Goodbye, Pete Shelus (September 23, 2015)

Bandit LOAF

Long Live the Confederation!
There’s a star system named after me in the Wing Commander universe. It’s the result of an overworked designer at Origin needing to fill a giant map with hundreds of names quickly, but it may still be the single thing in my life that I’m most proud of. But where there were hundreds of systems to fill in, there were only a handful of encompassing quadrants. They reserved the names for real legends: there’s a Roberts Quadrant, of course, and then each of the executive producers got one… Mark Day, Rod Nakamoto, David Downing, Adam Foshko.


And then a select few Maverick team members had the honor. Ghorah Khar, the treasonous Kilrathi planet from Wing Commander II, is located in the Isaac Quadrant, named after the genius behind the RealSpace engine. The Ladyman Quadrant, named after Origin’s master of manuals, encompasses the Terran Confederation’s leeward expansion. Half the battles of the original Vega Campaign took place in the Douglas Quadrant, after the man who redefined the look of the series’ ships in Wing Commander III. And my star, the Lesnick System? I’m proud to say it’s located squarely in the middle of the Shelus Quadrant.


Pete Shelus started his career at Origin working on Tactical Operations, the Strike Commander mission disk and quickly proved his mettle. His credits on Wing Commander III are confirmation of the whizbang engineer he’d quickly proved himself to be: “Polygonal Collisions,” and “Math & Algorithms Consultant.” He went on to help out with Wing Commander IV and to serve as lead programmer on the 3DO port of Wing Commander III, still to my mind the single greatest after-the-fact PC-to-console conversion ever developed. He worked on the plan for Chris Roberts’ aborted version of Privateer 2 and when Chris to form Digital Anvil he became the Maverick Team’s lead programmer on the so-technically-ambitious Wing Commander Prophecy. After all that, he went on to keep creating worlds with Warren Spector’s teams at Ion Storm and Junction Point.


But that’s all on MobyGames. I’ll tell you right here that Pete was someone special. One of my happiest memories was visiting Origin back in 1998, shortly after the Secret Ops release. Pete was one of a handful of Maverick Team members present that day, and he treated a scraggly teenage fanboy who was almost too nervous to speak like he was just as important as any journalist or executive producer. That meant so much to me at the time, and I try and carry it with me to everything I do today. By all accounts, that was the universal reaction to him. Check out his February, 1996 ‘Employee of the Month’ submission from Origin’s internal newsletter:





Three months!

We stayed in touch, over the years, and he was always kind enough to answer some esoteric Wing Commander technical question or clear up some other bit of trivia from the old days. Long after anyone's involvement with the franchise was a distant memory, he was still so gracious as to make it seem like you were making his day by writing to him to ask about this-or-that.

Several years back, after another one of these all-too-common tragedies, I put out a call for memories of the great 3D artist Paul Steed. Pete was among the first to reply with memories of his friend, and I sent him a note with my condolences and catching up. He wrote me back the following, which today brings me to tears:
Thank you and thanks to your team for keeping Wing Commander alive. I still remember the day I met Chris Roberts at some promotional event at some computer game store where he told me I should apply for a job at Origin. I did, and he hired me. How lucky can a guy be? Who gets to work on their favorite computer game franchise? Almost nobody. But I did.

I'm forever grateful for my good fortune, the friends I made on the way (like Paul Steed), and people like you who support the game that started my career. Thank you.
Pete, you were a great engineer and a better man. I'm glad to know that you appreciated those days at Origin, that you valued the experience that made so many of us happy and that you had pride in the incredible things you did and made. It's always cold comfort, but the games and the stories your expertise made possible will live on past any of us. And you will be missed.

If you have a memory to share or would like to include your condolences on WCNews, please e-mail news@wcnews.com.

--
Original update published on September 23, 2015
 
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It always saddens me to hear of another Origin vet passing... It's a bit sobering too to think back to 1994 and realize that it was *OVER 20 YEARS AGO*... Holy crap, I'm getting old.

My sincerest condolences to Pete Shelus' family.

I didn't know you personally, Pete, but your work certainly is very personal to me. Take away things like family/culture, and the single thing I can point to as having a big influence in who I've become is the Wing Commander series. I love Star Trek and Star Wars and they are great. But Wing Commander is the one I'll always keep coming back to.
 
It's one thing when you hear about a long-time industry veteran passing away at the age of eighty-something... but cases like this are very sad indeed. As far as I can tell, Pete was just forty-something. It must be very painful for his family.

I don't think I ever had the opportunity to be in contact with him myself, but I know that PopsiclePete was in touch with him back in the days when UE was just barely started. I'm not sure how that came about, but I presume that Pete provided us with at least a bit of information on how various things work in WCP/SO. Many Origin employees did, actually.

It feels embarrassing to even bring up our silly online petition asking Origin to release the WC source code, but I guess I have to, because Pete contributed to that in no small way. When we emailed Origin, we initially got no reply at all - which is certainly unsurprising, when you think about it. Pete Shelus was very firmly on our side, and whewn PopsiclePete told him after a couple of weeks that we never got any reply, Pete actually nudged Origin's director of PR into finally replying to us. He couldn't, of course, do anything to get a positive response, but it's remarkable that he "wasted" his time getting us an answer at all. As I look back today on that petition, it's funny to think that while for me, it seems like such a silly and badly organised thing that I'd rather the universe forget entirely about it, for him somehow it didn't seem silly at all. He actually wanted it to succeed. For that, without ever having met, talked, or even been in direct email contact with Pete Shelus, I remain deeply grateful to him. Especially given that he bothered with this, at a time when things at Origin had just hit rock bottom, with project cancellations left, right and centre.
 
There are so many great people working for the industry that I most dearly keep close to my heart, the videogaming industry. And I think of all those pioneers (for me true heroes) that created pure magic with their talent. Origin was one such studio for me and I am thankful for Pete Shelus' imprint on a series I did and do love even today. Thanks. And thanks also for the nice memory.
 
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