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Scribbled Arena: Cross-platform Multiplayer Warfare with Casual Vibes

September 2, 2015 — by Industry Contributions


Make way for some sweet multiplayer addiction: Scribbled Arena in the house! – as told by Laxmi Khanolkar, CEO of Apar Games. She calls it a dream project for all of them at the company, The game is a unique cross-breed between adrenaline-pumping action and casual unwinding gameplay. If you’re a person who really digs upgrades like cooler ammunition and vehicles, you will definitely be spoilt for choices! Like to keep it simple and classic? Don’t worry, you will enjoy it too because it can be as easy-peasy lemon-squeezy as you’d want it. 

In a nutshell

Scribbled Arena is a cross-platform multiplayer warfare game where you perform combat actions in real-time battles.
In Scribbled Arena, you get to beat your friends by navigating in our quirky scribbles together, snatching trophies from right under their noses and running for your life towards the exit. And if you don’t make it through… well,  then slap that courage on, mate! There’s always another round to get your guns going!

From the love for playing together

At Apar Games, we have a thing for multiplayer games. If you’re here in our office when the clock strikes 6, you will know what we’re talking about. Deafening cheering and screams, people laughing at jokes nobody else knows anything about. Lads and lasses alike, everyone is so engaged in playing these multiplayer games that they won’t even realize you’re standing there and watching them!

The Apar Games team loves multiplayer games so much that they wouldn’t notice you if you stood behind them watching.

That’s the magic of multiplayer games — and that’s why all my game developers have always dreamt of creating a real-time multiplayer game at least once in their lifetime. So we decided to turn it into reality. To my surprise, within no time we had a game concept that everybody could enjoy, not just friends but even family members can play together. In short, it’s a ‘truly cross-promotional, casual, real-time, multiplayer game” (Phew! Can’t believe I actually managed to coin that term!)

Dream concept come true

“I’ve had this concept of ‘creating a maze-based game where 2 players have to compete inside a maze in real-time & find a hidden trophy’ in my head for a long time, actually. But I didn’t even think in my wildest dreams that it would get approved by my organization so quickly and then also manage to get transformed into a full-fledged game someday!” exclaims Aditya, our young and talented game developer.

Maze art in testing phase – 20×20 tile art asset

Choosing technology from the very beginning

“When Aditya presented his concept, we were all excited to explore it further and make it possible. So when he suggested the Starling/as3/AIR with SmartFoxServer, I made him do multiple tests to validate his decision. We were satisfied with the results, so finally agreed on this technology,” says Vishwajeet, our ever-diligent technical producer. To which, a beaming Aditya adds “I was so excited when not only my concept got approved but also the technology I proposed got accepted by my technical producer! Talk about a double whammy!”

A ‘truly cross-promotional, casual, real-time, multiplayer game” (Phew! Can’t believe I actually…Tweet Me

The small screen problem

No process can go all hunky-dory. So when asked about the hurdles that we had to face while creating Scribbled Arena, Aditya mentioned a rather tricky one — “The small screen size of mobile devices made it difficult for the entire maze to be seen at once. The other player was also not visible most of the time, hence the whole experience of solving the maze with another opponent was left futile. Our objective was to have a battle between 2 players, which was very difficult in a maze-like arena, and the game was becoming more of a puzzle than an action game.”

Maze created with the tiles.

How did the development team solve it? Well, here’s what Aditya had to say, “We removed the whole maze solving idea & made our arenas more open, although we stuck to the trophy collection theme, which is available in the current build.”

Client-side engine

We chose Starling/as3/AIR as our client-side engine. For 2D games, it is a very fast way to develop, it has an active community and is cross-platform, which makes the multiplayer experience easy and efficient. Another reason for this choice is that Aditya, (the developer) just loves Flash (personally).

Server-side engine

We had 2 options: Adobe’s P2P RTMFP protocol, or SmartFox & Photon. We went for the latter, since we needed a server which could give us the power to write the server-side code. We also discovered that SmartFox’s documentation with as3 is very detailed, unlike that of Photon. While Adobe’s P2P RTMFP protocol was not available for commercial projects.

What’s with the Scribbled Look?

Dipson, our art director, explains, “Aditya had a clear vision of the art style he wanted, and was rather particular about it from the start. He wanted scribbled paper art to give this action-packed game a very approachable and casual touch. And voila! A stunning game that has received a lot of positive feedback regarding the art style. So, we think it definitely worked!”

