Research Findings Report

Researcher David ‘Tater’ Totco

A Look At Their Technology

with 27 comments

I almost forgot about this technology until Julie sent me the link for this video. I can not remember what they told me it was called. I felt like I was on a space craft looking at the wild gizmos and contraptions. I still can not believe that this type of device exists here on Earth. Where did it come from? Is it directly related to the Mushroom Men or is there some larger organization behind this? Is it the government? I do not have a clue where to begin looking.

My energy levels are low again. I hope to see Jules for a while this weekend. I must get away from this computer and spend some time somewhere safe and secluded. I have found that this life altering event has taken me so far away from the things I care about most. While I feel this energetic rush inside of me, the new and the profound swelling up like sun bursts; I also have this deep longing to hold on and embrace the man I was before all of this began. My robot is gone, so much time is spent looking for answers, and even though Jules has been there for me – I feel like we are not spending true time together any more. We used to have fun because we wanted to spend time together. Now, most of our interactions seem cold and distant because we are so focused on the mission at hand.

I remember my father saying something so very long ago, “when you find something you love, you have to hold on to it tight with both hands.” It is ironic, how he died.

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Written by davidtater

September 26, 2008 at 3:06 pm

Posted in Disturbance

27 Responses

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  1. Dude, it is used for good. It’s a video game system, like a handheld Atari. A game about mushroom men is coming out on that, and another system. And before you say it, no the video game systems have nothing to do with the game, except that it is played on them. I still think the game is just coincedence, but the people who make the systems, and the people who are making the game are different and not connected at all.

    Justin

    September 26, 2008 at 3:17 pm

  2. I don’t understand the hype about those games. I am sorry that your robot was taken. I know how much she meant to you.

    Sylvana

    September 26, 2008 at 4:30 pm

  3. nintendo is gaming company made in 1889 in japan, as a card company.

    ike714

    September 26, 2008 at 4:52 pm

  4. Ah! I’ve been reading your blog since it started, Tater. I do believe it is time to reveal myself.

    My name is Ryan ‘Apple’ Pio. You see, what has happened to you the past couple of months…has happened to me.

    BUT, I laid traps for these ‘mushroom men’ and managed to catch one. They can communicate…it is amazing.

    Dylan ‘Apple’ Pio

    September 28, 2008 at 7:43 am

  5. Dylan, was I right, was it in all in self defense!? What kind was it? Did it look like anything from the game? Spare no details!!

    Justin

    September 28, 2008 at 11:46 am

  6. well im back! hehe. some great skateing went down!

    but reallly though i think that instead of confronting them you should observe at a distance and take notes.

    i am still curious as to what kind of dog you have.

    as to the gaming sytstem its called a Nintendo DS. i dont know what the DS stand for. i own a DS.

    how did your father die?(if you dont mind me asking)

    and im sorry to hear about you and jules.

    -Dylan- HWta are you waiting for? please disclose what you have found out about the mushrooms. that would be wondeful!

    again sorry about the joke tater.
    -Aaron

    Aaron

    September 28, 2008 at 4:00 pm

  7. show us! if you do i will not think tater is doing viral marketing! I’ve never seen a real one, saince i live in syracuse, new york. AKA central new york.
    SUPER MARIO O RPG, IT IS THE ONLY ONE JUST FOR ME. WHEN I PLAY THE GAME I GET LOST IN A PHASE, THEN I FIND OUT I’AM STUCK IN GENO’S MAZE.

    ike714

    September 28, 2008 at 6:35 pm

  8. My lord there, Tater! You’re attracting an odd crowd of followers these days. You know, with each post you make, the more I think I might need to sit down and have a long and productive conversation with you about popular culture.

    iamnate

    September 28, 2008 at 9:47 pm

  9. Not that I would diss Mario RPG or Geno, but ummm WTF!?!

    Justin

    September 29, 2008 at 8:50 am

  10. I managed to find a mushroom man and kill it. They are EVERYWHERE…I’m afraid to go to sleep at night now because they might poison and/or cut me!

    At first I didn’t believe you, Tater…now I do. The game is VERY, VERY real.

    It makes me sick just thinking about it.

    I can’t wait for the games to come out so I can play them though. ^__~

    Penguin

    September 29, 2008 at 1:57 pm

  11. don’t kill it!

    Justin

    September 29, 2008 at 4:01 pm

  12. Why aren’t you people posting pictures of this??

    Sylvana

    September 29, 2008 at 10:55 pm

  13. There are just so many of you. Thank you all for helping me spread the word.

    Justin – I have been reading the wikipedia research paper on “Video Games” to try to understand what you are talking about.

    Sylvana – Yes, my robot meant everything to me. However, we can not change the past and she is gone now. I am focused on the future. Thank you for your support. You are wonderful.

    ike719 – A “card” company? Such as Halmark? What is Geno’s Maze?

    Dylan ‘Apple’ Pio – Please tell me more information. Do you have any photographs? Forgive me, I can not take you seriously until I see proof. Many people have been trying to trick me. Are you sure they can communicate? How do they do it?

    Aaron – I do not intend to confront them unless I have to. My father. I do not like talking about what happened. They screamed, “let go of the rope!” He loved hot air balloons so much.

    iamnate – It has been a while. I am happy to see your face again. Who drew the cartoon of you? Yes, you seem to know things about Mushrooms. I would like to talk to you to.

    Penguin – How did you kill one?! Do not play the game! They are messing with our minds! Watch your thoughts!

    Sylvana – Yes, they should all be posting pictures!

    davidtater

    October 2, 2008 at 6:30 pm

  14. the one thing i said at they end of comment is from a song.

    ********************LYRICS************* **********

    Goomba: Hey, have you heard about that Mario guy?
    Koopa: Him? You mean?
    Goomba: Yea, the one with the mushrooms
    Koopa: Yea!
    Goomba: You know, the one jumping around in the forest
    Koopa: Yea, yea, I know him, I know him
    Goomba: Yes? Okay, hey check it out!

