A Numbers Game
Bossa Studios makes learning fun with Twelve a Dozen, and helps change the face of “edutainment” software in the process.
Published: November 13. 2014
“We approached Twelve a Dozen from the point of view of teaching math in a very intuitive, relatable way,” says Bossa Studios producer Herb Liu. “We thought, ‘If math is really important in the real world, why can’t we get that across in a simplified way?’” Imre Jele, the studio’s co-founder, credits Flatland: A Romance of Many Dimensions as an initial source of inspira...
Read interviewSuper Duper
Grand Cru’s Supernauts uses Everyplay to bring user-generated content sharing to the next level
Finnish developer Grand Cru’s Supernauts, now available for iPad, iPhone and iPod Touch, combines a town-building simulation with the kind of world-building, sandbox gameplay that made Minecraft su... Read interview
Jungle Brothers
Going bananas with Disco Pixel’s manic music game
“I was in Puerto Rico at a wedding,” recalls Disco Pixel founder Trevor Stricker, describing the roots of his studio’s first iOS title, Jungle Rumble: Freedom, Happiness, and Bananas. “The dance fl... Read interview
No-Shooting Gallery
Cloudhead Games’ tackles virtual reality with The Gallery: Six Elements
Riding a wave of interest in its evolving medium, Cloudhead Games’ upcoming The Gallery: Six Elements reached its $65,000 Kickstarter funding goal well before its April 17, 2013 deadline. The proje... Read interview
Slaying the Course
Owlchemy Labs’ Dyscourse takes a newfangled approach to the point-and-click adventure game
The origin of Dyscourse happened in a cabin full of a bunch of indie developers. “We had been playing a lot of the party game Werewolf, so Devin [Reimer] and Carrie [Witt] and myself were thinking ... Read interview
Go Time
Legendary hitman Agent 47 pulls out all the stops on iOS and Android with Hitman GO
Hitman Go is a game that seemingly appeared from the ether, gaining overwhelmingly positive reviews on an unexpected platform: mobile. Released in May for iOS and Android, Hitman Go puts players in... Read interview
Darkplace
Canadian developer Hinterland Games crafts its vision of first-person survival in The Long Dark
The Long Dark is a first-person survival simulation of a relatively rare breed. It emphasizes exploration over outright combat in a stark, post-disaster setting, and takes a more restrained approac... Read interview
Use Your Gnoggin
Get inside the head(s) of KO-OP’s upcoming puzzler
It’s rare to see a game as visually striking as GNOG. Each of the puzzle game’s levels is a hollow head, each done in a beautiful, uniquely sharp graphic style. You’re never quite sure what to do w... Read interview
Oh, brother!
The Curse of Brotherhood by PressPlay
Want to know more about Max: The Curse of Brotherhood? Read our in-depth interview with Rune Dittmer, studio director at Press Play in Copenhagen. Watch the video
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ZeroLight
Virtual Showrooms by ZeroLight
How ZeroLight uses Unity ZeroLight is a technology agency that uses its wealth of experience in creating engaging experiences together with its expert knowledge of 3D modelling, physics and ma...... Read interview
The Improbable Valley
Monument Valley by ustwo
If you're curious to learn more about the creation of ustwo's strikingly beautiful isometric puzzler, make sure to check out our in-depth case story on Monument Valley.... Watch the video
Sneaky Sneaky
République by Camouflaj
Want to know more about République? Read our in-depth interview with Ryan Payton, founder of Camouflaj.... Watch the video
Counter Intuitive
CounterSpy by Dynamighty
“The game was heavily influenced by our love for every aspect of the spy thrillers of the 50s and 60s,” says Dynamighty’s David Nottingham of his studio’s upcoming CounterSpy, slated for launch on PlayS...... Read interview
Real Visual
3D Taj Hotel by Real Visual
How Real Visual uses Unity Real Visual is a services company that develops architectural visualization and training materials for a wide range of industries along with creating Unity tools for...... Read interview
MakeMedia
Exemplar by MakeMedia
How MakeMedia uses Unity The founders of MakeMedia have a wealth of experience within military aircraft simulation, game development and E-learning training solutions. The current focus of the...... Read interview
Hearts and Minds
Battleheart Legacy by Mika Mobile
Many early iPhone gamers have fond memories of Battleheart, which first made its splash in the App Store’s early days as a breakout hit. It took traditional RPG elements found in party-based RPGs and bo...... Read interview
NVYVE
NVYVE Interactive Walkthroughs by NVYVE INC.
How Nvyve uses Unity NVYVE works together with its sister company Neezo Renders on photo-realistic renders and animations as well as interactive applications. With Unity, they were able to get...... Read interview
Card Life
Hearthstone by Blizzard Entertainment
Blizzard has put out many games over the course of its 20 year existence, but never one quite like Hearthstone: Heroes of Warcraft. At its core, Hearthstone is a collectible card game that revolves arou...... Read interview
ShopFloor by Zahner
Cloudwall by Zahner
How Zahner uses Unity Zahner collaborates with a number of globally renowned architects, from Frank Gehry to Rem Koolhaas. A few years ago, the firm started hiring coders to build tools for it...... Read interview
Core Meltdown
DeadCore by 5 Bits Games
As is the case with an ever-increasing number of games, DeadCore grew out of a jam—the ‘7 Days FPS’ game jam in 2012, specifically. “We wanted to make a FPS but didn’t have that much time to do it, so ...... Read interview
Arch Virtual
Sacramento Kings virtual arena by Arch Virtual
How Arch Virtual uses Unity Arch virtual is a 3D development studio, focused on creating virtual reality applications, primarily for use with an Oculus Rift headset. They serve a wide range of...... Read interview
Zombie Jamboree
World Zombination by Proletariat
World Zombination is not your run-of-the-mill zombie title. Currently in development for tablets, phones, Mac and PC, the game allows players to choose different classes of characters within factions, w...... Read interview
The Fourth Rail
Pavilion by Visiontrick
Pavilion, the self-described “fourth person puzzling adventure” from Visiontrick Media, throws players into its world without much in the way of explanation. Its visuals have a strong foundation in 19th...... Read interview
Better Off Red
Dreamfall Chapters by Red Thread
When it comes to game development, Norwegian-born Ragnar Tørnquist has been around the proverbial block. He’s played pivotal roles at the renowned Norwegian studio Funcom, on titles ranging from The Lon...... Read interview
Manual Dexterity
Dex by Dreadlocks
“For us, I would say a mixture of influences came together at the same time,” says Jan Jirkovsky, lead designer and writer of the upcoming Dex, from his studio headquarters in the Czech Republic. A coup...... Read interview
Rural Legend
Endless Legend by Amplitude Studios
“A long time ago, we were big fans of a game called Master of Magic,” says Amplitude Studios creative director Romain de Waubert. The game promised great things—taking command of a fantasy empire, for o...... Read interview
Forest Bump
The Forest by Endnight Games
“The initial idea came from the 70’s and 80’s horror films I grew up watching,” says Ben Falcone, creative force behind the upcoming indie horror title The Forest. “Movies like ‘The Hills Have Eyes’, as...... Read interview
Dark Forces
Nekro by darkForge Games
“Nekro started as an idea I drew on binder paper in high school—instead of doing classwork, naturally,” says darkForge lead designer Scott Thunelius of his studio’s debut project. “When I was in class I...... Read interview
Fire Sail
Naval Action by Game-Labs
Developed by Ukrainian startup Game-Labs, Naval Action finds itself virtually alone in a genre, far away from the vast majority of modern-day action titles. As its remarkably straightforward title impli...... Read interview
Storming the Gates
Castle Story by Sauropod Studio
Not too long ago, Castle Story began its life as a Lego-inspired capture-the-flag game. Sauropod Studios cofounders Germain Couët and Francois Alain were studying interactive media at L'Université du Qu...... Read interview
Nice Rims
RimWorld by Ludeon Studios
When asked about his inspirations, RimWorld creator Tynan Sylvester is quick to point fingers: “Dwarf Fortress, with some space-western Firefly flavor layered on top,” he says. “I'm endlessly fascinated...... Read interview
Back in Black
Blackguards by Daedalic Entertainment GmbH
Blackguards takes a rather old-school approach to dungeon crawling, putting players in the role of a convicted murderer who enlists a team of characters to save the world from a dark menace in the South...... Read interview
Monu/Mental
Monument Valley by ustwo
As videogames continue to expand and evolve into new forms, so too does the spread of creators who inspire them. For multidisciplinary design agency ustwo, Dutch graphic artist M.C. Escher inspired work...... Read interview
Neu!