Знімок екрана 2015-08-19 о 17.33.47
Optimized tile set.

But just good design is not enough. To make a good-looking game workable and viable, a lot of planning is required. Dipson continues, “The prime task was to fix a pipeline, while the question was, 2D or 3D. Reverse planning always helps to make your work pipeline smoother, hence the technical hurdles were addressed first. The vehicle rendering was continuously tested on a device for detailing and accuracy, and even small lines and stroke details weren’t overlooked.”

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Free-form element added for breaking the repetitive tile pattern.

Testing and the problems revealed

To achieve the accuracy, the queries that arise during the process have to be tested quickly, by making quick rendering and prototyping before they go in to art production.

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Animated tiles. It was a challenge: to make doodle art in a 20×20 tile.

Jibin, the game artist, shares how they overcame a hurdle that threw the whole team off track for a while – “After conducting all the possible tests, I confidently started making the artwork and wow, did we hit a wall! We realized that the tiles, when repeated, did not get ‘the doodle effect’ the way we envisioned it!
We went back to our drawing board and, after multiple tests and observations of the line, color, negative & positive spaces, the alpha levels and probability of tile-based software, the art style parameters were defined. And then, finally, after hours of tests and debates over “coffee” (we said “coffee” for the minor readers but you know what it actually is!), we froze on The Art Style.

Rendering the vehicle with different shading style like, stippling, cris-cross etc.

Aditya feels very strongly that in order to give the best experience to the players, elimination of multiplayer lag and the quality of the graphics rendering is of utmost importance. He says that he had set his benchmark as 60FPS on their base devices. This is why they eventually decided on using “Tiled” for level editing. Then, from a single spritesheet of tiles, they used a quadbatch to generate the maps.

In the end, Vishwajeet threw light on a rather unusual but legitimate problem that occurs while testing the product. He says, “In order to load test a multiplayer game you need to have a lot of active users online, which is a bit difficult for an indie company. So we developed an in-house load testing tool. It simulates the load on the server as if real players are playing the game.”

With a multiplayer game, the team faced some testing challenges.

Phew! That’s a lot of efforts put in by so many people. But all the late nights, red eye mornings and the “coffee” sessions seemed worth it to the Apar Games team when Scribbled Arena started receiving fantastic feedback and reviews starting right from its beta phase. It even got nominated for the ‘Best Multiplayer’ category at Indie Prize  Singapore 2015.

The team is now working on an iOS version of the game to be launched soon. Meanwhile, you can already play Scribbled Arena on Android. The game got greenlit on Steam already, so they plan to launch the PC version of the game early next year.  More upgrades and customization will be added as well. 



Gaming the System with Checkout Tracking Data

August 17, 2015 — by NPD


By Liam Callahan, Director, Games Industry Analyst at The NPD Group

According to NPD, year-to-date (January-June) mobile game revenues have topped $1.36 billion, an increase of 16% over the same period last year.

With more than 1.2 million apps in the Apple App Store, it’s increasingly difficult for new games to attract attention, let alone encourage downloads. Today, it’s more important than ever to hone in on audience behavior to better drive marketing strategy. NPD Group’s Checkout Tracking offers three ways to help game developers and marketers boost brand loyalty and remain competitive in this crowded space.

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Steampunker: How Visual Tools Helped an Amateur Make a Game

August 11, 2015 — by Industry Contributions


Amateur – a person who engages in a study, sport, or other activity for pleasure rather than for financial benefit or professional reasons. Compare professional. First things first. Let’s start with who I am, to provide enough background for what is to follow”, says Mariusz Szypura, the creative director of the Telehorse studio, as he shares the story of Steampunker.

“What do you do?” I have always found this question a bit awkward, as I could never answer it in a way that would put all the puzzle pieces together. Rather, I would give a half-truth that best fit a given situation. Actually I’m a would-be architect, who dropped out of university having started recording albums. Yet I never became a professional musician. I have worked as a graphic designer and creative director. Not to mention dabbling in computer programming. That is why it’s so tough for me to give a straightforward answer.

Mariusz Szypura
Mariusz Szypura gradually got to gamedev through music and then design.

It all started with music. I had recorded an album with my band called Happy Pills and someone had to design the artwork for the cover. Then I made another cover for a couple of friends, some gig posters and T-shirts. This landed me at a job at an advertising agency. Over a few years I progressed from just a designer student side-kick to the position of a creative director. My portfolio includes almost 100 album covers as well as countless graphics and advertising campaigns. Music has become an after-hours pastime. And, since I’m known as a workaholic, this pastime consumed all the time that others were spending partying, sleeping or any other ways. Eventually I’ve managed to release 15 albums with various bands, compose original scores for two movies and produce records and songs for other bands.

[bccttweet=”[Steampunker] started with music.”]

I also tried my hand at computer programming – I began developing iOS apps. And then it struck me! I could finally pull all my skills together and make a game! So I did: came up with a concept, designed it, drew it, programmed it, provided sound effects and composed the soundtrack. After a year of hard work my game was finished. I called it Steampunker.

Now, after this short background, are you really surprised that the reviewers and prize judges offer critical acclaim mainly to the artwork and music?

But developing Steampunker was not easy at first…

photoshop skills helped make art easier

I enjoy drawing but always lack time to do it. When I began working on the game, I wanted to draw it from scratch. Though I soon realized that if I did so, I’d finish the initial stage in about 3 years. I had to come up with something that would enable me to create the art, while still leaving time for programming, music and concept work. I planned to start off with very general sketches and develop more detailed ones later on.

steampunkergame 2014.5.18 723188523319063349_1296246179
Mariusz was looking for ways to make original art, music, and do programming, all by himself.

I decided to create the dominant artwork in a way that may seem difficult at the first glance: I put together photo collages and turned them into something completely different in Photoshop, as a background. Then, based on these collages, I used a tablet to draw the boards. Over many years of work as a graphic designer I have mastered Photoshop as my main tool, so working on the graphics proved easier than it seemed. Whereas Vincent and the robots are made and animated in 3D, I think it is a nice combination of 2D and 3D techniques.

The dev eventually decided to make rough sketches, and upgrade the art later on.

 A Record You’re Listening To As You Play

I really wanted the music to be different to what can be heard in all other games. I thought of it as of a record you listen to while playing the game, which perfectly matches what is happening on the screen. I had plenty of sketches available for the new album of my Silver Rocket project, so I selected those fitting the ambience of Steampunker and wrote a few new tracks. The soundtrack was to reflect my personal style and in no way those trends currently in vogue in the gaming world.

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The STEAMPUNKER soundtrack reflects the dev’s personal vision, and not any of the trends.

Programming: in need of something visual

I chose Unity as the tool to make my game. Why? It’s probably obvious to all gamedev experts, but it was not so for me at that time.
Before that my programming experience had been limited to Basic and, subsequently, when I entered the realm of the interactive, I first worked in Macromedia Director, and then in Flash… With the advent of iPhones I developed a few apps in Objective-C.

screenshot A 2
Limited programming skills made the dev search for something visual and understandable.
”[SteampunkerTweet Me started with music.”]

Problems arose as soon as I decided to make a game. Not an app, but a real game. I simply could not imagine writing it line by line. This was not an option with my limited programming expertise. I definitely needed something visual. First I came across GameSalad and started to develop my prototype there. Although I was happy with the visuals, I quickly reached its limits when it comes to usefulness in my game. I also became briefly interested in Cocos2d and GameMaker, but it was Unity that hit the nail on the head. I could finally see what I was doing and the capabilities were virtually unlimited. Despite it took me too long to figure out what was going on in the code you got referred back to after a while, another invaluable discovery came with the Playmaker plugin! I am a graphic designer, a visual learner, and it is so much easier for me to work when I see what is connected and why.

steampunkergame 2014.5.18 723189332047983442_1296246179
Unity turned out the best tool to bring these sketches to life for Mariusz, a visual learner.

The highly developed Unity forum has proved itself really useful. I was able to find solutions to all the problems that I faced during development. Another tool streamlining work in Unity is the assets store. And here comes the dilemma: should I develop the game all by myself, but for a longer time, or is it better to spend some money on ready-to-use solutions? There have been moments when I chose the latter. Mainly because of the fact that being the solo developer of the game there was no one to delegate part of the work to. On top of that, I am a passionate advocate of reaching your goals quickly and effectively, rather that savouring the path to the very end.

“I like to learn, so I took this opportunity to find out more about Javascript and C#.”

After my previous experience with 3D software, Unity appeared very intuitive and quick to work with (at least for me). I like to learn, so I took this opportunity to find out more about Javascript and C#. Another advantage of Unity is its cross-platform function. It’s pretty amazing; I cannot imagine starting the project all over so that the game could be played on Android, for instance. Nevertheless, converting the game developed for iOS to Android platforms still proved to be total hell due to confusing resolution, density and aspect ratios.

screenshot EEE 1
Porting an iOS game to Android still turned out a hard task.

With a little help from friends

When I finished the game I thought I would need a bit of help to showcase it to the world at large. Jacek, my fellow Happy Pills band member since 1993, took it upon himself to deal with all marketing activities. Domaradzki brothers, famous for their Witcher posters, created beautiful artwork for Steampunker. Gabz, one of the brothers, used to be my co-worker in an advertising agency. Other Steampunker posters were designed by Piotr Ruszkowski, the co-developer of Tormentum, as well as Dawid Ryski.

Friends helped Mariusz make the art.
Friends helped Mariusz make the art.

When I realized I actually created a complete, functional game, I started submitting it for various competitions and showcases. Some of the events where Steampunker was showcased are Casual Connect Indie Prize, Tokyo Game Show, Digital Dragons and Poznan Game Arena. And all of a sudden the game met with favourable reception, winning critical acclaim, awards and nominations. Whereas I, travelling to all those locations and meeting game developers, sellers and players, suddenly saw all the shortcomings of my game. What was even worse, I realized how little I knew of the business side of things. I simply made a game I liked, without thinking of gamers, business models or ideas of monetization. It seemed terrible – I published a premium game, while everyone else went for free-to-play. On the other hand, I felt the same way as in the 1990s, when I released my records without any calculations, through my own independent record label. Had I treated my game development as pure business, it would have been an absolute fuck-up. Whereas now I feel it’s a perfect springboard for my next game.

Being a passionate gamer, Mariusz recalls Steampunker’s development process as an exciting game as well, “A strategic adventure, where you need to plan everything with limited resources (1 hominid). Next, you have to solve innumerable logical puzzles without losing sight of your main objective. A million decisions has to be made that will affect how the game turns out. Eventually, you reach your goal and complete the game… or rather, both games.” He admits that you soon start missing that initial excitement, and have no other choice than start making a new game!

Steampunker is currently available for iOS and Android mobile devices. And Mariusz is quite busy at the moment. New features will be added to Steampunker soon. He is also working on a new game called Steamville ,showcased at Indie Prize USA, and hopes to finish it in Q4 2015. And on August 7th he released a new EP with Happy Pills.


What Mobile Game Developers Need to Know About Protecting Their Apps

August 11, 2015 — by David Cole of DFC Intelligence


Faced with low production budgets and tight deadlines, many mobile game developers often devote their scarce cash resources on marketing/discovery — but little or nothing on protecting their app from malware, IP theft and other security threats. But ironically, marketing a game actually helps make it even more vulnerable to hacking, because if it grows in popularity, hackers are much more likely to identify the game as a good candidate for exploitation. This puts mobile game developers in a Catch-22 position: If their game doesn’t earn much money or downloads, it’s relatively safe from security breaches — but when it is successful, it becomes a target for malicious attacks which can undercut any revenue the game might have earned. DFC Intelligence founder and CEO David Cole explains more.

This is not just a problem for low-budget indie developers, by the way — colleagues in the mobile security industry tell me that they regularly encounter obvious security vulnerabilities in apps from major publishers and top tech companies.

In any case, the stakes have never been higher. Revenue from iOS and Android games is expected to reach $20 billion in 2015. DFC Intelligence forecasts that the mobile game industry could equal the revenue generated in PC and console games within 3 years. However, few mobile users actually pay for games. As discussed in our interview with Peter Dille of Tapjoy, advertising is becoming an increasing source of revenue for mobile games. Unfortunately, advertising can create even more opportunities for hackers.

To help developers better understand the security matrix they’re facing, here are some key points to understand:

The App Stores Are Not 100% Safe – Not Even Apple’s App Store

Thanks to Apple’s stellar reputation and the company’s rigorous app review process, many developers assume that their games are quite safe from tampering on the App Store. However, as security expert and SEWORKS CEO Min Pyo-Hong has written, iOS apps aren’t secure, with Apple’s review system a major vulnerability: “Unless a reviewer has infinite time to research every single app that has ever been submitted and published,” as he puts it, “it’s simply impossible to catch and filter out copycat apps… this process [also] misses a lot of hacked or cracked apps — a serious security liability for users, and a grave economic blow to honest app developers.” (DFC profiled Min last April.)

Security concerns are even greater on the Android platform, as most developers know, and existing solutions, even from Google, are far from perfect. Google Play does have a server-side malware scanner that reviews apps in Google’s store and third party stores. However, as Min recently told me, it is still far from thorough: “In repeated tests,” he said, “we have found that [Google Play’s scanner] doesn’t thoroughly block malicious apps. A few have been able to slip through the cracks, and malware developers can sometimes upload corrupted apps faster than Google can block them.”

Which takes me to our next point:

App Vulnerabilities Are Rampant

With app stores so insecure, it’s no surprise that the most successful apps (even from major publishers) face near constant attack: Gartner Research estimates 75% of mobile apps fail basic security tests; according to security firm Arxan, 100% of top paid Android apps and 73% of free Android apps have been hacked. (iOS fares only somewhat better, with 56% of top paid iOS apps and 53% of free iOS apps targets successfully hacked.) Among the most rampant exploits is decompiling the mobile app to reverse engineer and extract the source code, then using the source code to produce copycat apps — commonly known as app piracy or app cloning.

Mobile Game IP Theft Isn’t An Asia-Only Problem

Another common misunderstanding among many developers is that game piracy is an “only in Asia” issue. And while it’s true that China and other major Asian markets must contend with a disproportionate threat level, it’s a mistake to think these problems will stay in Asia.

Mary Min, head of business development at SEWORKS (my fellow panelist at Casual Connect 2015’s session on this topic), recently explained it this way: “The first game to a new territory, copycat or not — becomes that territory’s ‘official’ version of a game. The trouble is, most games are usually first released to a limited number of countries.” Because of this, a copycat version of a Western game often gets launched in Asia months before the developer has the time to localize and launch the original title in that market. By then, however the copycat may have already become extremely popular and earned a lot of revenue. So ironically, the late-to-market official game not only misses out on making that money, but is sometimes accused of being a pirated game!

Free and Financially Scalable Security Solutions Exist

The good news is there are a number of reliable and relatively economical security solutions on the market, many of which developers can implement with just a nominal amount of extra work or additional costs. Google offers a free obfuscator/packer for Android games, which most developers can install in a matter of hours; real time verifications, which shield against IAP fraud, also take a few hours or days to implement at most. (Read Mary Min’s break-down of vulnerabilities and their solutions here.) For added security, developers should strongly consider third party security solutions, including mobile vulnerability analysis services (NowSecure, VeraCode, etc.), DexGuard, the paid version of Google’s free obfuscator/packer, or SEWORKS’ cloud-based SAAS. Whatever your choice, an investment in security is no longer a “nice to have” feature, but a basic cost of being in the mobile game business.

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6 Sensational Indie Gaming Blogs

August 10, 2015 — by Industry Contributions

If you’re feeling bereft that E3 came and went, don’t worry, as the Casual Connect conference will take place in San Francisco on 11-13 August with even more exciting gaming news, panels, and lectures. Casual Connect is dedicated to supporting game developers, particularly in the indie field, to foster new talent and titles that push gaming forward with innovative ideas.

As any gaming enthusiast will tell you, a big part of gaming culture is blogging. Developers and marketers are discovering the power of the blogger review and are reaching out to bloggers who are consistently producing quality articles and reviews for their audience. Rotem Dahan & Dani Finkelstein from BlogsRelease have explored just a few notable influencers in the indie gaming world.

Indie Haven
News, reviews, features, regular updates, what’s not to like? The site is very user-friendly and has several features that set it apart from the others. Crowdfunding Weekly, for example, is dedicated to showcasing the developers currently looking to fund their games through platforms like Kickstarter and Indiegogo.

Spotlight Post: In A Brief Overview of the Indie Comedy Game, Contributing Editor Erin Hyles takes us through some notable joke and comedy game titles and why they’re popular.

Indie Gamer Chick
Brutally honest reviews and opinions of a large variety of games on different consoles. The posts are long, in-depth and well-written.

Spotlight Post: One of the most recent posts, Shenmue’s III’s Pitch Just Plain Sucks is a great example of Indie Gamer Chick’s entertaining, pull-no-punches style.

Indie Game Enthusiast
Short, concise, and organized, Indie Game Enthusiast is a great blog to consult when looking for a quick game review.

Spotlight Post: PC Review #116: Subnautica showcases the straightforward style of this blog, with all the information you need to know about the game.

Alpha Beta Gamer
This is a blog for fans of indie indie, including alpha, beta, and student games. Who knows, you might just discover the next Super Mario.

Spotlight Post: Sam – Beta Demo gives a short description of an interactive comic game in beta.

Ghost Volta
A blog covering not just indie games but the indie cultures that comes along with them, including comics, films, and more. Boasts a great design and a lot of quality content for indie gamers.

Spotlight Post: Not strictly gaming, Let’s Talk Open Source – The Future of Technology, takes a macro approach and discusses where we’re headed with technology.

Work in Beta
Another blog on games in beta, with a particular focus on developers, including interviews and podcasts.
Spotlight Post: Actually a spotlight podcast – check it out here: BetaCast: Episode 47 – It’s nothing like candy crush.

Are you interested in promoting your game with bloggers? Join BlogsRelease – the #1 PR marketplace where brands connect with influencers by uploading blogger review campaigns for products, events, and news.

Did we miss your favorite blog? Lets us know in the comments!


3 Themes to Look Out for at Casual Connect USA

August 8, 2015 — by Ellad Kushnir-Matarasso of Growmobile by Perion


Casual Connect returns to the US on August 11th-13th in San Francisco. Featuring dozens of leading speakers from the world of mobile gaming, it’s not surprising that the schedule reveals a number of interesting themes attendees should anticipate. To help you know which trends you can’t miss, here’s our roundup of three major themes likely to dominate the conversation.


7 Hacks for Better Mobile Game Monetization

August 5, 2015 — by Daniel Neumann of ClicksMob


As a mobile game developer, you want to create the best game possible. You have most likely thought long and hard about gameplay and story — two of the most important aspects of a successful game. And the established story likely influenced the art style you chose to fit the world you are creating.

Often forgotten at the development stage, but equally important, is to consider the best way to generate revenue from your hard work. The mobile game market is crowded to say the least, and that’s why effective monetization is so essential for success. Games represent almost 22% of the total number of apps in the Apple Store — every month more than 12,000 new games are submitted. The mobile games revenue global market is also estimated to reach 30 billion USD this year, representing 30% of the total games market. Despite the competition, revenue generated from mobile games lead when looking at app revenue.

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How to Bake Marketing into Every Step of Game Development

July 20, 2015 — by Industry Contributions


Jero Juujärvi is the founder of Acquire, Engage and Monetize and has worked as a game designer for Nitro Games.

Being a game developer is one of the riskiest jobs you can have. You can have superb execution and create a vast marketing campaign for your game only to realize that all the money spent on user-acquisition, promotion, PR and game launch campaigns did not create an effective enough user base to initiate the viral marketing that would yield those millions of free downloads we so vividly dream of. And we can see the successes happening all around us (Clash of Clans, Angry Birds, Candy Crush Saga).

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Sliding Angel: Girls in Bikinis Liked By Audience and The Devs

July 15, 2015 — by Industry Contributions


Childhood Studio was started in September of 2012. Their core members used to work for the same employer, but that development house ceased its operation back in July of 2012. Sharing the same creative vision, they decided to form their own studio to carry on their passion for games. Childhood Studio’s CEO Believe Liu shares the story of Sliding Angel. 


Bugchinko’s Inspiration: Why Diverse Influences Make for Interesting Games

July 8, 2015 — by Industry Contributions

'It’s important that young people of color see someone like them making games.'–Micah JacksonTweet Me

Micah Jackson has been working in the games industry for 15 years. He began his career as a senior web designer at Infogrames which would later be rebranded as Atari. From there, he was recruited to manage the Games portals for AOL’s kids and teens channels (KOL and RED) where he began to produce Flash online games. After several years at AOL, Micah went on to become the senior content producer at Yahoo! Games, where he focused on video games editorial and was later recruited to be an online game producer for Disney Interactive. At Disney, Micah was responsible for the concept and execution of dozens of online games, and in 2012, he collaborated with Walt Disney Feature Animation on the creation of the Fix-It Felix Jr. arcade machine, which was used to promote the film Wreck It Ralph. He is currently working as a consultant for Canadian digital studio Bkom and is releasing his first independent game, Bugchinko, under his own AVCV studio label.