This has been our busiest 12 months. In consequence, for the previous issue, we were obliged to move this publication from Quarterly to Biannual. We will not let it drop below this!
These are bumpy times for any industry, but we are fortunate to be in a good position, even though this is not our best financial year. We have significantly invested in self-publishing, which has whittled down funds-in-hand in favour of income to come. That seems to have paid off.
We are currently keen to form new collaborations with new groups. We have a solid game engine resource and working with other developing groups, who have particular platform expertise, is proving to be a highly efficient way of quickly generating new products. For our size, we have now a fairly extensive product portfolio. Please contact us: We may find good opportunities for new healthy business ventures.
This should be our holiday period but, as it happens, we have just started some new business. This latest partner is Spark Plug Games, who we originally met back at GDC San Francisco, but have now just started a new collaboration for what looks to be a great product range. This will appear in our news as we make progress.
Although we have a number of projects in progress, much of the last few months has been consumed with projects for Unbalance and Asylum Entertainment. For Unbalance we have seen the SeaWater Supreme Aquarium and Advanced 3D Billiards recently released. Our work with Asylum Entertainment is now closing out but should see two new products on release for Q1.
The articles in this issue champion two significant code technologies we have. Our TEACH language did more than we had expected of it and has drawn us into turning this into a powerful in-game teaching system for board games. Until we started using it it was hard to anticipate just how good this would be. You can see this in use on our XBLA product Shotest Shogi.
Our other technology is the incorporation of graphic control into our generic game architecture. This is designed for 2D work but allows us to completely develop graphical games with a generic framework, using a very simple interface to any platform environment. This has been successfully used to develop some 70 bespoke embedded minigames.