    Super Mario RPG
    The game is the only one just for me
    When I play the game, I get lost in a phase
    Then I find out I’m stuck in Geno’s Maze

    Mario: Gimme Frog Coins!
    Bowser: Gimme Mario!
    Mario: Gimme Frog Coins!
    Bowser: Gimme Mallow!
    Mario: Gimme See Ya!
    Bowser: Gimme Geno!
    Mario: Gimme Cookies!

    Magikoopa: Of course, we will get you that Mario

    Bowser: We need to mute that stupid voice
    Mario: I need to get those damn frog coins

    There are many secrets in this game!
    Many of which drive some peeps insane!
    Why we try to cheat in a really good game?
    Just sounds like crap and it makes you look lame!

    Exiting the forest is super simple:
    All you do is follow these path turns
    For the rest of your gaming life

    Speaker: Gimme Star Eye, gimme Cookies, gimme See Ya,
    gimme Great Guy’s Casino gimme everything i need

    Mario: Wait, wait, wait, who are you?

    Exor: Hahahahaha.

    Exor’s Verse:
    My name is Exor, I’m the rappers angel
    Travelling Blade with the Axem Rangers
    Why should lamers like Mario with his Party of
    A bunch of retarded Joes
    Fix a Star Road, I don’t think so
    (Geno: Geno Whirl!) I don’t blink slow (Geno: Let’s do this!)
    Cause every time I drive and rhyme a rhyme I damage my right eye more than nine times ninety nine

    Mario’s Verse:
    Lately’s been a boredom and lack of interest
    Little cats call us fags and incestous
    Italian guy, gotta buy some time to blast right past
    Rescue the captive princesses
    Koopas and Gombas, them I just laugh at
    I’ma hit “A” to raise the level of attacks
    Don’t fight the poverty, but hey! Kids that are lonely can
    drop it and play my game to get their bodies to act glad

    Dialogue 1:
    Mallow: Gimme
    Croco: My name is Croco
    Mallow: Gimme, gimme
    Croco: Wallet
    Mallow: Gimme
    Croco: Wallet
    Mallow: Gimme, gimme
    Croco: In the end of the game
    Mallow: Gimme
    Croco: Items
    Mallow: Gimme, gimme
    Croco: Something rare

    Dialogue 2:
    Great Guy: Oh, hello!
    Mario: Oh, it’s a little creepy up here
    Great Guy: Yea, it is
    Mario: I’m a little low on hit points
    Great Guy: Okay?
    Mario: You have any refreshments?
    Great Guy: Yea, you can take this mushroom
    Mario: BUT IT’S ROTTEN!!

    Princess Toadstools Verse:
    I am just a princess, please help me!
    Booster is scary.
    I’ve heard rumours he’s taking me to Marrymore
    but I don’t wanna marry more I wanna marry Mario

    Mario: Gimme Frog Coins!
    Bowser: Gimme Mario!
    Mario: Gimme Frog Coins!
    Bowser: Gimme Mallow!
    Mario: Gimme SeeYa!
    Bowser: Gimme Geno!

    Princess Toadstool: Gimme my frying pan and parasol

    There are many secrets in this game!
    Many of which drive some peeps insane!
    Why we try to cheat in a really good game?
    Just sounds like crap and it makes you look lame!

    Exiting the forest is super simple:
    All you do is follow these path turns
    For the rest of your gaming life.

    ike714

    October 2, 2008 at 6:55 pm

  15. iamnate portriat is charater from the show cowboy bebop i think.

    Cowboy Bebop (カウボーイビバップ, Kaubōi Bibappu?) is a Japanese animated television series. Directed by Shinichirō Watanabe and written by Keiko Nobumoto, Cowboy Bebop was produced by Sunrise. Consisting of 26 episodes, the series follows the adventures of a group of bounty hunters traveling on their spaceship, the Bebop, in the year 2071.

    Cowboy Bebop was a commercial success both in Japan and international markets, notably in the United States. After this reception, Sony Pictures released a feature film, Knockin’ on Heaven’s Door to theaters worldwide and followed up with an international DVD release. Two manga adaptations were serialized in Kadokawa Shoten’s Asuka Fantasy DX.

    Cowboy Bebop has been strongly influenced by American music, especially the jazz movements of the 1940s, 1950s and 1960s and the early rock era of the 1950s, 1960s and 1970s. Many of its action sequences, from space battles to hand-to-hand martial arts combat, are set and timed to music. Following the musical theme, episodes are called Sessions, and the episode titles are often borrowed from album or song names (“Sympathy for the Devil”, “Honky Tonk Women”, or “My Funny Valentine” to name a few), or make use of a genre name (“Mushroom Samba” or “Heavy Metal Queen”) indicating a given episode’s musical theme.

    Contents [hide]
    1 Plot
    1.1 Background
    2 Characters
    3 Production
    3.1 Staff
    4 Reception
    4.1 Japan
    4.2 International
    4.3 Legacy
    5 Influence on pop culture
    6 Soundtrack
    6.1 Cowboy Bebop The Series
    6.2 Cowboy Bebop The Movie
    6.3 Theme songs
    7 Other media
    8 Live-Action Movie
    9 Continuation rumors
    10 References
    11 External links

    [edit] Plot
    Further information: List of Cowboy Bebop episodes
    In the year 2071 AD, the crew of the spaceship Bebop travel the solar system trying to apprehend bounties. Nation-states have collapsed, and various races and peoples live throughout the solar system. In the slang of the era, “Cowboys” are bounty hunters. Most episodes revolve around a specific bounty, but the show often shares its focus with the pasts of each of the four main characters and of more general past events, which are revealed and brought together as the series progresses.

