There sure is a lot of ground to cover in a post titled the “greatest” recap ever, it is almost like we have to go out there and claim that we’ve cured every known disease to mankind. Well we have! OK, maybe not, but we’ve got people on it, so don’t worry, “we’ve got this!”.
It has been a long year for dotBunny; we’ve gone through some rather traumatic experiences together as a team, but have grown from them and we have all came out stronger then before.
Shortly following the last GDC post we began producing numerous tech demos (3 in total) for a local company, Visual Sports. They were attempting to enter the game peripheral market space with a rather unique device, however for whatever reasons it appears that it did not take off. This was a pretty disheartening experience for some of us as we like it when our clients prosper and this was one of those situations where there wasn’t anything that we could do to help.
Another interesting thing that we worked on following that, was a bit more of a project management challenge. We worked on a fast sprint project to create a business grade MMO framework for the fine people at an unnamed company in an emerging space. While not entirely a game, we were able to leverage our Unity skill set to deliver a project which all other vendors approached said was not possible. It was not easy by any means, but it is our drive to deliver the impossible that got us through that critical crunch period.
So there’s a little sample of some of the things we’ve been doing to keep busy, but wait … theres more! What? You heard some guy at GDC pimping dotBunny? Something about Initum? Your not going crazy at all!
A while back we were approached by some industry veterans with the idea of creating a proper audio demo for Unity. Not officially sanctioned or commissioned, however we did eventually get their support, this project became something of a project of legends. The premise was simple, “how much can we get done in 2 weeks”. It was to be the perfect example of how a distributed team can work just as efficiently if not more, then a localized studio based one; and of course the whole putting something together in a two week period. Needless to say, it was a crazy experience for everyone involved, and we all agreed that there would be a future working together.
Finally, The Other Brothers.
What can we say, it is a project born out of love for the craft. A partnership between Bjorn Hurri, Thomas Pasieka, and our own Matthew Davey to create what very well may be one of the best looking pixel art games of all time. When the game was announced, it quickly became a media sensation and received an immediate fan base. TouchArcade was given an exclusive interview during early development, incase that link is dead a local copy of the interview is available here.
There is lots more going on, but as always we cannot talk much about anything. Till the next post … which surely will not be a year from now. As for the title of this post, it was inspired by “The Greatest Movie Ever Sold“.