Photos from the PAX Show Floor (PAX Prime 2012, Seattle)

Blog Posts // Media // My Giants // Studio Pepwuper

PAX! Last week was a big one – first time ever we showed a playable demo of My Giants to people outside of the team – better yet, we did it at PAX. With all the bugs and crashes and network problems, we managed to get the 2-on-2 game up-and-running and had a blast playing with everyone who came to our booth – kids and adults alike!

Check out some photos below, and with any luck, we’ll be at the next PAX again! :D

September 6th, 2012

PAX 2012!

Blog Posts // Media // My Giants // Studio Pepwuper

(if your browser doesn’t support flash, go here for the images)

What is PAX?

GAMES! Lots and lots of games. In fact, ALL types of games you can think of – console games, PC games, mobile games, tabletop games, toys, casual games…etc. PAX is a celebration of human lives – an event that asks attendees to answer this all important question – HOW WOULD YOU LIKE YOUR FUN SERVED?

PAX is short for Penny Arcade Expo, an awesome festivals for gamers in Seattle (PAX Prime) during the summer, from Aug 31st – Sep 2nd this year. It was created by the authors of the uber popular Penny Arcade webcomic, because they wanted to a show that gave equal attention to console gamers, computer gamers, tabletop gamers, (and now, My Giants players!)  

Why are we excited about PAX?

Because we will be there, showing you what we’ve got so far on My Giants! :)  

PAX AD b01 w1024

What to expect?

Primarily, Domagoj and Brandon will show a work-in-progress playable demo of My Giants and answer all your burning questions about the game on the exhibition floor. It will be an early demo – rough around the edges (with placeholder art and crashes), but hopefully giving you an idea what the game is about. We will be on the 6th floor (booth number 6407) around the corner to the right from MoJang (of Minecraft’s fame). 

So if you are going to PAX 2012, come say hi! We’ll be expecting you and listening to all your feedback on My Giants!

My Giants at Seattle Indies Expo!

Blog Posts // Media // My Giants // Studio Pepwuper

Where were we last Sunday? Seattle Indies Expo 2! First time people outside of Studio Pepwuper put their hands on My Giants. Talk about a nerve wracking experience! Good thing is, we survived to show you the pictures! :D

(if photos are loading a bit slow for you, try our photo album on Google+ : My Giants at SIX)

August 4th, 2012

FWD: Understanding next-gen streaming game services | Web Crawler – CNET News

Blog Posts // FWD // Games // Media

Imagine channel surfing on your couch with a remote game controller and play different games as you like. That’s how I imagine these streaming game services to be like (probably not initially but hopefully in the future). With these streaming game services, you no longer need to worry about having the latest console to play games, or having to buy/rent a physical copy of the game. It’ll be like YouTube – search and play, with no waiting in between.

Is this going to make consoles obsolete? No, not now at least. Consoles are always going to push the technology – be it graphics, 3D technology, or motion control. But streaming services will be a great way for people to easily become a gamer without having to worry about hardware by making games much more accessible – think Facebook games but with amazing production quality.

I can’t wait.



July 3rd, 2010

#iPhone SDK: 8 Valuable Developer Tools and Services #Unity3D

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Good list of tools for iPhone developers. Full article at mobile.tuts.

iPhone SDK: 8 Valuable Developer Tools and Services

SimpleGeo: If you’re creating a location based service or an app that requires advanced location data, SimpleGeo may be the solution for you. Originally a location-based gaming company, SimpleGeo now provides developers with the means to create location-aware apps that can scale. Own valuable, proprietary geodata? You can put it on the SimpleGeo marketplace and charge other developers for using your data.

iLime: iLime is a tool for quickly integrating Push Notification and In App Purchase into your iPhone application. It is a scalable, affordable, pay-as-you-go tool that can be implemented very quickly

Urban Airship: Urban Airship is a Push Notification system for both the iPhone and Blackberry devices. The service also allows developers to integrate In App Purchase into their iPhone application. Integration with the Urban Airship storefront (i.e. In-App Purchase) gives developers the ability to deliver both free and paid content to their users.

Unity 3D: If you play games on your iPhone or iPodTouch device, you’ve likely used Unity 3D. Unity 3D is a game engine that is at the top of its class. Features like the iPhone enabled live preview demonstrate Unity’s commitment to helping developers quickly produce stunning content, making writing and testing code easier than ever.
Ansca is a tool that allows developers to make applications for the iPhone, iPad, and Android devices.

Ansca: Ansca is great for those with a background in Flash development, and future versions will include a game edition that incorporates physics, sprite sheets, and social features.

TapJoy: If you’re a developer looking to make money from your iPhone apps, TapJoy has created the perfect service for you. With a little work on your part, TapJoy will advertise your app across both mobile devices and the web by using promotions. When a user downloads the application to enter the promotion, you pay TapJoy for the install. This model is very similiar to affiliate sales. If you’re tired of traditional marketing methods, TapJoy may be the solution for you.