    [edit] Background
    In the year 2021, ring-shaped hyperspace gateways (also referred to as “Astral Gates”) were constructed across the solar system, allowing very fast and easy interplanetary travel between the colonies on other planets, moons, space stations, and asteroids. Unfortunately, the Gate network contained a fatal instability that was revealed to -but subsequently ignored by- the Gate contractors who built the transport system. Because of their negligence, the instability between the Astral Gates grew, and eventually came to a head when the Gate between Earth and the Moon exploded, releasing a powerful burst of energy that cracked the Moon and shattered a massive piece of it. In a catastrophic disaster referred to as The Gate Accident, meteoric debris from the devastated Moon rained down on Earth, destroying much of the besieged planet’s surface. The death toll was by far the single most catastrophic in recorded history; around 4.7 billion lives were lost in the initial incident alone. Decades later, debris from the disaster still falls on Earth with the same frequency as rainstorms (“rock showers” are a part of daily weather forecasts), forcing the remaining people on Earth to live mostly underground. Most left Earth after the Gate Incident and spread out across the solar system, living in colonies on Venus, Mars, some habitable asteroids, Saturn’s moon Titan, and the Galilean moons of Jupiter, as well as many space stations and a penal colony on Pluto. As shown by posters and ads, the solar community is still very racially and culturally diverse, and English, French, Arabic, Hebrew, Spanish, Russian, Turkish, Korean, Mandarin and Japanese are some of the languages shown to be currently used. The total population of the solar system in 2071, when the series takes place, is only 1.5 billion.

    Many of Mars’s impact craters were domed and transformed into thriving metropolitan areas for those who could afford to live there. Venus was terraformed, with oxygen provided by a species of oxygen-producing plants floating in the atmosphere. This is not a perfect process, however, since the spores of these plants cause “Venus Sickness” in some people. This condition, left untreated, may lead to blindness or death, and proper treatment is expensive. Many moons of Jupiter, such as Callisto, Io, Europa, and Ganymede, have been terraformed and colonized with varying degrees of success. Callisto is a cold, almost-inhospitable moon (with the entirely male city, Blue Crow). Meanwhile, Ganymede is almost completely covered by water and is known for its declining fishing industry. Titan, Saturn’s largest moon, is a barren desert world whose population has been at war since the 2060s. The Titan War II in 2068 was survived by veterans such as the characters Vicious, Gren, Vincent, and Electra. There is a Solar System Penitentiary on Pluto, and certain asteroids (such as Tijuana, the asteroid colony seen in the first episode) have been colonized for their minerals and other natural resources.

    After the advent of space travel, the bounty system of the Old West was reinstated by the government to help curb growing crime levels. Bounty hunters are encouraged to capture criminals and return them (alive and relatively unharmed) to the authorities for monetary rewards, in part through a regular television broadcast of “Big Shot”, a bounty-hunter news program featuring a heavily-accented Mexican named Punch and a perky blonde named Judy (a reference to the puppets of the same name). In addition, ruthless crime syndicates have large influence in the Solar System, indulging in such fields as bribery, murder, extortion, drug dealing, money laundering and other criminal offenses. The Woolong is the universal currency, and paper money is less common since more people carry convenient money cards and rely on digital transfers.

    The technology in the world of Cowboy Bebop has undergone advances to accommodate 21st century life in the Solar System. Medical advancements such as artificial organs, organ regrowth and cryogenic freezing have been mastered and are in full use. Hardware called the “Alpha Catch” provides a mind-machine interface for capturing or projecting video from memories. Virtual reality gaming is standard, and analog hardware such as videocassettes (VHS or beta) can only be found as antiques. Finally, World Wide Web has evolved into a massive Solar System Web (SSW). With these technological advancements also came a new breed of hackers, known as “Net Divers” in slang.

    Space travel is made relatively easy, but artificial gravity is still limited to centrifugal force. Some directed energy weapons have also been built, but ballistic and explosive weapons are principally used. In addition to that many gun models present today are widely used in the series.

    [edit] Characters
    Main article: List of Cowboy Bebop characters

    Promotional poster of Cowboy Bebop, featuring the crew of the Bebop.The series features a crew of distinct main characters. The first two introduced in the series are Spike Spiegel and Jet Black. The two pilot their former fishing trawler spaceship, the Bebop, and work as bounty hunters. As the series progresses, more characters are introduced and become members of the Bebop crew.

    Antagonists include a variety of bounties that the crew hunt to collect funding. Although the Bebop crew is typically broke, its members manage to keep themselves afloat financially by capturing the occasional bounty-head.

    Spike Spiegel is a former member of the Red Dragon Crime Syndicate who is haunted by the memory of his time in the organization, namely his romantic relationship with a mysterious woman named Julia, and his former syndicate partner, Vicious.

    Jet Black, a former Inter-Solar System Police (ISSP) officer and the owner of the Bebop. Once called “The Black Dog” by his fellow officers for his relentless nature, he bears a cybernetic arm as constant reminder of what happened when he rushed into trouble without looking first. Like Spike, he is haunted by the memory of a woman: Alisa, his longtime girlfriend who left him without notice.

    Ein, a Welsh Corgi and former lab animal identified as a “data dog” by the scientists who created him. The reason for this title is never explained, but it is suggested that he possesses enhanced intelligence, which he displays in subtle ways throughout the series. Despite his enhanced intelligence and comprehension, the rest of the Bebop crew typically fail to notice these qualities.

    Faye Valentine, an amnesiac awakened from a 54-year cryogenic slumber after being injured. She is tricked into assuming the debt of the man that woke her, and constantly attempts to gamble on quick cash as a solution to her debt. Her past and her real name are a mystery as the name “Valentine” was given to her by a doctor. Her history is unraveled progressively throughout the series.

