A really good interview with Gamecock’s Mike Wilson
September 28, 2007
They didn’t mention us in this interview, specifically, but our publisher has an interesting take on the industry. It’s neat working with these guys again. The founders of Red Fly Studio actually worked for the Gathering of Developers back when we were at Terminal Reality. The game Nocturne was the last project Dan, Kris and I worked on together before starting on Mushroom Men.
(Oh, and the “grand disaster” of the Blair Witch titles he mentions in the interview? Yeah. That was me. I produced Blair Witch Vol. 1: Rustin Parr. It’s good to learn that our initial impression of the success (or lack thereof) wasn’t entirely accurate. We were proud of our work, but that franchise buckled under its own weight before our game hit the shelves.)
Back at Gene’s
September 24, 2007
Back at Gene’s, originally uploaded by Red Fly Studio.
One of our earliest Red Fly Studio team lunches was here at Gene’s.
We’ve grown quite a bit since then.
New interview at Siliconera.
September 24, 2007
And then on the next day…
September 21, 2007
And then on the next day…, originally uploaded by Red Fly Studio.
With the 2-D map drawn out and actions plotted spatially, a simple block-out version of the level is extruded so Damien can actually drop in the hero character and begin running around immediately. The most basic scripting can be accomplished with just this slight amount of
artwork, and the details and flow will be laid out in their entirety before the artists look at this environment again.
This is how a level starts.
September 20, 2007
This is how a level starts., originally uploaded by Red Fly Studio.
Designer Ryan Mattson draws up an initial map and lists the key points to occur in the level.
Interview at Total Gamerzone
September 17, 2007
Saturday at Red Fly Studio
September 15, 2007
Saturday at Red Fly Studio, originally uploaded by Red Fly Studio.
We have a milestone due Monday, but this is what the studio looks like over the weekend. If you aren’t in this industry, the thought of an empty office on the weekend preceding a milestone delivery is probably nothing special. But most of us have been at studios in the past where mandatory weekends are necessary to get everything done in time. Thanks to good planning and the dedication of this team, there’s no need for us to come in over the weekend to finish the requirements for this month’s delivery. So let it be known to the entire blogosphere that I am very proud of this studio and everything we’ve accomplished so far.
Mushroom Men mentioned in WiiDS Podcast
September 10, 2007
Our game sounds way more legit when spoken about in a British accent.
The WiiDS podcast this week talks about The Art of the Matter, an argument about graphics, art and gameplay and what they have to do with each other. At about 36 minutes in, they hit this main discussion. At 42 minutes in, they talk specifically about how Mushroom Men benefits from the freedom of expression available when photorealism is not the focus of the art staff.
Late afternoon run to Jamba Juice
September 7, 2007
Late afternoon run to Jamba Juice, originally uploaded by Red Fly Studio.
After the hectic week of Austin Game Developers Conference (and Gamecock’s party last night), a lot of us need a restorative beverage.
Matt and Jimi from Okratron 5000
September 5, 2007
Matt and Jimi from Okratron 5000, originally uploaded by Red Fly Studio.
Our sound guys are visiting for the Austin Game Developer’s Conference.