Krautscape by Team Krautscape
“We wanted to make a racing game in which the track is being built while you’re playing,” says Mario von Rickenbach of his game Krautscape’s “formative stages” (pun firmly intended). “We thought about d...... Read interview
Sharp Shooter
Assault Android Cactus by Witch Beam
Assault Android Cactus is a frenetic twin-stick shooter that has you fighting hordes of malfunctioning robots while dodging waves of bullets, bombs and other hazards. It’s set across a series of short b...... Read interview
The Terrible Twos
Among the Sleep by Krillbite Studio
Rather than casting the player in the role of a grizzled warrior or even capable young man, Norwegian studio Krillbite’s Among the Sleep instead puts players into the shoes of…a two-year-old. You bumble...... Read interview
O Brother, Where Art Thou?
Max: The Curse of Brotherhood by Press Play
Max: The Curse of Brotherhood is the spiritual successor to the critically acclaimed 2D platformer, Max and the Magic Marker. “The Curse of the Brotherhood is our second attempt on that core idea,” says...... Read interview
Lost in Space
Shroud of the Avatar: Forsaken Virtues by Portalarium
As one might expect from its pedigree, Shroud of the Avatar: Forsaken Virtues is a massively multiplayer RPG, developed by team led by Lord British, aka Richard Garriott, of the genre-defining Ultima se...... Read interview
Going Rogue
Legend of Dungeon by RobotLovesKitty
It might be a rare thing in the world of videogames, but sometimes it’s the deep, loving connection between a man and his wife that effectively kickstarts the creative process behind a project. “I’m fon...... Read interview
Fight Club
Fightback by Ninja Theory
The Cambridge, England-based developer Ninja Theory has already had a big year. It kicked off 2013 with DmC: Devil May Cry, rebooting one of Capcom’s most hallowed franchises with an attention to detail...... Read interview
Kerbal Your Enthusiasm
Kerbal Space Program by Squad
The roots of Kerbal Space Program grew from a rather dangerous place. “The original concept for KSP came from this game I used to play as a teenager with my friends,” says lead developer and Squad found...... Read interview
Falling Forward
Deus Ex: The Fall by N-Fusion/Eidos Montreal
For those gamers with even a fleeting interest in cyberpunk, the Deus Ex series has been an important one. Influenced by the likes of Neuromancer, Snow Crash, Blade Runner and even The Matrix, the serie...... Read interview
Summer Solstice
Solstice Arena by A Bit Lucky, Zynga
When work began on Solstice Arena, San Francisco-based A Bit Lucky was an independent studio. “At the time, I was playing a lot of MOBAs—Multiplayer Online Battle Arena games,” says Jordan Maynard, the ...... Read interview
Hulkamania
Space Hulk by Full Control
Despite its popularity, Space Hulk—originally a board game, set in the Warhammer 40K universe—has gotten precious little attention from game developers. EA managed two titles in the early 1990s when it ...... Read interview
Swing Low
Legends of Aethereus by Three Gates Studio
An initial look at Three Gate Studio’s upcoming Legend of Aethereus might not reveal anything particularly groundbreaking about the game. It has all of the standard RPG trappings: lots of loot collectin...... Read interview
Sun Runner
Race The Sun by Flippfly
Over the past several years, Kickstarter has quickly become one of the most important vehicles for funding game development and publishing. One studio that has benefitted from the can-do crowd-sourcing ...... Read interview
Home Brewed
Gone Home by The Fullbright Company
An independent videogame studio based in Portland, Oregon, The Fullbright Company is working hard on what is to be its debut title, Gone Home. Essentially, Gone Home is a game about exploring a house an...... Read interview
Space Jam
Lovers in a Dangerous Spacetime by Asteroid Base
At its (warp) core, Toronto developer Asteroid Base’s Lovers in a Dangerous Spacetime is a cooperative platformer set inside a neon spaceship, in the midst of a battle with hordes of adversaries. Player...... Read interview
Allods Success
Allods Adventure by Mail.ru Games, Allods Team
To unaquainted, Allods Adventure HD might seem like it’s flown under the mainstream radar—but that’s not entirely the case. Having been featured by Apple on the App Store no fewer than three times, the ...... Read interview
Ghost World
Ghost of a Tale by Lionel Gallat
