We have worked on various projects for other studios and publishers. We’re prepared to work hard and produce high quality products in any genre or on any platform. Whatever it is, we are not afraid.
We were brought in by Bluepoint Games to help getting bugs out of the conversion codebase, fix legacy issues, rebuild the UI for high definition resolutions, and implement the stereoscopic 3D effect in a pleasing way. It was a challenging project, since the code is written in Japanese and Team ICO took extreme advantage of the more advanced platform-specific features of the PS2, some of which do not map exactly to modern platforms. We’re particularly proud of the stereoscopic 3D, which looks spectacular with their artwork and environments.
Red Fly called us to fill in the gaps on their engineering team again. This time, Jason was in charge of a complete rewrite of the camera system, special effects such as force lightning, the force rage dynamic cutscenes, character control tuning, and special rendering techniques like hemispherical reflection mapping. Jeff was the one-man-show that brought the Wii version’s most talked about feature: the Smash Bros.-like multiplayer combat mode.
Six Degrees Games asked us to build them a solid 3D-in-the-browser experience that carried the NBA license with player likenesses and team logos and everything. This was a short timeline project at only 5 months long, with an unfamiliar engine, but we managed to pull it off by subcontracting in some talented people and working hard to get polish on ever aspect we had time to. In the end, there were 60 normal-mapped NBA players on 30 teams, solo or multiplayer support, 3 different environments (beach, rooftop, and NBA court), 40+ animations, and all done in an art style matching their MMO.
Red Fly contracted us to be their engineering team for a project published by Namco in conjunction with Food Network, called Cook or Be Cooked. As silly as the name is, the game was a careful balance between fun and simulation, meeting the stringent demands of both Namco and Food Network. Jason was lead programmer doing everything from physically-based fluid dynamics (on the Wii, no less), Scaleform/gameswf UI integration, and being build master. Jeff handled all the various engine updates, bug fixing the lightmapping tool, WWise integration, etc.
Red Fly hired us to rewrite their pathfinding system for Mushroom Men. The system in their engine of choice was terribly inefficient and quite limited, but had a complete designer-driven editor that was necessary to remain intact. So, I wrote a parallel system that allowed creatures to walk on walls, fly, go upside down, and do so without bogging the framerate even when many creatures suddenly need to find a route. This was done through a shared A* pathfinding pool, incremental pathing, and a triangle-mesh created by designers in the aforementioned tool. A KD Tree was used to map a world space position to the mesh, which proved problematic at times. The project was started and finished in about 3 months. The same system has been used in most of their games since then.
Fizzball, a cute PC title and IGF 2007 Finalist, was slated for a full conversion to Wii. The project was initially hacked together and failing to meet milestones. Replay Games handed the project to us to fix and ship on-time, under the new name Dr. Fizzwizzle’s Animal Rescue. This was a tough project because it entailed removing English text from about 1200 textures, writing a complete localization layer, integrating EFIGS, reimplementing the story sections completely with redrawn art larger and cleaner artwork so as to be legible on standard definition TVs. We also added every control scheme possible–pointer, tilt, nunchuk joystick, classic controller, and even balance board! This is probably the ONLY game that supports all these controllers.