    Edward, a young, eccentric computer genius and master hacker. Though she is a girl, there is a popular confusion as to Ed’s gender due to her name and androgynous appearance. She gave herself the long and fanciful name “Edward Wong Hau Pepelu Tivrusky IV” after running away to an orphanage, but after her father is found it is revealed later on that her real name is Françoise Appledelhi. She goes by the name Radical Edward when hacking, and commonly spends the most time with Ein.

    Vicious, Spike’s former syndicate partner and the only recurring antagonist of the series. He is seen in several episodes grabbing for power within the organization by killing members of the organizations leadership. His relationship with Spike and Julia is displayed through flashbacks that Spike experiences, but never explained in detail.

    Julia, a beautiful and mysterious woman from both Spike and Vicious’ pasts. Despite being among the main driving points for the entire series, Julia only appears in flashbacks until the final two episodes of the series. She acts as a stark contrast to the world around her—her blond hair, bright red umbrella and automobile stand out in the otherwise drab environments that she inhabits

    ike714

    October 2, 2008 at 10:45 pm

  16. The Red Fly Team and their kids.

    Dan Borth
    Creative Director/ CEO
    With 12 years of experience in the industry, Dan maintains a broad range of expertise including modeling, texturing, animation, and sculpture. He has also worked at some of the leading studios in the industry for Nintendo, Sony, and Microsoft.
    Kris Taylor
    Art Director
    Kris Taylor began working in the game industry in 1996 as a sculptor and cinematic artist, and he has been working on games, film, and commercials ever since. Having worked at leading companies such as Retro Studios, Sony Online Entertainment, and Microsoft (where he was a Lead on a high profile Xbox 360 game title), Kris drives the delivery of the high end work for which Red Fly Studio is well-known.
    Frank Teran
    Lead Concept Artist
    Although drawing since the age of 2, Frank’s “professional” career began in comic books, illustrating stories freelance for all the mainstream publishers like DC/Vertigo, Marvel, Dark Horse and Image Comics for about 7 years before taking the plunge into the murky abyss of game development. Since then, he’s done conceptual/promotional art for Ion Storm (Thief: Deadly Shadows), Eidos, Breakaway, Obsidian (Neverwinter Nights 2) and Epic Games (Gears of War).
    Now he’s here with the rest of these maggots at Red Fly Studio.
    Jeff Mills
    Director of Production
    Jeff started his career at 7th Level with Dan and Kris, serving as Technical Director for Return to Krondor. Nicknamed “Jeff-3PO” by his peers because of his ability to serve as translator between programmers and artists and his robotic efficiency, Jeff has spent his career as a facilitator among the various disciplines within the development studio structure. Part programmer, part artist, part scripter, his experience gives him valuable insight into the process of developing video games. He spent eight years at Terminal Reality producing Nocturne, Blair Witch: Vol 1, and the BloodRayne series. He brought Terminal Reality’s powerful Infernal Engine with him to serve as the foundation for Red Fly Studio’s games.
    Peter Marquardt
    Director of Operations
    Peter has spent over a decade working on top-notch titles for Microsoft Game Studios and Eidos including: Brute Force, Deus Ex: Invisible War, FreeLancer, Conquest: Frontier Wars and the original masterpiece Deus Ex. He performed in front of the camera in Wing Commander 4 and shot Antonio Banderas’ hand in Desperado. He also worked on Dominion: Storm Over Gift 3, but since most of our hands are stained by that, we don’t hold it against him.
    Chad Barron
    External Producer
    Chad Barron has over 12 years of professional game development experience to his credit in various roles across the industry. He has held positions handling internal production projects for various studios to Mar/Comm responsibilities for an industry leader in Middleware to being the External Director for a new handheld platform. In addition to bringing a wealth of PR/Marketing and production knowledge to the Studio, Chad also brings to the team strong connections in the gaming industry, including press, technology vendors and publishers.
    James Clarendon
    Lead Programmer
    James Clarendon started in the games industry by hacking the Pac-Man arcade game for a small arcade repair shop in 1996. After that, he joined Electronic Arts / Tiburon to work on Madden NFL Football 2002 for the PC. From there, he went to Compulsive Development to work on the PC titles Bicycle Cards and Bicycle Casino for Microsoft.
    After a short stint at Glass Eye Entertainment, who took over Compulsive, he went to Ion Storm in 2002 to work on Deus Ex 2: Invisible War and Thief: Deadly Shadows for the XBox and PC. Work began on a third title in the Deus Ex universe, but when the company folded he moved on to Fizz Factor (aka the Austin branch of Amaze Entertainment). There he worked on a GameKey game expansion for the JAKKS Pacific TV Game version of The Fantastic Four. When this was completed, he moved on to Breakaway Games to work on serious games as well as forays into next-gen console and handheld work.
    He resides in Austin, Texas with an exceedingly gray cat and a gigantic collection of classic (and not-so-classic) game systems, from the Neo Geo to the Atari Lynx.
    Bob Frye
    Artist
    Bob Frye has spent the last 14 years working for Origin Systems and Digital Anvil in Austin where he contributed textures, models, and animation for games such as: Ultima VII: The Black Gate, Ultima Underworld II, Wing Commander: Privateer, Bioforge, Ultima IX: Ascension, Ultima Online and Freelancer.
    Johari Templin
    Lead Environment Artist
    Johari started at Origin Systems in 1993 working on Ultima 8 and a WWI flight game called Wings of Glory. For Crusader No Remorse he built props and characters. In 1995 he moved to Simtex/Microprose to work on Agent Of Justice designing and modeling characters. In 1998 he went to Digital Anvil/Microsoft to work on Freelancer modeling characters and props. He also created character concepts and large environments for Enwor and Lonstar.
    Brett Harris
    Lead Animator
    Brett Harris has 7 years experience in the gaming industry working for Kinesoft and Digital Anvil/ Microsoft on PC and Xbox titles. He has worked as an animator and later as a lead on various projects such as Crimson Order, Freelancer 2, Brute Force, and Enwor.
    Jeff Lake
    Programmer
    Jeff started in the game industry at Edge of Reality in Austin working on a PS2/Xbox title. He then moved to Wolfpack Studios where he maintained the live MMO Shadowbane for many moons. When Wolfpack Studios became Stray Bullet Games, Jeff stayed on for the ride, and between the two, he worked on more unreleased MMO prototypes than you can shake a stick at. Now he’s excited to be back in console games at Red Fly.
    Will Kier
    Lead Artist
    Will’s career started at Sega back in 1991, making simple games for the Game Gear and Sega Genesis where he helped ship half a dozen titles in as many years. The highlight: working on the overkills, vendettas, and sudden deaths for Eternal Champions: Challenge from the Dark Side, voted most violent game of that year and more recently listed as number one on IGN’s top ten list of best gore effects. Hell yeah!
    Will moved to Austin in 1997 to work at Origin Systems on Wing Commander Prophecy and eventually moved to Sony to sculpt environments for Star Wars Galaxies. But after spending seven years working on MMOs Will is ecstatic to once again work on console games, where the games are at their most creative, and there is no such thing as player housing.
    Zach Jaquays
    Artist
    Zach cut his teeth in the industry on mobile games with Klear Games, creating sprites for the Catwoman and Batman Begins cell phone games. From there, he went on to modeling, texturing, and rigging in-game assets for Ensemble Studios on Age of Empires III and its subsequent expansion, Age of Empires III: The Warchiefs.
    Delvin Mason
    Gameplay Programmer