Determining whether Ghost of a Tale is a “small game” or a “big game” depends very much on your perspective. On its Indiegogo crowd-funding page, developer Lionel “Seith” Gallat describes it as “a small...... Read interview
Kill Icarus
Guns of Icarus Online by Muse Games
At its core, Guns of Icarus Online is a multiplayer, airship-versus-airship combat game. Players take to the skies in customizable ships with friends and against other players, and it’s all set in a pos...... Read interview
This Old House
RedFrame by Basenji Games
Even on a purely conceptual level, Basenji Games’ RedFrame goes deep, playing with time and space to achieve some rather new ends. “One of our core gameplay concepts is changing the past to affect the p...... Read interview
Zero Dark Purdy
Kentucky Route Zero by Cardboard Computer
Kentucky Route Zero is not the type of game that falls neatly into existing industry classifications. On its face, the game plays out much like a point-and-click adventure: Puzzles and conversation tree...... Read interview
Walk this mysterious way
Year Walk by Simogo
Thus far, Swedish developer Simogo’s output has been of the playful and cheery variety. Beat Sneak Bandit and Bumpy Road both achieved both critical and commercial success on the App Store, and carved o...... Read interview
The Little Things
Little Things Forever by KlickTock
As a wee lad, Matthew Hall grew up on his parents’ sheep farm in Victoria, Australia. But it wasn’t long before he found his calling, and it had little to do with sheep; Hall started programming games a...... Read interview
Cubism
Dédale by Sergey Mohov
Dédale, in a very kind gesture, presents you first with a slate of white tiles. Once you decide where you’d like your game to begin, each subsequent tile you pass over changes colors. The only “walls” i...... Read interview
Play Dough
Clay Jam by Fat Pebble
While claymation has a fair number of practitioners in the film industry—the work of Tim Burton and Aardman Animations, to name a couple—the aesthetic has been relatively rare in videogames. Aside from ...... Read interview
Drown Together
The Drowning by Scattered Entertainment
The mobile touchscreen has been a fantastically successful platform for a host of genres, but others have been curiously few and far between. The Drowning, coming out soon for iOS, is DeNA and Scattered...... Read interview
Not in Kansas Anymore
The Wizard of Oz™ by Spooky Cool Labs
In a rather interesting merging of the old and the new, The Wizard of Oz has been reanimated as a freemium Facebook game by Spooky Cool Labs, a Chicago startup, in conjunction with Warner Bros. Interact...... Read interview
Shadowboxing
Ravensword: Shadowlands by Crescent Moon Games
The original Ravensword: The Fallen King, released in 2009, was a sprawling, sandbox-style, open world RPG. Well conceived and executed, and the recipient of much critical praise, it was also a relative...... Read interview
Razor’s Edge
Bladeslinger by Luma Arcade
According to the studio’s general manager Sam Williams, the team at Luma Arcade is comprised almost entirely of sci-fi junkies and fiction geeks. “Bladeslinger has been a pet project of the studio for y...... Read interview
Room With a View
The Room by Fireproof Games
At the risk of spoiling everything about the game, it should be pointed out that Fireproof Games’s The Room isn't exactly about a room. Rather, it’s focused on a very sturdy-looking safe and what sits i...... Read interview
Smile! You’re on CCTV
République by Camouflaj
“République was born out of the idea of creating a game that connects players with an AI character on the other side of their device,” says Ryan Payton, founder of startup studio Camouflaj. “From there,...... Read interview
Cut off a dimension
HAROLD by Moon Spider Studio
For many, one look at developer Moon Spider’s upcoming Harold is all it takes. The rather mundanely named title is a visual treat, brimming with lavishly animated 2D characters that are a rare bird inde...... Read interview
Rush Hour
Rush City by Acceleroto
“I was actually out camping on a mountaintop in Death Valley National park when I started coding Rush City,” recalls Bryan Duke, founder of Acceleroto, Inc., about the start of his most recent creation....... Read interview
In the Middle of the Night
Back to Bed by Dadiu Games
The best ideas often start in very plain terms. “To begin with the idea was very simple,” says Dadui game designer Jonas Byrresen, on the original concept behind his team’s surrealist Web game, Back to ...... Read interview
‘Zines, Screens, and All In-Betweens
