nowadays in Sofia, Bulgaria, homeland of Reni, an artist that became his wife in 2003 and that "abducted" him from Harlow, Essex, where he lived before. He is working since 2007 as game designer and producer at Ubisoft Sofia.
As educational matters, he attended the London School of Economics where studied sociology and economics.
Julian likes to creatively give a small contribute in things like programming, art, music and cooking.
As modern heroes of computer age he points among others Richard Stallman (GNU founder, free-speech activist), Tim Berners Lee (conceiver of World Wide Web), Doug Engelbart (inventor of the computer mouse, pioneer in hypertext and Arpanet development) and Linus Torvalds (father of Linux Operating system).
As hobby and therapy he likes to read, swim and do mountain walking.
Julian likes strategy board games, classic wargames, Science Fiction and Fantasy themes like Mythology, witchcraft, UFO's and alien abduction.
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Nick Gollop is Julian brother and his partner in game industry from very long time ago (1988) but not from when Julian started (1983), so we can guess is probably younger than Julian. Nick begin to help his brother programming Laser Squad Commodore 64 version at Target Games in 1988 just after he studied economics at Liverpool University. In 1989 he became shareholder and director along with Julian and Peter Gollop at Mythos Games company. He did the Commodore 64 coding of Lord of Chaos in 1990. Now in the 16/32 bit era, Nick is an Senior Programmer leaving his Julian with more time to focus more in the essence of designing games. He is specialist in Extreme Programming (XP) techniques.
Music takes an important part in Nick's life. Mainstream music isn't his kind, he prefers more obscure bands and he sees a lot of live gigs in London. Nick enjoys the quietness of literature and he is quite an avid reader but in contrast he loves too the emotions of soccer. This last passion makes him want to do a football game someday.
Nick married in 2002 with Rosinha, a brazilian, (so I wonder If I could now write him a mail in portuguese?). They live in North Yorkshire with their two daughters, Amy and Sophia.
Here is a brief chronological resume of Julian work. Re-releases and compilations are not listed here in this softography lists. More detailed info of versions not made by Julian Gollop and his teams can be found in the specific game pages. Nick Gollop roles (if any) are also listed here after Julian role.
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Julian's debut was in RedShift Ltd, a friends software house where he worked till 1984 and was an innovative company focused in strategic games. When still at school his work began with the designing of two strategic games for the BBC Micro but not coding them. The games were Time Lords (1983) based on a paper and dice game and Islandia (1984), a kind of Risk conquest game. He started learning code with his Spectrum ZX81 but only with a new Zx Spectrum 48K he made totally by himself a published game. Nebula (1984) was the name of it and it's a peculiar game of galactic conquest. After that did Rebelstar Raiders (1984), the "mother" of all X-Com styled games.
The software house closed after the main investor quit supporting the team. The RedShift team that had a close relation with Games Workshop (it launched before a GW computer version of acclaimed Apocalypse) eventually moved to Games Workshop.
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Games Workshop Group PLC is the mythic game board company of Ian Livingstone and Steve Jackson fame. The former RedShift team was the foundation team for Games Workshop new line of videogames. Julian only did here his popular masterpiece Chaos (1985) based in an company board/card game.
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For Firebird Software Ltd he upgraded Rebelstar Raiders with better look and engine. Made Rebelstar (1986) and after that Rebelstar 2 (1988), the same game with a new scenario and with reshaped graphics help of Ian Terry (that later worked again in Target Games and Mythos Games).
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Julian founded this company in Essex, Harlow. Needing more work staff, his brother Nick started helping in Laser Squad, an improved Rebelstar. The game with versions for multiple platforms was a success and included Atari ST / Commodore Amiga / IBM PC versions conversions done by extinct Krisalis and released under Blade Software label, a company from Cambridgeshire partly owned by Teque. Also there was an almost Unknownn MSX version making it the most (officially) converted Gollop's game.
Target Games was then renamed Mythos Games Ltd but remaining in the same Essex facilities. Lords of Chaos, an upgraded Chaos with RPG features was released in 1999 and it was Julian's last game to know 8bit versions. Like Laser Squad was released in several platforms. Next years were spent in designing a kind of Laser Squad 2 Amiga/ST prototype and showing it to several software houses. It was finally picked by MicroProse, further developed, originating the well-knowed success Ufo: Enemy Unknownn (marketed as X-COM: UFO Defense in U.S.A.). Pleased MicroProse wanted now a more ambitious game so Mythos started X-Com: Apocalypse development. Meanwhile MicroProse allocated an in-house team to develop a second Ufo/X-Com game based in licensed Ufo original code. So X-Com - Terror from the Deep (isn't quite a Julian Gollop game but a kind of half-game.
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After almost 4 years of coding problems due the game complexity and very hard development X-Com - Apocalypse was finally released. Now with a real-time game option and an improved Artificial Intelligence system. The game had good selling but spite that was the end of Mythos Games fingerprint in X-Com series. In that days Mythos already had sold X-Com trademark rights to MicroProse that seemed more interested in rentabilize X-Com name in several other gameplay genres. Microprose in a decline phase tried franchising X-Com with an uninspired spaceship simulator called X-Com Interceptor. Hasbro Interactive then acquired a troubled MicroProse, launched e-Mail-X-Com and after killed the X-Com series despite the couple of former MicroProse's X-Com projects already on the forge (X-Com Genesis and X-Com Alliance).
