Red Fly Studio Christmas Party, originally uploaded by Red Fly Studio.

The whole team, minus John (taking the picture), Dustin and Will. Quite a group we’ve amassed here over this past year.

It’s a far cry from the first picture I posted from Woodrow’s less than a year ago.

Conference call with Red Fly New York, originally uploaded by Red Fly Studio.

James moved to New York last month. He’s still cranking away on stuff remotely, and today we’re talking about the user interface on a conference call with him and Frank Teran, our concept artist who lives in New Jersey, essentially forming an east coast branch of the studio.


This is my favorite article so far!

Late night problem solving and polish, originally uploaded by Red Fly Studio.

This is more traditionally the scene in a game studio the night before a milestone is due.Except for the part where Jeff’s smiling. That is rare (and little disturbing).

Tightening up the graphics on level 3., originally uploaded by Red Fly Studio.

A lot of videogame development doesn’t actually consist of playing a game. It’s mostly building geometry and textures, animating movement states and other stuff that doesn’t really feel like playing games. But there are times when the only way to make sure you’re doing the job right is to just outright play the game and see your hard work in motion on-screen.

Busy crew

December 7, 2007

Busy crew, originally uploaded by Red Fly Studio.

It still amazes me that just a few months ago, this part of the office was just a blank wall. With two projects running at full speed, we’ve had to totally fill all available space in this little office. It’s certainly exciting! We’ve been very careful about who we hire, so every seat is occupied by a truly remarkable individual.

More Ghostbusters press!

December 5, 2007

UPDATE: To clear up some confusion based on speculation in some of these articles, the Wii/PS2 version of Ghostbusters will contain the same single-player campaign experience as the PS360 version. We’re using Dan Aykroyd and Harold Ramis’ brilliant screenplay in its entirety for our version of the game. The multiplayer aspects of the game are simply bonus material made possible by the unique control mechanisms of the Nintendo Wii and our asset creation methodology.

Now, back to the press:


Games Radar reveals a little more about the Wii version of Ghostbusters (albeit alongside a screenshot of the Xbox36o/PS3 version).

DS Fanboy has high hopes for the DS version of Ghostbusters. Zen Studios won’t let them down.


The Blogosphere is abuzz with excitement about our game!


This isn’t directly related to the game, but check out this article on Proton Charging to see how much excitement there is for Ghostbusters stuff.


Australia’s Herald Sun wrote up a nice article summarizing the game.


PocketGamer and Nintendic reported the announcement of the DS version.


As always, feedback on Kotaku is passionate! Even though this article is focused on the PS360 build, I’d like to take this opportunity to point out that multiplayer (co-op, competitive and adversarial) are the key features focused on in the Wii build.