Stacks of new desks

January 6, 2010

Stacks of new desks, originally uploaded by Red Fly Studio.

We’re filling them as quickly as we can install them. It’s a good thing we planned ahead when we chose the spot for our studio. We’ll need every square foot of real estate at this rate!

Cook or Be Cooked has made tremendous progress over the past few months. All content has been implemented in some form or another, and now it’s time to polish and tweak and fix until the game is really shiny.

Jeff and Jason pore over a profile of the engine to squeeze out as much performance as possible.

Playtesting Testers Liz and Mike go head-to-head in a cooking challenge.
Back in Gl33k’s offices, Evan and Matt lay down some mellow, jazzy tracks for the background music of Cook or Be Cooked. Tunes
Working diligently Ricky waits patiently for the Infernal Engine to build pod files so he can preview his latest fixes on the NDEV (Wii developer hardware).

Cooking fun

July 1, 2009



Cooking fun, originally uploaded by Red Fly Studio.

Everyone is checking out George’s latest level for Cook or Be Cooked. Constructing layers of lasagna in real life can be a little tedious, but thanks to the magic of video games, it’s quite entertaining when done with a Wii Remote and Nunchuck.

User Interface decisions

June 25, 2009

User Interface decisions, originally uploaded by Red Fly Studio.

Developing video games is an effort of constant iteration and improvement. Our project for Namco, Cook or Be Cooked, is no exception. Since the game relies heavily on its pointer- and gesture-driven interface, presenting options and controls to the player in a clear, concise manner is of the utmost importance.

We’re still making games, originally uploaded by Red Fly Studio.

With all the great reviews coming out for Ghostbusters, it’s worth mentioning that we’ve got other games in the pipeline, too. For example, we’re fortifying our alpha plan for Cook or Be Cooked. It’s been in production for a year, and we’re at that exciting point where the game can be played through in its entirety. We don’t have a lot of time to upgrade the game from “functional” to “bad-ass”, but we’ve got a great plan to do so.

Nothing to see here

April 13, 2009

I realize that this blog has been almost 100% links to reviews of Mushroom Men and previews of Ghostbusters lately, But since those projects are wrapped up or wrapping up, all of the projects we’re working on these days are as yet unannounced. So I can’t really show those off until the veil of secrecy has been lifted. I just wanted you to know that we’re keeping busy and learning from each title we produce, making each subsequent title a little better than the last.

nothingtoseehere

Solving problems

January 12, 2009

Solving problems, originally uploaded by Red Fly Studio.

The team works great collaboratively. The open environment engenders cross-discipline cooperation and idea-sharing.

New year

January 5, 2009



New year, originally uploaded by Red Fly Studio.

It’s time to ramp back up to full speed after the holidays.

Ghostbusters team meeting

December 11, 2008

Quick Ghostbusters status meeting Dustin tells all

Creative Lead Dustin Dobson reports back to the team after the Atari Live event last week in London. We’ve been very excited about the enthusiasm Atari has shown the Ghostbusters project since they acquired it from Activistion, especially the extra attention they’ve paid to our Wii version.

We’re still working

December 8, 2008

We’re still working, originally uploaded by Red Fly Studio.

There hasn’t been anything posted to the blog lately except articles about Ghostbusters and Mushroom Men, but we’re already hard at work on our future titles.