The start of a new year and a chance to reflect back on 2015 and the various activiti...
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…
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.
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.
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…
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.
2015 was awesome, here’s to a successful year ahead!
Today marks the day that Metal Hammer: Roadkill is unleashed on the world! We’ve been...
Today marks the day that Metal Hammer: Roadkill is unleashed on the world!
Metal Hammer: Roadkill is a rhythm-action game where players rip through the hordes of hell populating insane locales including Riot de Janeiro and Westmonster…
The enemies spawn to the rhythm of the music, and the combat gameplay becomes a fast-paced finger tapping task, keeping you in time as you aim for a ‘note perfect’ performance.
Download for FREE!
We’re back in the office after the Christmas break, and 2015 is shaping up to ...
We’re back in the office after the Christmas break, and 2015 is shaping up to be an exciting year. 2014 was a challenge… Here’s (briefly) how it panned out!
Throughout January we finished off the development of Play to Cure: Genes in Space, and released the game to the world in February 2014. This involved a trip to the launch event hosted by Dara O’Briain in London, social media erupted (at least in London!) and the day was awesome in general. The game was covered extensively by the mainstream and games press, and in the month after release it had processed 1.5 million samples of genetic data. The project eventually got a feature on ‘The One Show’, and the coverage from ‘I Fucking Love Science’ was also a huge boost…
In the end, the game surpassed its download targets fivefold and picked up numerous awards, some in tandem with other citizen science awards via projects such as Cell Slider: The Digitals, Mobile Marketing Awards, BCS & Computing UK IT Industry Awards 2014, to name a few.
Here’s a post-mortem article on Gamasutra which goes into detail about the science underpinning the project, along with some positives and negatives.
Throughout 2014 we managed to boost our portfolio of original IP, with a number of game releases spread over the year. This included working with Windows Phone 8, which became our most popular platform largely thanks to the excellent team at Microsoft.
We gave our first original game, The Quest, a complete overhaul including full re-skin, and re-release.
We launched Staking Claims on iOS & Windows 8 after an Android release a few months prior, and followed this with Array, a challenging logic puzzler. Next project out was Mind: Brain Training which is a collection of brain fitness games.
Finally, our experimental game Incandescence, came out after a good amount of press coverage. The game was inspired by finger drumming, and of all our original games in 2014, it was the most downloaded.
These projects have seen updates since release, with further updates planned.
Here’s our portfolio with more on each game, along with download links:
Our producer Mark represented the company at Develop Conference during the summer, and gave a presentation about our work with the Windows platform, and we made it to the finals of the Develop Awards in the Micro Studio category although unfortunately didn’t take home an award on this occasion.
We also enhanced the work-for-hire side of the business during the year, and have expanded our client base with new partners, and continued projects. This has been an on-going process, and we are now in a strong position to hit the ground running in 2015.
Hope everyone had a great holiday and all the best for the year ahead!
Incandescence has gone live today, October 16th, across iOS, Android and Windows Phon...
Incandescence has gone live today, October 16th, across iOS, Android and Windows Phone 8. It’s a small game and more of an experiment than anything else. The game has been difficult to classify in terms of genre. It’s a rhythm game… sort of. It basically takes finger drumming as a habit, and twists it into a game. Rather than trying to describe it, you’re best taking a look at the gameplay in this short trailer video.
It’s a simple game; there are no upgrades, but as the score gets higher, the music will build up and the visuals will get more intense and trippy. As we built the game, we began to realise that the simple gameplay quickly becomes a test of physical stamina in the arm, and how long you last can be dependent on how sore your arm gets. If you’re an habitual finger drummer, then check out Incandescence for free on the following: