The time you could only use your cell to play games like Snake, Pinball and Tetris is long gone. More and more developers turn their attention to smartphone game development. Smart (excuse the pun) move if you ask us since smartphone users are expected to rise spectacularly over the coming years.
When we visited Casual Connect last year, we entered meetings with nothing but a vision and we returned home convinced we could forge our dream into a successful company. Going back to the place where the concept behind PreviewLabs came together for the first time is rather special for us.
We love our job so much we can’t stop coming up with cool game concepts even when we’re not at work. We entered the Global Game Jam with out latest brainchild and are quite pleased with the result, a puzzle game where you have to keep the spoken word alive in a world driven by mind control.
Success tastes a million times better than failure. Failing isn’t fun, but it’s in our human nature to make mistakes from time to time. When it’s bound to happen anyway, we’d better embrace our failures and find the value in them so we’re less likely to fail next time we try something out.
In order to get our name out there, PreviewLabs is listed in the Games Industry Black Book Q1&Q2 2011, a profile guide of game companies that’s freely distributed at all of the major industry events. And my, do we look strapping in that picture or what?
We never back away from a game making challenge so we’ve decided to participate in the Ludum Dare game development competition. 48 hours of programming, designing and producing visuals and music. No one to count on but yourself. Sleep is for the weak.
Meeting 40 companies in just three days seems like a daunting task but for a new company it’s a great way to create brand awareness. Half an hour isn’t much, but it’s enough to get our vision across and listen to some common issues developers run into with in-house prototyping.
At gamescom Crazy Monkey Studios successfully shopped around the concept for a puzzle game we came up with for them. Largely thanks to the playable prototype, publisher interest turned out to be high enough for the team to start full production on the game. We’ll share more details in due time.
After we tie up the last few lines of code for clients who want to showcase their prototype to publishers at the upcoming GDC and GamesCom events, it’s time to load up the truck with enough sausages and sauerkraut to last us through the German border, as we’re making our way to the events ourselves.
June 3-4, we attended the Festival of Games in Utrecht, the Netherlands. This event was a good opportunity to talk to other people in the game industry and spread the word about our rapid prototyping services. A big part of the Dutch game industry was present, as well as companies from all over the world. […]
It is always great to see one of your idols talk about how they became a success story. Ed Catmull of Pixar fame gave such a wonderful presentation at the 2007 Entrepreneurship Conferende at Stanford University that we have no other choice than to share it with you. Full video after the jump.
This is it! We’re off to prototype our rapid game prototyping company at the Casual Connect conference in Hamburg. This will be the very first time we’ll be pitching our ideas in the wild and we couldn’t be more excited about it.
Hi! We’re PreviewLabs and we build game prototypes faster than anyone. To put our money where our mouth is, for our inaugural post we’ll give you a look at our participation in the Global Game Jam 2010, where we made a fun platform game from scratch in 48 hours straight. Enjoy!