From Sega Retro
(Русский: Пётр Кроссбаккн. A Russian-Norwegian citizen, ultimately by law belonging to the federal city of Moscow. (Москва, Cтолица Российской Федерации.))
|Date of birth: 1990-01-25 (age 29)|
|Company(ies): Sega CS1, Sega AM2|
|Role(s): Platform Specialist|
Professional career at SEGA
Petter Krossbakken (or 'Peter') is a developer/programmer, open source contributor and inventor. He was until some time in 2019 an official employee at Sega of Japan, specifically the Sega AM2 and more recently Sega's Sega CS1 division, located in Tokyo which is the headquarters of Sega of Japan and SEGA Games Ltd.
Peter, after accepting the offer given by Mr.Haruki Satomi, the current CEO of SEGA Games), was employed as the only 'Platform Specialist' in Sega at that time, working mostly at AM2 before moving to the CS1 division at a later time.
When Peter accepted the job offer in early May 2018, at the time coming from Intel Corporation at their division in Russia where he was working at Intel Open Source Technology Center in Moscow, Peter became the youngest Head of Development in Intel's entire history as a corporation.
CEO of SEGA Games, Haruki Satomi specifically reached out to Peter for an unlisted position which happens to be the one he accepted, located at the former Sega Corporation headquarters after turning down a recruiter for a position at Sega of Europe which is based in the UK - but was not a position of interest because of the very little development the Sega of Europe offices are doing. The European division is located in Brentford, London.
Production history and credits
Peter has been involved in the console and PC versions, but mostly the PS4 version and thus is credited in Shenmue I & II HD for his work on the performance in the game engine for both Xbox One and PS4 but is only credited in the latter platform due to licensing Peter is also credited (and also given extra credit in the form of being liste in the "Special thanks to:" group in the sequel to AM2's Shenmue II; Shenmue III which was recently released on PS4 and PC. Moreover, he has been involved with the game development of Project Cars 2, specifically up to version 1.6 of the game published by Bandai Namco and appears in the credits under the group responsible for the entire development, Slightly Mad Studios . According to Matsumase Shiguru and Jenya Saguki, he was involved in "several" games in the critically acclaimed Yakuza series, being developed at the same division as he reportedly was working at as of spring, 2019.
This revision was never released as the official Mega Drive Mini, with only some work remaining from the first revisions of fully functional prototype to final stages, but did however feature a cartridge slot for existing games in contrast to the more accurately atleast aesthetically, console that was ultimately the final product released in September 2019, apparantly the 50% in size compared to the original console being a goal, which required a new design different.
Online Dreamcast functionality
Peter (or rather petter3k, often also petterk) is or rather, was, a quite well known figure in at least the Dreamcast community because of his projects, but also the other 6th generation console communities in general, initially for what sparked great interest and hope in the community; the DCSERV project, but which evolved to and initiated interest by other people later rapidly, a project who's mission was to either acquire, create or reverse engineer the server software for the online capable titles where official servers had previously been shut down; leaving games with great emphasis on the online functionality barely playa ble offline.
Most of the games for the Dreamcast have not been online since 2003 with a great majoritu of the Japanese titles still remaining offline, although titles such as Phantasy Star Online, GameSpy-hosted titles such as Starlancer and Maximum Pool (plus those who share the same servers as their PC equivalent, like Quake III: Arena) was already either revived or never offline prior to Peter joining the community, actively so.
However, the first servers released, after the initial release of the servers for Toy Racer was the "Kage Lite v3" replication servers for Alien Front Online, created by Peter spon before joining Sega himself.
Servers with some bugs but with 90%+ playability was created for the AM2 titles OuTTrigger and Propeller Arena but could not be released because of the choice he made career-wise. Peter is and was, unable to even if he wanted to, by company policy at Sega, unable to continue development or even speak of the topic at hands in a public manner, while being a former Sega-official.
