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Jan 06 2016

2015 Review

The start of a new year and a chance to reflect back on 2015 and the various activiti...

Jan 06 2016 By: Charlie Close

2015 Review

The start of a new year and a chance to reflect back on 2015 and the various activities and developments.

2015 turned out to be interesting with a lot of unexpected events. The first week back after the Christmas break began with a visit to the Scottish Parliament to showcase our work at a special event.

Alex and Brian joined the STEM Ambassador scheme early in the year and have been helping to run and promote CoderDojo, involving a series of workshops aimed at teaching programming to young people and raising awareness of the games industry as a viable career option.

In terms of projects, the first part of 2015 involved continued work and the eventual release of Mixkit, a mixtape creation and sharing application.

This was followed closely by a small project for the V&A, and we also teamed up with Connect2Media who picked up our previous year’s release, Mind: Brain Training. We re-worked the game implementing various design modifications, and it was re-published onto alternative Android app stores.

Late June Guerilla Tea turned 4 years old, so we celebrated in the usual fashion…

GT4Cake

We had a pleasant surprise about a month later when the V & A featured our work on Genes in Space on a giant comic strip at the waterfront construction site of the V&A Museum of Design Dundee.

GTVAComic

From the summer onwards our time was taken up by 2 major projects.

Firstly, Metal Hammer: Roadkill, a mobile rhythm-action game where players smash through the hordes of hell to a licensed metal soundtrack, including Suicide Silence, Sabaton and Epica. The game was released initially during October and work is ongoing.

MHRK

During development we received invites to the Classic Rock Awards, held at the Roundhouse in London. A star-studded evening of food, wine and music, plus we met Alice Cooper…

Alice Cooper

Our second major project was Iwo: Bloodbath in the Bonins. A PC and tablet hex-based strategy game and a digital version of an existing board-game. We worked with the publisher HexWar, and the game was released on Christmas Eve 2015.

Iwo will be coming to Steam in 2016.

IwoBlogScreen

 

2015 was awesome, here’s to a successful year ahead!

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Jan 05 2016

Iwo: Bloodbath in the Bonins

Over the past several months, we’ve been developing Iwo: Bloodbath in the Bonins. It’...

Jan 05 2016 By: Charlie Close

Iwo: Bloodbath in the Bonins

Over the past several months, we’ve been developing Iwo: Bloodbath in the Bonins. It’s a turn-based strategy game, and a digital version of an existing board-game originally developed by Decision Games.

The game is centres around the US invasion of Iwo Jima, which was a critical strategic location for the United States in their preparation for an invasion of the main Japanese home islands.

Iwo_screenA

You’ll take command of the US forces, choose a landing beach and then make your way across Iwo Jima’s hex based terrain. The main objective will be to send some of your forces to capture Mount Suribachi in the south, and then advance northwards up the island eliminating all Japanese defenders.

The game rules are tailored to the many factors which affected the actual conflict, in particular the island’s terrain which caused the beach landings to be far more arduous task than was initially expected…

Iwo_screenB

We’ve also included a historical information database, covering key aspects of the invasion for general background reading.

Grab Iwo for PC from HexWar’s site: https://www.hexwar.com/downloads/iwo-bloodbath-in-the-bonins/

Or download the iPad version from the appstore: https://itunes.apple.com/gb/app/iwo-bloodbath-in-the-bonins/id1053530387

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