Zineth by Arcane Kids
In a world of homogenous games and visual styles, the bizarre, slightly askew Zineth stands alone. The work of Arcane Kids, Zineth is a Windows and Mac freeware title set in a striking, slightly surreal...... Read interview
Visualism
Splash by Brad Hammond
Generative design is one of the more exciting creative fields of the moment, and there’s perhaps no better way to demonstrate its potential than with a visual synthesizer. Such is the case with Brad Ham...... Read interview
The Orcs, Of Course
ORC: Vengeance by Big Cave Games
“We knew early on that we wanted to make an action game,” says Ryan Rutherford, cofounder of Dallas, Texas-based Big Cave Games. The duo, which includes Rutherford and his partner Andrew Welch, started ...... Read interview
Lords of the Underground
Subway Surfers by Sybo and Kiloo
One this year’s runaway iOS hits, Subway Surfers has taken off since its release earlier this summer. At its core an endless runner that plays like Temple Run, Subway Surfers adds some crucial twists th...... Read interview
Super Duper
Super Penguins by Supersolid
For those unfamiliar, Super Penguins is a “3D runner” featuring All Cute Everything: animals, enemies and power-ups galore. The game uses a combination of touch and tilt controls: Rather than simply cop...... Read interview
Never Mind the Bollocks
Nevermind by USC students
“I love making videogames, and passionately feel that they can be an incredible tool for making positive and lasting changes in individuals and culture as a whole,” says Erin Reynolds, the creative dire...... Read interview
Mid-Century Minimalism
by
Thomas Was Alone may not look like much—at least at first glance. It stars a bunch of geometry, essentially, and controls consist of moving and jumping. Levels are constructed of plain black shapes, and...... Read interview
Unraveling the unending oink
Bad Piggies by Rovio
For those keeping track, Rovio's Angry Birds has spawned four sequels so far: Angry Birds Seasons, Angry Birds Rio, Angry Birds Space and the recently-released Angry Birds Star Wars. While all used the ...... Read interview
Sphere of Influence
Prince of Balls by Ikki Arts
At first glance, the protagonist of IKKI Arts’ iOS and Android hit Prince of Balls is not exactly what you might call “heroic”; he is, in fact, just a small, orange ball. His stage is a casual platforme...... Read interview
Dead Again
Dead Frontier by Creaky Corpse
As his naming conventions might imply, Creaky Corpse founder and Dead Frontier developer Neil Yates had always been a fan of zombie films and games. Favorites range from Dawn of the Dead and 28 Days lat...... Read interview
Full Steam Ahead
City of Steam by Mechanist Games
When asked to summarize his studio’s launch game, City of Steam, Mechanist Games lead designer Dave Lindsay follows the game’s pitch line—“swords, sorcery and science, industrial age fantasy in a fallen...... Read interview
Size Wise
The Swindle by Size Five Games
At its core, The Swindle is a platform game. But rather than a platform game where the player runs from left to right, the game is significantly more open: it’s about finding your way in, getting out ag...... Read interview
Going Big
StarForge by CodeHatch
Essentially a first-person action game with infinite, deformable terrain, StarForge lets players build structures a la Minecraft—but that’s only the half of it. The game allows you to build and destroy ...... Read interview
Piddy the Fool
Pid by Might and Delight
The setup behind Might and Delight’s upcoming Pid is like something out of an 80s movie. As a young boy, you’re dropped onto a mysterious planet on your way to space school, when you stumble upon an int...... Read interview
Comic Relief
The Thrill Electric by Littleloud
The Thrill Electric is a collection of ten audio-visually enhanced comic books set in Victorian England. The stories are generally centered upon the employees at The Electrical and International Telegra...... Read interview
Friendly Polite Shooter
Sir, You Are Being Hunted by Big Robot
As far as first-person shooters go, Big Robot’s Sir, You Are Being Hunted is pretty far out. In founder Jim Rossignol’s own words, the game taps into “a rich seam of tweed-loving British science fiction...... Read interview
War Horse
Total War Battles: SHOGUN by Creative Assembly
British dev studio Creative Assembly brings its storied RTS franchise to touchscreens in the form of Total War Battles: Shogun. The Total War series has been 12 years in the making, as UK developer Cre...... Read interview