Furthermore, some matchmaking success for Bomberman Online was accomplished (but not demonstrated) in a session with a headhunter from one of the biggest within recruiting in the gaming industry, where supposedly, there was a 50/50 chance the game would switch to P2P mode or not.
The last task done by Peter before joining the company was the KDDI-system title Aero Dancing - i, a Japanese title (most NTSC-J games used proprietary technology by KDDI, a Japanese communications giant, where technical differences in most if not all Japanese non-exclusive titles where so vastly different from their Western and European release, for the ones that exist of the same game) and although only some albeit short footage and some pictures has been shown from the Bomberman and Propeller Arena games, the internet-enabled Aero Dancing - I, was demonstrated online with a broadband adapter on both ends during the interview with the agency.
However, another goal of the project that was initiated by Peter, DCSERV , was to gather as much information and details as possible from former and current employees at Sega.com or studios Sega had acquire etc, where he had great amounts of success but also a great amount of different answers as to what was correct, and posted the replies with valuable information on the DCSERV.org website.
In regards to the information he managed to gather, just about everything was posted in the "Resource"-section of the DCSERV.org website which is archived by various community members, as the site is now offline by reasons already mentioned.
Peter did however manage to set a milestone in video-gaming history by being able to get the actual official game servers (both for Linux and for Windows - even an updated version was released for Windows) for the game ''Toy Racer'' through his now known connections; Frederick Raynal and Frantz Cournil. Both versions being developed at the game studio No Cliche led by Frederick Raynal, created their own servers for the game instead of using the KAGE 1st party system, intended by Sega to be standard or atleast the most popular approach, while quite the opposite was the result, but the idea as a quicker method to get games to feature online functionality through the use of the NexGenIP-stack and SDK already available for a fee, to every licensed 3rd party developer, was a good idea and ahead of it's time according to many - Even some claiming SegaNet to be the predecessor to todays Xbox Live and PlayStation Network services.
The studio members mentioned, which made the milestone possible, supported the Dreamcast with Toy Racer but also the probably much more well known game that is Toy Commander as the former only saw a European release.
Peter also got ahold of samples from World Series Baseball 2K2, Chu Chu! Rocket, Alien Front Online, OutTrigger and Worms World Party. Peter focused first and foremost on a server for Alien Front Online, which in 2017, was the most popular online title for tur Dreamcast in modern times through the Dreamcast Live! portal , following it's online debut since the servers closed in 2003, but which more importantly resulted in the replication of the Sega online systems; KAGE and SNAPCOM - ultimately SNAP, the latter being sold to Nokia for their mobile device gaming strategy. Originally written in C/C++, before the sale of the system, was internally rewritten in Java by Sega.com-employee Hamilton Feltman According to Feltman himself, for easier portability and to meet contract requirements.
The KAGE, SNAPCOM and SNAP system Peter was trying to replicate for a long time ended up being compatible; but also was the creation of a product Peter managed to use for other more modern functionalities as well, when the system was bought by Intel in 2017.
This project although finished, was No longer å open source product, but a 'community version' licensed under the GPL v3 license is to be available "soon", Peter said nearly 3 years ago, but which stops at the support for the 6th generation consoles as well as PC games from that era, like Heat.Net
Peter, while in the middle of the process of his early days of DCSERV, quickly approached and joined with great help from Jonas Karlsson (a.k.a Shuouma), a networking engineer, which after Peter announced that Toy Racer was officially back online, as well as helping out in the process of hosting the servers for Alien Front Online, took more and more over Peters role as the key person behind the revival of the then-defunct online capabilities of the games which are now back online, mostly because Peter had according to himself, "no time for it" - Both Dell and Intel pushed Peter and his team(s) to work long hours, often up to a 100 hours/week, and according to a colleague of Peter, many of them where chances that happen once in a life time in which Peter felt obligated to seize when spotted. An example being the job he had at Intel, ultimately leaving the company as 'Head of Development' in Moscow, Russia - where Peters relationship with the Dell CTO was key to getting the Intel job in the first place Even if his venture at Dell lasted for not very Long. Both claiming there was never any disagreements. However, with Peter working remote in the time zone of Dallas, Texas from Europe, there was little to blame Peter for, Mr. Barton claims and says "glad he got out and landed something more suitable and practical", joining Intel shortly after.