Mythos turned then to VIE - Virgin Interactive to release the 3rd incarnation of Chaos, Magic & Mayhem that mixed the spell battles of Chaos with the RPG map elements of Lord of Chaos and adding a new isometric view plus mouse point and click real-time action. Virgin later in 2001 assigned Climax Ltd. to remake it with real 3D engine and maintaining most of original gameplay concept. In U.S. market was launched by Betheseda.
Dark times covered next Mythos Games project. Dreamland Chronicles - Freedom Ridge was a very ambitious Ufo/X-Com kind of a game now with advanced 3D environment physics. It was so complex and time demanding that Mythos was dependent of financing of the publishers for the development of the announced Sony PS2 and PC versions. So everything gone wrong after some game development delay. The game was cancelled by Mythos (or by some other part). The reason? I wish really know that because there is a lot of contradictory versions and even some rumors. With Mythos out of project Virgin Interactive give the halted project to the czech Altar Interactive. It was renamed to UFO: Freedom Ridge and finally UFO: Aftermath and then published by Cenega and not as originally planned by Virgin or Betheseda. Spite of not being quite a Julian Gollop game I created a small section about the project in game section. Being the only project for several years in Mythos hands and with no more funds to mantain the team there is no need to say that the company collapsed.
With CoDo Technologies LTD (also knew sometimes as Codotech) Julian and Nick went to basics again. They were now a smaller team again and needed to do a project that could quickly do some return. The solution was to pick again a solid classic project and improving it with new features. Laser Squad Nemesis born then as turn based pure tactical combat game for PC only. It's played by mail and needs a server when played in multiplayer mode. Also after a bad move towards 3D in last Freedom Ridge they adopted again the simplicity of isometric view. The game was well received and there is an active community playing it.
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CoDo went even more to basic in Rebelstar: Tactical Command done exclusively for the more limited technically Nintendo Gameboy Advance. It's was the team first time of doing something for an handheld console game and with the honour of the work be assigned by the famous Namco. Some Laser Squad Nemesis gameplay is here in small version and was packed with a touch of manga artwork.
There were till now some uncertain about CoDo future as company since Julian was working since 2007 at Ubisoft Bulgaria. So there were serious doubts that after ending LSN game server support the company would endure. The official websites of Codo Technology, codotech.com and codogames.com already expired some years ago and Laser Squad Nemesis game website is the only web presence of the company.
In July 2010, Julian unveilled at LSN forums his plans for LSN. He proposed turn LSN free and over the game server and forum to the community. Right now new accounts are already suspended. In the post it's also clear that Julian is about to close all the legal company activity.
Ubisoft Sofia opened its doors in June 2006, with 34 team members, counting now over 75 team members. The studio already has several titles to its credit including the PC version of Rayman Raving Rabbids, CSI: 3 Dimensions of Murder for PS2, and the DS, PSP and Xbox Live Arcade versions of Chessmaster.
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In 2007 Julian Gollop joined Ubisoft's bulgarian studio after moving with his also bulgarian wife to Sofia. There isn't quite certain in each projects he worked till now so his full contribution is yet to be determined. Only certain for now it's his envolvement in Chessmaster series at least for DS and XBox Live. Julian also announced that is working in a new turn-based game for Nintendo 3DS. It's not certain but it's very pausible that the game is Tom Clancy's Ghost Recon: Lead the Ghosts.
Note » Printed and Web interviews are subject to copyright of the publishers. When possible I leave the direct link for web interviews if still online. Concerning printed interviews I will try one by one get permission to display them here.
Note » Some photos bellow are thumbnailed, reduced or cropped. Click them for original size.
| Former Mythos Games promo picture for Magic & Mayhem of Julian Gollop. | Former Mythos Games promo picture for Magic & Mayhem of Nick Gollop. |
| Nick (center) and Julian Gollop (right) with a possible other team member of CoDo at their left. |
| Unknownn source photo |
| Former RedShift team. Which one of the young lads is Julian here? Notice also the name Woof, several times mentioned in Gollop games. |
| Micro Adventurer nº9 - July 1984 |
» Julian have a large number of fantasy games and board games from Avalon Hill, SPI, TSR and from other companies. He played a bit of D&D, some Dragonquest and Traveller before making Chaos. He reckon that don't play them so often than before (in Retro Gamer #13).
» Questioned about the most admired "binary maestro" and to point three classics (in Crash #59) he answered:
» Julian points Disgaea for PS2 ("a little bit like a fantasy x-com on the acid") and Advance Wars and Fire Emblem for Gameboy Advance as gems in other non-PC platforms (in Retro Gamer #13)
» The old Day the Earth Stood Still is one of favorite Julian's movies with aliens (in 4 Color Rebellion)
» Concerning future projects Julian said that after finishing Rebelstar - Tactical Commando next project was buying a house. (in 4 Color Rebellion). Yet in IGN.com said that would make a long vacation. He said also that he would like return again to do a fantasy game (in Retro Gamer #13)
» Julian always wanted to do a huge strategic simulation of World War 2 in X-Com way with a geoscape strategic view and a tactical battle generator. He wants to do also someday an old western R.P.G. (in Games Domain website)
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