    Delvin enthusiastically joins Red Fly Studio as a recent graduate of Rochester Institute of Technology in New York where his studies included Computer Science.Until now, he has worked on many student projects, but now it’s time to step into the big leagues.Delvin joins Red Fly Studio as a Gameplay Programmer.
    John Alme
    Producer
    John brings a wealth of QA and production experience to Red Fly after spending time at Digital Anvil, Ion Storm, and Junction Point Studios.
    Andrew Morris
    Environment Artist
    Andrew has been both an avid gamer and a dedicated artist since his youth. He started creating games early with modifications for the original Unreal Tournament, and his love for creating art for games grew into a career. Red Fly is the first *paying* job he has had creating models and textures for games.
    Damien DiFede
    Gameplay Programmer
    Damien began programming games as a founding member of Kokoromi, a game collective currently based in Montréal. He helped organize GAMMA 01: Audio Feed, an indy game presentation/party at the 2006 Montréal International Game Summit and then co-presented the games from that event at the 2007 GDC Experimental Games Workshop. He is also a contributor to the Cubid+ project of the Hexagram Institute for Research/Creation in Media Arts and Technologies.
    Brad Futch
    Programmer
    Brad comes to the industry by way of many years of academic programming in the fields of both Computer Graphics and Physics. Brad studied Physics up to the Masters level and decided to leave his academic career behind for his long-time dream career in games. Brad started his career working for a Boston based independent developer Mad Doc Software where he worked on several unannounced titles for the XBOX360 and PC.
    John Kelly
    Gameplay Programmer
    John has loved games ever since he was young. He has always wanted the opportunity to make games professionally. By joining Red Fly Studio as Gameplay Programmer, he is living that dream. Before joining Red Fly, he graduated from Georgia Tech and has worked as a content tester for Game Tap before performing as an intern for Electronic Arts where worked on the Superman Returns Game.
    Matt Lopez
    Environment Artist
    Matt came to Red Fly after finishing school in Los Angeles. While there he worked on several mod’s with the Game Wizards production team. He entered the industry as a modeling and texture artist at Climax working on PSP titles. From there he went on to Isopod Labs as a vehicle artist for an unannounced Xbox Live game.
    Bill Daly
    Lead Artist
    In 1996 Bill went to work for 7th Level along with Dan, Kris and Jeff. Since then his career has taken him to Ion Storm, Edge of Reality, Retro Studios, Sony Online Entertainment and Bioware Corp, where he had the opportunity to master his trade. Focusing the past half of his career on character/creature assets and player customization systems for MMORPGs, Bill is excited to direct his skills toward the console game market. Returning to work with his long time industry brethren at Red Fly Studio, he feels right at home.
    T.A.S.
    Concept Artist
    Thomas A. Szakolczay started his career back in 99. Westwood Studios in Vegas decided to give this kid a break as a concept artist, and it was good! With 3 years and 3 titles under his belt, it was time to move on. Crawling from the dustbowl, T.A.S. decided to explore new opportunities in Los Angeles and landed a job at Gray Matter Studios. T.A.S. was happy in his new home, but all was not as it seemed, a dark cloud descended on the small happy studio and thus began his service for Activision were he pumped out concepts and character models for 3 WW2 games.T.A.S. was at his wit’s end and sought to regain his lost sense of creative expression. Taking pity on poor T.A.S.’s plight, A Red Fly came to visit him, said it would make things better and took him under its creepy translucent wing… and it was great!
    Nick Reynolds
    Environment Artist
    At 18 months old Nick climbed a ladder his dad had been using to fix the air conditioner on the roof, when he reached the peak he sat down and started to draw with the paper and markers he had brought along. After surviving many other life endangering adventures he finished art school and started his career as an environment artist at Pandemic studios working on Mercenaries. From there he went on to work on Spy vs Spy, Ghost Recon: Advanced Warfighter and Darksiders.
    Todd Swanson
    Animator
    Todd made his way into the game industry after spending two years in school for computer animation. In 2005 he was hired at Mad Doc Software where he worked on several unreleased Unreal3 projects. He joined the ranks of Red Fly in hopes of bringing his own individual flavor to the Studio’s already unique artistic vision.
    Doug Kavanagh
    Environment Artist
    Dustin Dobson
    Tech Artist
    Dustin has been writing bios about himself since 1999 when he first started in the game industry. He must really love them since he’s moved around quite often he’s had to write a lot of them. When not writing bios he strives to do things that would eventually end up in some bio in the future. For example, he recently worked at THQ and shipped Saints Row as a vehicle art coordinator. He’s also worked in the past as a lead artist, technical artist, senior artist, senior texture artist, senior modeler, fx artist, and before that he worked as just an artist. Studios he’s worked at have include Vigil Games, Volition, Vicious Cycle and several others that don’t start with the letter ‘V’.
    Hoping to never have to write another bio (after this one) Dustin joined Red Fly Studio in late 2007.
    Kurt Margenau
    Gameplay Programmer
    Kurt used to make his own Flash games, and interned at EA Tiburon before graduating from Georgia Tech. Now he joins the scripting team at Red Fly, where he can truly live the dream. He loves games, and all things epic.
    Rudy Diaz
    Environment Artist
    Rudy went to elementary school, he loved it. He played games and drew turtles that were ninjas. He went to art school and then started making video games. First at Vicious Cycle, then time off, then at Vigil, and now at Red Fly. “Austin is nice” he said once. El Paso is the place of his birth, way back in ’82 when you weren’t even born yet. “Making games is fun” he stated once. Just the other day he said he hated the internet, but then changed his mind about it.
    Ted Jump
    Senior ProgrammerTed’s start in the game industry arrived inevitably after associating over-long with Amiga software developers in various cities, when he was brought in to help with the Fighter Duel project at Jaeger Software back in the early 90’s.
    This led not to a lifelong addiction to WW2 air-combat simulators, but instead to a lifelong addiction to the more fun and interesting problem solving found in making games. An addiction that while both his family and wife recognize, they do not understand.
    On the journey Ted has taught and been schooled by many excellent people both software- and content- engineers: he helped ship the PC version of Fighter Duel in multiplayer/multilingual form; Moved to console development with Retro Studios in the late 90’s to work on what would become Metroid Prime on the GameCube; through a slight diversion into the Dot Com world making electronic versions of the Australian National newspaper with NewStand, Inc; back into games with Ion Storm where he would help ship both Deus Ex:Invisible War and Thief:Deadly Shadows on both PC and Xbox; a stint doing Serious Games of various types for the eventually-doomed Breakaway Games Austin studio; and completing a short tour with Electronic Arts’ Mythic studio working on Warhammer Online. Ted is now very happy to be finding himself working again on the Nintendo platform which he feels is the most-fun development-wise since the Amiga.
    When not working on code, or playing on the rocky landscape of Texas with his bicycle, Ted can be found slightly north of Austin TX where the three resident cats allow him and his wife to put out food and change the litter boxes.
    Erik Touve
    Senior Programmer
    Erik Touve started programming professionally in 1995 and entered the games industry in 2000 at Glass Eye Entertainment and began work on the Microsoft Casino team as a game programmer.
    In 2003 he went to Ion Storm Austin to work on Thief: Deadly Shadows. After finishing Thief he assisted on pre-production efforts for a new Deus Ex title before Ion Storm closed its doors.