Jonas Karlsson and Peter, the key to getting the first servers up for Alien Front Online, as well as funding and donation from companies as well as the community behind the Dreamcast marks yet another milestone in history - as of September 2018, a total of over 20 games have had their online functionality (be it online rankings or multiplayer or DLC) restored and even web-browsers pointing at presumably dead website URLs, thanks to the DreamPipe-project, now redirects to the DreamPipe portal instead, which is a DC browser-friendly online service in similar fashion to DreamArena in Europe, trying to function as a replacement for the community.
Nonetheless, the fact that the Dreamcast as of 2018 has more (not counting the Japanese games) online capable games that has been the result of the community restoring the features and/or recreating servers, than not, is a milestone few non-current consoles can match, proving the huge dedication of it's community members such as Jonas aka Shuouma, Ben aka LordNikon and Ben aka DreamcastTM as well as Peter.
A total of over 20 (as of September 2018) online capable titles, revived by community-members, is something that has never been done in video gaming console history and thus not only does it represent a huge milestone in what the Dreamcast community, 20 years after its initial release(!!) has managed to accomplish not to mention the great hardware modifications and support the console to this day has among fans, but the fact that many more games is on the horizon for release by various small publishers like JoshProd, legally as well as the also fully legal and free SDK KallistiOS which also makes it easy to use both the modem and broadband adapter in new releases for a console released over 20 years ago is something not very common, if at all possible.
Peter was as mentioned previously hired at Intel's "Open Source Technology" development team in Moscow, following the positions he had at Dell, as a Linux Developer which soon followed quickly with the title Graphics Programmer and later "Low-level Development Specialist" (whereas the word "low-level" means closer to the hardware being worked on and not as an indication of skills, in that case considered by many to be more challenging, but on what part of the hardware you are working on/with.) and shortly after, "Technical Lead Developer" prior to "Head of Development", the youngest in Intel Corporation's history.
Peter has previously been used as a contractor by NVIDIA for their Keppler microarchitecture, and according to LinkedIn, now works at Barco - a display technology giant specialising in "simulation" such as Jet Fighter pilot training and Virtual Reality.
Peter being a Russian citizen (as well as Norwegian), speaks and writes Russian language at complete professional proficiency and his 2nd language, which is key to the contributions done to the Reiser4FS project led by Edward Shishkin - also a Russian citizen.
Prior to his more recent ventures, he worked as a Firmware Developer, Lead Developer and later, ACPI & UEFI Specialist in both Dell Comp. and later at the CTO-offices led by 'Barton, George' at Dell Tech. which according to Peter, was key to recieving a job offer let alone an interesting one, at Intel Corporation.
Peter chose to part ways with Dell as a whole because of his, ironically so, day off from work which he did not report to management, on the 17th of May 2017 - which happens to be the equivalent to Russia's "Victory Day" at the 9th of May and the United States' "4th of July", as a national day of celebration to mark the day of independence (or victory), effectively leaving the company that very day.
- Written, corrected by an employee recently checking Peter's references and previous colleagues and work relations. Peters name is commonly held very high by most of the people contacted and happens to be one of the youngest persons I have been involved in recruiting for positions like this.
I think it should be noted that Peter does not like the fact that we as a company are rooting for him having been involved in multiple recruitment attempts as of recently, but said he 'does not mind some updated information' either.
- Press release, YS Net: 2018-09-12: SEGA helps Yu Suzuki with Shenmue III: Loaning Manpower and Specialists
- Press release: 2016-04-02: SMS: Sega AM2 to back partner BandsiNamco with development
- File:Press release: 2016-04-02: SMS: Sega AM2 to back partner BandsiNamco with development