Pinch Analytics: Pinch Analytics is a service that is provided by Pinch Media. If you’re interested in who is using your application, how they are using it, and for how long, Pinch Analytics may be the tool for you. Developers can easily implement Pinch Analytics and create event tracking within their application.
appFigures is an online tool that allows iPhone developers to view data on their sales in beautiful charts. With a long list of features, appFigures is the most comprehensive tool for iPhone developers looking to get a grasp on their App Store data.

Posted via web from Brandon Wu’s Road to Where He Wants to Be

June 21st, 2010

One Pro of Being an Indie Game Dev – Freedom to Switch Tasks #indie #game #dev

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I am the artist, the programmer, the designer, the musician, and the tester. One of the best things about being a solo game developer is the freedom to switch jobs instantly without going through a headhunter or asking your boss. Depending on the location of the moon in the sky (or my mood), I could be drawing level concept and character design on paper, creating 3D assets in Blender/Silo, toying with vector graphics in Inkscape, or putting it all together in Unity. Sometimes one activity would last much longer than others. I spent a month when first started learning Unity, a few weeks when exploring the world of 3D modeling.

And for the past few days, I’ve been struggling with pathfinding – the art of going from point A to point B. It seems like a trivial task. After all, it doesn’t take a genius to know how to go around a wall to get to the next room. Unfortunately my little characters in the game don’t agree with me, and teaching them how to find a way around obstacles has been frustrating.

Fortunately I have the freedom to take off my programmer hat for a while and put on my artist hat today so that I can try to get some work done before pathfinding drives me insane. Being creative stopped me from getting too stressed about the programming problems and allowed me to still see progress being made towards finishing the game. Seeing improvements everyday is crucial to keep the morale of the team, or rather, to keep me happy.

I know I’ll eventually have to go back to the programming problem and solve it. But for today, I am putting colors together and nothing more.

Posted via email from Brandon Wu’s Road to Where He Wants to Be

June 10th, 2010

FWD: #Unity Turns 5, Happy Birthday! Rock On!

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In 2003 three talented and creative individuals came together in Copenhagen, Denmark based on a shared vision about making their own game engine, one that they felt would quite literally change the game. They began to make that vision a reality while living the life of starving up-and-coming developers, working long hours and late nights with the hope that they would one day be able to share their dream with the world. Roughly two years later they did that and Unity was officially born. The first step came when Unity 1.0 was unveiled on stage at Apple’s WWDC conference on June 6, 2005. The second step came a day later when the first ever Unity license purchase was recorded on June 7, 2005, exactly five years ago today.

To help capture a bit of the feeling and emotion from those earliest of days I’d like to share some thoughts from David Helgason, our CEO. The following is taken from a blog post he made late at night on June 6th, the eve of Unity’s official release upon the world, titled “Last Day In This Life” (permalink):

I sincerely love my life.

It’s late again now, I’m listening to Xploding Plastix’ Amateur Girlfriends Go Proskirt Agents of the hateful genre nu-jazz… however it’s completely lovable like anything which is insanely too much.

… yeah… last day of what life? We’re wrapping up the last stuff for Unity, due to be released tomorrow, probably 2pm Pacific Standard Time (utc-8 if I recall correctly)… it’ll be out for the world to enjoy.

Keli is finishing off the webshop so people can actually buy Unity, I’m wrapping up the new Conception designed website, and Joe? He’s fixing bugs at what seems to be an average speed of 0.42 bugs per minute.

Most of the guys have gone home now – they know it’ll be a long day.

I need coffee. Now.

Happy Birthday Unity!

I spend the majority of my day with Unity ( nowadays. It has enabled me to pursue life as a game developer. Great tools like this is what’s driving the growth of independent developers and we can only dream of what all these creativity will do to the game industry. Rock on Unity Team!

June 8th, 2010

#Facebook Social Games Bleeding Players #socialgames

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FarmVille is now down to around 69 million monthly active users, a sharp drop from its peak of around 85 million gamers in March.” –

Gamasutra – News – Farmville, Top Facebook Games Continue To Shed Users

Ouch, an 18% drop in two months because Facebook changed the rules of how Facebook Apps/Games can notify (aka spam) users. Makes you wonder how much people actually enjoy the game. I understand how Facebook notification is important for marketing and making your game go “viral” and “social”, and that would explain if the growth of the popularity of the game decreased due to the changes. The drop in active players however means without actively being marketed to, the existing players are not interested in playing the game!

The problem with FarmVille, in short, is that the business logic dictates the game design too much. The revenue incentives of Zynga make the game experience worse for the players, who are looking for more than killing time.” – Kari Silvennoinen from Tech It Easy: Farmville is An RPG Game (great read!)

I don’t think social games is a fad, but obviously we are still a long way to go to figure out how to make proper use of this new platform. How to create actual sustainable value instead of milking whatever is left before the next thing comes along.

Posted via email from Brandon Wu’s Road to Where He Wants to Be

June 5th, 2010

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