    For a brief stint he worked in the cell-phone space and later he joined BreakAway Games working on serious games for the military and pre-production for a next-gen console title. Erik recently worked for EA/Mythic’s Warhammer Online for the PC.
    Erik lives in Austin Texas. He and his wife Julia recently owned and operated the world famous “Macho Taco” in South Austin, serving the best authentic food on planet Earth.
    Rich Wilson
    Lead Designer
    Rich began designing levels in 1986. His first project was a 50 level expansion of Donkey Kong Jr. that never made it out of the paper map phase due to the fact that he was still in the 2nd grade. Since then he’s dabbled in computer science and fine arts, drifting through disciplines before finally deciding on design. Previously working at High Voltage software in Chicago, Rich decided to thaw out and head to Austin to design levels for Darksiders at Vigil Games. Now he finds himself here, mining the fun from the cave walls at Red Fly.
    Brett Schroeder
    Animator
    Brett was working as a Biological Scientist for the University Of Florida Department Of Medicine when he began drawing a comic strip for the university’s newspaper. That led to a freelance position with The Gainesville Sun as their first Editorial Cartoonist. Soon he managed to get a comic strip syndicated and strangers began offering him money for his scribbles. When it dawned on him that he might be able to make a living as a full-time artist he put microbiology behind him and matriculated at Ringling School of Art and Design. Upon graduation he was able to add to his unrelated bachelor’s degree collection with a BFA in Computer Animation.
    Brett comes to Red Fly from Sony Pictures Imageworks in Los Angeles where he worked as a Character Animator on such films as Narnia, Monster House, Beowulf, and I Am Legend.
    Damon Lane Waldrip
    Character Technical Director
    Damon is a 14-year veteran in the games industry, and has shipped 9 titles (and of course worked on the inevitable few sad ones that have never seen the light of day). After studying art and music at U.T. Austin, he started his career in games at Origin Systems. There, he helped make Wing Commander Armada, Wing Commander 3 (for the 3DO), Wing Commander 4, Wing Commander Prophecy, and also contributed to Ultima 9 and Ultima Online 2. He eventually went on to Sony Online Entertainment to make Star Wars Galaxies. He is pleased and proud to bring his skills and knowledge to the excellent creative team at Red Fly.
    Tre Zieman
    Environment Artist
    Tre has been a game developer since 1995, and has worked at Acclaim Studios Austin, Wolfpack Studios, Breakaway Games, Junction Point, and now Red Fly. He has been a character artist, environment artist, animator, and lead environment artist over the years, working on several titles, including Turok: Dinosaur Hunter, Turok 2: Seeds of Evil, Turok 3: Oblivion, Turok: Rage Wars, Shadowbane, The Red Star, and others (including some ‘serious games’ and prototypes). He was attracted to Red Fly by the cool projects, the talented team (many of whom he’s worked with previously), and the contagious energy of the studio. In his personal time, Tre enjoys life casting and creating special makeup effects. He can also juggle, which isn’t as useful as one might expect.
    Ricky Cambier
    Gameplay Programmer
    Ricky Cambier thinks video games are where it is at. The only thing better than art you can watch is art you can play. He cut his teeth as a professional game designer at Aspyr Media, right here in Austin, working on three titles in the Sims Stories line. Before arriving in Texas he toured the US and Europe, performing and creating theatre pieces with a variety of ensembles. He is proud to join Red Fly Studio and help realize their vision.
    Kevin Albers
    Environment Artist
    Kevin started out in the field of computer graphics producing animations for industrial training videos, learning more about pretzel manufacturing and the frequency of customers finding used syringes in packages of snack food than any mortal should ever know. He switched over to making art for video games once the thrill of that career was gone, and has been working on games for the last dozen years or so. Working for studios including Microprose, Digital Anvil, Warthog, Terminal Reality, Spacetime Studios and now Red Fly Studio, Kevin has worked on almost every aspect of game art production. In the last few years he has gravitated toward making environments. Games he has worked on include Master of Orion II, Freelancer, Spongebob Squarepants:Revenge of the Flying Dutchman, Spyhunter 3, and recently both the Xbox360/PS3 and Wii versions of Ghostbusters.
    Justin Gilbert
    Programmer
    Justin Gilbert has been programming professionally for 8 years. He cut his teeth at Leading Edge Media where he created robust database driven web applications and back-end intranets. He then decided to go back to school and obtained a Bachelors Degree in Game Development at Full Sail Real World Education. After graduating he moved his family to Austin so he could work Multimedia Games. After a short stint there he happily moved over to Red Fly doing console development.
    Bill Kirkman
    Gameplay Programmer
    A graduate of the Full Sail Bachelor program, former programmer at Webfoot Technologies (which deals largely in licensed hand-held titles for the DS), and fellow gaming enthusiast. After braving the bitter colds of Chicago, Bill is fortunate to find himself a scripter position with Red Fly in the beautiful Austin area. His interests include: Games (both table-top and electronic), waveboarding (think a skateboard, but with 2 wheels), anime, manga, comics, books, long walks on the beach, and making cheesecake (which, by the way, is neither cheese nor a cake).
    Herbie Piland
    Gameplay Programmer
    Herbie has been playing and designing video games since the late 80s, when his older sister unearthed a dusty Atari system in order to spare her Smurf collection from being conscripted into yet another lopsided battle against a fierce squad of Lego men. As he grew up, Herbie continued to work on his own games across a variety of genres and formats, picking up two degrees from Old Dominion University along the way before finally breaking into the industry as a Gameplay Programmer at Red Fly Studio. It is rumored he thinks ferrets are really cool, but information on this is sketchy at best.
    Carlos Mijares
    Gameplay Programmer
    Starting his game development career after graduating from the Full Sail Bachelor of Science program, Venezuela-grown Carlos joined Midway Studios Austin as a Game Designer and worked on an unannounced next-gen console game. Now, he’s very excited to continue living the dream at the creative think tank of Red Fly Studio. Aside from playing games non-stop since the NES era, he also loves baseball, comic books, anime, manga, and pursuing random interests when the mood strikes, such as smirking while looking up for no particular reason.
    Alex Haggerty
    Animator
    Alex has loved video games ever since coming home from school and trying to wade through his three brothers so he could play Teenage Mutant Ninja Turtles. He took that passion to California where he graduated from The Art Institute of CA at Los Angeles. Out of school he worked as a Motion Capture Artist on a digital short that was aired on the Ellen Degeneres show. He finally escaped L.A. later that year and got hired on at RedFly as a Junior Animator. He couldn’t be happier.
    Eva Tran
    QA Tester
    Eva has loved video games since she was able to hold a controller and enjoys beating her younger brothers at Mario Party. Before joining Red Fly, she enthusiastically volunteered for IGDA Austin for three years and graduated from UT at Austin with a bachelors in Asian Culture and Politics. Eva spent most her undergrad years playing video games when she should have been studying and wrote papers about gaming in southeast Asia for all of her serious political essays.
    Liz Becker
    QA Tester
    Liz has been interested in video games since the day her parents brought home a Sega Master System. She began working in QA for the game industry upon earning her BFA in Studio Art. After working for such companies as Digital Anvil, Ion Storm, and Midway Studios- Austin, Liz now brings all of that QA knowledge to Red Fly Studio.

