Born, grown and raised in Southern Maine under the philosophical teachings of Calvin and Hobbes, Peter Rimkunas began his career as an artist rendering beautiful introspective abstract political and sociological drawingscapes addressing the strange but intense relationship betwixt the crayon and paper. Pictured above at age 3, fifteen hours into one of his early pieces entitled "Decline of Effervescent Circular Forms No.23", Rimkunas explains his distaste for oil pastels: "They sticky on my fingers. Gross." And soon returned to his original medium of choice.

Not much is known about Rimkunas during his schooling years, various works were absorbed into classroom projects or auctioned off to collectors who mysteriously perished in freak forest fires and the pieces were never seen again. It was rumored for a time that he also went through a Dada phase, but the sources of these stories are unknown. To this day Peter denies such claims with a reproachful laugh and shake of the head.

The Introduction

Pre-High School, Peter met and became friends with Caleb Barry, Benjamin Mosher and Sean Edwards, each in turn took their part in introducing him to computer games and film. Starting with his own Mod designs for games he never played, Peter explored the virtual storytelling medium in his own way before finally purchasing his own computer and experimenting with the Personal Learning Edition of the Maya 3D suite. At around the same time, he and Sean Edwards started work on an entry for a DarkBasic Competition for a game based on a fully animated Alienware Alien model. Because they had never developed a game before, they failed to meet the deadlines of the competition. That didn't stop them, however.

The Not So Random Years...

In the following years Peter and Sean began forming the framework for a future company they would call NSR - Not So Random - and worked out the designs for many other projects that they planned to create some day. At around this time Sean met Alex Karantza, who brought a heavier understanding of programming to the table, and the three of them began to take the projects a bit more seriously. During the summer of 2005, the trio set up a booth at a local Anime and Gaming Convention PortCon and premiered several of their project designs along with a CG "Trailer" entirely constructed in Cinema 4D and the very first 3D iteration of the Combat Series games.

College and The Invasion Engine

In 2006 the three graduated and Peter began his New Media Degree at the University of Maine. It was here when he started working at the Maine Channel and devoted much of his time to video projects and CG Animations in Blender for the campus tv station. Designs were started for String, and a brief attempt was made to actually develop it, but circumstances led to liquidation, and String was dumped into the archives.

In the summer of 2007 Peter joined Sean and Alex working at IDEXX Laboratories and in their free time they began production of Invasion, as well as the Invasion Engine. The game was ambitious, and they fought to build a system that could feed all their needs. Finally, after a couple failed iterations, Sean and Alex brainstormed a version of the Engine meant to be NSR's primary product: a game engine built to be as generic as possible, and they would test it through the development of Invasion itself - hence the name. But eventually Invasion turned out to be too large a project for such a small team and they returned to the Combat Series for testing. It was around this time they were introduced to Ed Ropple, who became a voice of reason and business advice to the team.

LRG and The Last IEngine Project: REN

Throughout his college career, Peter had been itching for an excuse to produce a major game design project for school but there was no good opportunity. Finally, the 2009-2010 school year was "Capstone Season". With two full semesters to make something extra-ordinary, Peter began designing what was supposed to become the first product of their new company LRG - Large Russian Games. Working closely with Alex, the project REN was the last to ever be developed within the Invasion Engine before it was scrapped due to messy coding and bad architexture. The entirety of development was a struggle with memory leaks and slow algorythms but ultimately they were able to pull off a section of the game polished enough to be presented at the New Media Capstone Fair.

The following summer, after much debate between the four, development of REN halted when it wasn't worth it to restart production within the Unreal Engine: the royalties were too high to turn the profit aimed for with such a surreal, non-mainstream project. Peter went back to school to turn his recently completed Studio Art Minor into a full Degree with the intention of returning to his roots.

Present and Future

Currently, Peter is pursuing a career to feed at least one of his creative thirsts while still tinkering away at his own personal projects to add to the archives. He hopes they won't remain there forever.