Hard-boiled Software

We are a new independent game developer from the minds that brought you Action Half-Life and Double Action: Boogaloo. We're now bringing our talent and expertise to the indie game market. The team at Hard-Boiled Software have experience shipping and maintaining popular mods and building communities. We have a great mixture of industry vets, mod scene pioneers and new talent with a passion for the action games. A passion that has lasted well over a decade.




After cutting his teeth in mod development at the tail end of Action Quake 2's development and the first few Action Half-Life beta releases, Dwayne Douglass took over as lead designer on Action Half-Life for their third release. Action Half-Life Beta 3 was a release that saw the birth of a new and very niche genre. And Action Half-Life became a game that spawned more than it's fair share of mod imitators and homages (Blood Opera, The Specialists and more recently Double Action: Boogaloo to name a few.) From there the project grew and eventually became one of the most popular Half-Life mods of the era. Action Half-Life has also been cited as an influence on the design of Overwatch!  And AHL maintained a very loyal and rabid fan base that lasts to this day.




Soon after the release of Half-Life 2, a new team under the moniker Ministry of Action was granted permission to make a new version of Action Half-Life on the Source engine. Development was completed recently with a final release of AHL2 under the guidance of their lead programmer Jan Hartung and lead mapper Greg Sherwin who are also working on Killing, My Friend. 




In 2014 a ragtag band of modders, industry vets, and fresh blood banded together to work on our first game: Killing, My Friend.




Dwayne Douglass – Executive Producer, Game Designer, Artist


Dwayne Douglass attended Gnomon School of Visual Effects in Hollywood, Ca and was lead designer and animator on Action Half-Life from Beta 3 on and Action Unreal Tournament.  Dwayne has also worked for the last 15 years as a recording engineer for the Walt Disney Co. in their theme park division. 


Jan Hartung - Programmer


Jan Hartung wrote the "ZHLT Compile GUI" which was accepted to be hosted Planet Half-Life and reached 50,000+ downloads. Jan worked on Snow-War as a mapper and designer. And last but not least he’s spent the past four years coding Action Half-Life 2 for Ministry of Action.


Dilhan Geeth – Programmer


Geeth is our single near-full-time developer and star programmer.  He started programming when he was 15 and has a strong passion for Coding. If he’s not sleeping you can find him on his computer coding to make or to break things. He’s put the time in at UbiSoft India as well.  He codes in C, C++, C#, Java,  PHP, HTML, PYTHON….. and Yeah it goes on.


Carlos Correa - Programmer

Carlos is a recent addition to the team but has quickly adapted and been working heavily. He started programming at an early age and similar to Geeth has a strong passion for coding and the technology industry. 


Ankur Kaul – 3d Artist, Blueprint Expert


Ankur has a great passion for playing as well as Designing Games. After completing BE in Mechanical, an inner voice led him to the path of game designing.  He is an all-rounder in our team, He does a lot of things like texturing, modelling, rigging, level designing, game designing and also sometimes programming. He has worked on two AAA titles and also many mobile games.


Nick Kochman - Level Designer, Testing


Nick, AKA Dementei, a passionate gamer and developer of movie action-esque games. Ah yes, it was Spring of 2005, when he finally was able to get his own Steam account he came across the mod known as The Specialists. There, my friend, it all began, the decade-long adventure of becoming The Specialist. He then became a Boogaloo of Double Action where his skills were rightfully honed in the creation and design of levels for mighty action warlord supreme burritos.


David Smith – Artist


Dave Smith has been working for many years as a painter for popular comics like Xmen and Fantastic Four for Liquid Graphics. After comics, Dave has worked in animation as a background painter for Eli's Dirty Jokes and he has contributed to various graphic design projects and concept work. Find his independent work on comiXology: Forbidden Tales of the Sky Pirates and Immense Robot.


Greg Sherwin – Level Designer


Greg started level designing back in 2001 when he got hooked on a game called Action Half-Life.  Over the years he has released numerous maps and a few of them have become official levels for games like Action Half-life, Action Half-life 2 and the Outlaws Mod.  Oh, and he likes his belly rubbed and to be called Beer Dog, but we are not going to talk about that now....

Josh Coyne – Programmer, Technical Advisor


Josh is a 10-year game development veteran who has helped ship big budget console titles such as Ryse: Son of Rome and the Darksiders series. His forte is core engine technology with an extensive background in gameplay programming. He’s also the original programmer of Action Unreal Tournament. In his spare time, he likes playing video games and shaking his fist at the chipmunks running back and forth in his yard.


Niko Myllynen -3D Environment Artist


Niko is a level designer whose first stab at mapping was with Duke Nukem 3D. His experience in the genre dates back to the early versions of Action Half-Life, having released half a dozen levels for the mod. He is the author of the majority of official levels in Action Half-Life 2.


Michael Compton – 3D Artist


Michael, aka Compy always had a love for video games. Some people may have said it was more of a problem but they can just shut their pie holes. Compy earned his Bachelors of Science majoring in Game Art from Full Sail University. KMF will be Michael’s first game after finishing college and he couldn’t be happier working with such a talented team.