    ike714

    October 2, 2008 at 10:49 pm

  17. Gamecock and Mushroom Men at We The People
    September 29, 2008

    Gamecock’s booth at We The People, originally uploaded by Red Fly Studio.
    Snagging some new fans for Mushroom Men at We The People, a day-long music festival in Los Angeles.

    I’m amazed at how quickly little kids pick up this game. People came into Gamecock’s tent and let their children play the game. It’s encouraging that the game is accessible enough for a 5-year-old to pick up while remaining engrossing enough for their parents to play through.

    The big projector beside Les Claypool’s stage displayed our logo during his set.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »
    Adam Sessler finally gets his hands on Mushroom Men
    September 26, 2008
    A year and a half ago, I showed Frank Teran’s original concept art for Mushroom Men to Adam Sessler at the Game Developer’s Conference, and since then he’s been hooked. His enthusiasm for the style and concept of Mushroom Men was evident. Last night, he finally got to play the game, and he talked to Chad Barron about it on X-Play.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press, Team
    2 Comments »
    N-Europe is interested in Mushroom Men
    September 25, 2008
    It’s just a list, but N-Europe highlights Mushroom Men as a game that interests them.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Breakin’ on the X-Play set
    September 25, 2008

    Breakin’ on the X-Play set, originally uploaded by Red Fly Studio.