Street Code
Street Song by Santa Ragione
The connection between music and games has been explored in many ways and from many divergent vantage points. The latest comes in the form of a project spearheaded by popular music site Pitchfork which,...... Read interview
Thinking Outside the (Brown) Box
UPS Supply Chain App by Wes McDermott
For his day job, Wes McDermott works for UPS Airlines as a multimedia developer. A couple of years ago, he started poking around at various methods for creating interactive 3D content; he was specifical...... Read interview
Properly Spliced and Diced
Splice by Cipher Prime
The spark for Cipher Prime’s upcoming Splice came from a rather challenging place. “Well, Dain started with a very simple idea: How do you make genetic engineering super easy to understand?” says studio...... Read interview
Always Be Sharpening
God of Blades by White whale games studios
The Austin, Texas-based studio White Whale Games is currently hard at work on its first title, God of Blades. A side-scrolling sword-fighting game set in a 1970s-style fantasy world, it’s chock full of ...... Read interview
Reptile Zoo
Megabyte Punch by Reptile Games
Ever since the death of the arcade, one-on-one fighting games have generally been relegated to the domain of the home videogame console. No micro-genre has better embodied this than the “bananas crazy” ...... Read interview
One Man Army
Ballistic SE and Inferno+ by Radiangames
For any game developer, the choice of platform is an important one. Where many recent games begin as seeds on PC and later blossom on home consoles, Luke Schneider’s army of one at Radiangames has taken...... Read interview
A Rock and a Hard Place
Pebble Universe by Itatake
Birds and pigs and animals of all sorts have enjoyed their fair share of the gaming spotlight, but how about inanimate objects? How about something as seemingly innocuous as, say, rocks? Enter Itatake,...... Read interview
Doing Backflips
Ski Safari by Defiant Development
“Ski Safari came out of a few basic unity prototypes I was playing around with for fun, on the side,” says Brendan Watts, one half of the two-man team at the Brisbane, Australia-based studio, Defiant De...... Read interview
Altered States
Oliver & Spike by Rock Pocket Games
Ivan Moen, the founder of Tønsberg, Norway-based Rock Pocket Games, got his inspiration for Oliver & Spike: Dimension Jumpers after watching a 2001 BBC documentary called Parallel Universes. A look ...... Read interview
Fusing creative gameplay
FRACT OSC by Phosfiend Systems
“The idea behind FRACT had been brewing in my head for quite some time, in one form or another,” says Richard E. Flanagan, creator of FRACT and founder of Phosfiend Systems. “I had always wanted to do a...... Read interview
The Outer Limits
Endless Space by Amplitude Studios
Sometimes, instead of waiting for something you want, it’s best to take matters into your own hands. This can be a rather intimidating task when the “thing” in question is, in fact, a fully customizable...... Read interview
Fishcake
Derrick the Deathfin by Different Tuna
“Like all the best ideas, it came from a mildly confrontational and slightly drunken argument,” says Gordon Midwood, the resident “head of everything” at London-based indie studio c, of the initial conc...... Read interview
The Wide World of Sports
World of Football by Big Bite Games
It’s difficult to think of a pair of bigger institutions than Facebook and football, respectively, and so it’s unsurprising that someone has thought to cleverly merge the two. Developer Big Bite is deep...... Read interview
Viva la Revolution
Mysteries of Notre Dame de Paris by Este Bueno Studios
Last year, Franck Sitbon was unemployed. Living just outside of Paris, he had been a 3D artist for years, but was having trouble finding work. And then one day he had an idea: An avid traveler, document...... Read interview
Stealth is Wealth
Beat Sneak Bandit by Simogo
Swedish duo Simon Flesser and Magnus Gardebäck have crafted something rather unique with Beat Sneak Bandit, a “rhythm stealth adventure” and very much the first of its kind. The game drawn is in right a...... Read interview
Jam packing a puzzle adventure
Ittle Dew by Ludosity
When Joel Nyström and Daniel Remar started fiddling around with the concept for lttle Dew, it was merely a school project in their university years—a way of exploring games in an academic environment. B...... Read interview
A classic adventure
Myst by Cyan Worlds
Few games have struck a chord the way Myst did upon its initial release in 1993. One of the first truly atmospheric, cinematic first-person titles set in something at least resembling the real world, it...... Read interview
Time Keeps on Quacking (Into the Future…)
Time Ducks by Tough Guy Studios
It can be tough to make a splash in the crowded iOS market, but Time Ducks did exactly that—excuse the pun. This was accomplished with the help of a spectacular trailer that launched several days before...... Read interview
Small Team, Big Plans
Project RIFT by Renown Entertainment
After a decade of working in post production in the VFX and videogame industries, James Lau found himself presented with an opportunity switch gears and start his own entertainment studio. “The state of...... Read interview
The Air Up There
Air Mail by N-Fusion
For those of the Nintendo Generation, perhaps no game better captured the feeling of flight better than Nintendo’s own Super Nintendo title, Pilotwings. “I'm a huge fan,” says Tyler Munden, lead designe...... Read interview
Binary Formations
Mini Motor Racing by The Binary Mill
Nostalgia is a powerful thing. It’s often the driving force behind videogame development, and with the ubiquity and convenience of mobile devices in our always-connected modern day lives, the desire to ...... Read interview
The Small Screen Beckons
Bighead Bash by Spicy Horse
American McGee has been around the block. After getting his start at id Software, where he worked on the groundbreaking Doom and Quake games, he went on to Electronic Arts, where his late-2000 title Am...... Read interview
GLiD to Know You
GLiD by Spiderling
When university students Marco Marino and Matt Woolven took some time away from school to focus their energy on their first game, GLiD, they expected the ascent to "proper development studio" would be a...... Read interview
Defying gravity
Rochard by Recoil Games
Rochard protagonist and over-worked asteroid miner John Rochard may be voiced by Jon St. John—the same actor behind the infamous Duke Nukem—but that doesn’t mean he’s derivative. In fact, this blue-coll...... Read interview
Shooting for the stars
Battlestar Galactica Online by Bigpoint
“After careful consideration, we selected the Unity 3D Platform, based on its technical capabilities and feature sets; there’s simply nothing better on the market today.” “In the past, browser games ...... Read interview
A new perspective
Qbism by Blowfish Studios
“I think that feeling of creating our own stuff and seeing people enjoy it is what inspired me to take this game development thing to the next level.” “Ever since entering the computer game industry I ...... Read interview
Hardcore action for all
M.U.S.E. by Lab Rats Studio
Like many of their generational peers, the founders of Lab Rats Studio started working on games together in school: Specifically, Wake Technical Community College, where Alan Rueda (president), Rion Hol...... Read interview
Turning heads
Rimelands: Hammer of Thor by Dicework Games
Rimelands: Hammer of Thor is a turn-based roleplaying game for iOS. Can you tell us a little about it? It started out as a small puzzle-based rogue-like, but grew up to be a full-scale RPG with 8 to 10...... Read interview
For the masses storms
Castle Warriors by GameResort
How did you the two of you get started doing game development? At the end of 2008, we were both ready to embark on a new adventure and we founded GameResort LLC. We knew we wanted to make games, but we...... Read interview
Zombieville USA
Zombieville USA by Mika Mobile
Zombieville USA was your first iOS title. How has it been received? Quite well! Zombieville was featured by Apple many times - when it first launched, during Halloween of 2009, and among the rewind-200...... Read interview
Amazing Society & Gazillion
Marvel Superhero Squad Online by Amazing Society & Gazillion
"Unity helped us discover the fun quickly," says Jason Robar, vice president and studio director of The Amazing Society. He's talking about the initial stages of his team's development on its most ambi...... Read interview
The wonder of childhood fun
Tumbledrop by Starfruit Games
How did you get started doing game development? I started work on video-games professionally In 2003 when I worked as artist on Rollercoaster Tycoon 2 and 3. As time went on I was able to have more inv...... Read interview











































































