    Producer Chad Barron and Gl33k’s main audio guy (pictured, doing a backspin) are at the G4 studios this week to record a segment for an upcoming episode of X-Play.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press, Team
    No Comments »
    The mushrooms want to be free!
    September 24, 2008

    The mushrooms want to be free!, originally uploaded by Red Fly Studio.

    Mushroom Men is nearing the end of production. It look like our Mushroom Man Pax is done with all the trade shows and is ready to go into the players’ hands.

    Posted by Jeff Mills
    Filed in Mushroom Men, Office Space
    2 Comments »
    Red Fly Studio’s biggest fan
    September 23, 2008

    Red Fly’s biggest fan, originally uploaded by Red Fly Studio.

    For the “Awwww!” factor, here’s little Hardison, CEO Dan Borth’s little guy, sporting his Mushroom Men t-shirt.

    Posted by Jeff Mills
    Filed in Team
    1 Comment »
    The Official Nintendo Magazine preview of Mushroom Men is splendid!
    September 22, 2008
    Tom East at the Official Nintendo Magazine enjoyed Mushroom Men. Read all about it!

    Our friends at GoNintendo noticed, too.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Indie Game Developer podcasts with Ryan Mattson and Kain Shin
    September 22, 2008
    The Indie Game Developer’s Podcast interviewed Ryan and Kain at AGDC last week.

    Kain:

    Ryan:

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    1 Comment »
    Don’t forget! You can win this awesome guitar!
    September 22, 2008
    Destructoid is giving away this sweet Mushroom Men-themed bass guitar, signed by Les Claypool. All you have to do is create a Mushroom Men diorama. Arts and crafts time!

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »
    Newsarama follow-up: hands-on Mushroom Men
    September 19, 2008
    Newsarama posted an interview with Programmer/Designer James Clarendon last week at the Nintendo Power event. Today they report on their hands-on experience with Mushroom Men (and other titles).

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »

    ike714

    October 2, 2008 at 10:50 pm

  18. Contact
    Like the blog? Drop us a line at: webmaster@redflystudio.com

    Feel like you’ve got what it takes to join the team? Look through the available positions listed on the Jobs page and contact: hr@redflystudio.com

    Red Fly Studio
    206 E. 9th St. Suite 1502
    Austin, TX 78701
    (512) 236-1551 – Phone
    (512) 236-1051 – Fax

    ike714

    October 2, 2008 at 10:51 pm

  19. About
    We are not an Irish Web Design studio. That’s Red Fly Studios.

    ——————————————————————————–
    Located in downtown Austin, Texas, Red Fly Studio is a young studio founded by ten-year veterans of the gaming industry with experience on titles such as Star Wars Galaxies, BloodRayne, Nocturne, FIFA Football 2005, Anachronox, SSX3 and Deus Ex.

    ——————————————————————————–
    To handle all of our DS builds, we utilize Zen Studios out of Budapest, Hungary. Their technology pushes the Nintendo DS hardware to its limits and allows us to focus our efforts on the Wii and PS2 builds, secure in the knowledge that the handheld version of our game will be of the highest possible quality.

    ——————————————————————————–
    We always had revolutionary plans for the audioscape of Mushroom Men, making the audio as critical to the game experience as the graphics and gameplay. We’ve known the guys at Okratron5000 for years, and we knew that they had the vision and skills to accomplish our goals. In addition to the games we’ve collaborated on in the past (Roadkill, Blowout, Thief 3, Deus Ex 2) Okratron has handled voice and sound design for many very popular titles including: Tony Hawk Project 8, Tony Hawk Proving Grounds, Guitar Hero 3, Metroid Prime 2 and 3, Stuntman Ignition, Kingdom Under Fire, Full Metal Alchemist, Dragon Ball Z and Sonic Rivals 2.

    ike714

    October 2, 2008 at 10:52 pm

  20. Gamespy includes Mushroom Men in their 2008 Wii Fall Preview
    September 17, 2008
    A brief blurb on Gamespy describes Mushroom Men.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Nintendo Gal’s impressions of Mushroom Men
    September 17, 2008
    Nintendo Gal saw Mushroom Men at PAX this year and had a fun time exploring the giant world of man from the Mushroom Man perspective.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    And this article in the Guardian?
    September 16, 2008
    Not entirely sure how we ended up here, but we enjoy any press!

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Silinconera’s report from the Nintendo Power event is enthusiastic
    September 16, 2008
    Scroll down until you see the photo of uncomfortable designer/programmer James Clarendon for the bit about Mushroom Men. Another exciting article!

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Superb write-up of Mushroom Men on UGO
    September 16, 2008
    UGO has written one of the best articles we’ve yet seen for Mushroom Men.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    1Up’s report on Nintendo’s Starlight Children’s Foundation event
    September 16, 2008
    1Up says this about Mushroom Men:

    The other big hit of the night was Mushroom Men: The Spore Wars, which releases in November. The game’s biggest fan was likely Mark-Paul Gosselaar’s son Michael, who could not put the game down — and he’s only four years old!

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »
    Kain and Ryan demo Mushroom Men
    September 15, 2008

    Kain and Ryan demo Mushroom Men, originally uploaded by Red Fly Studio.

    At the Austin Game Developer’s Conference.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men
    1 Comment »
    Mushroom Men press from the Nintendo Power event in New York
    September 15, 2008
    Nintendo Power staged an event in New York City over the weekend in support of the Startlight Foundation. They showed off a lot of upcoming games including Mushroom Men.

    Kotaku was there, giving Mushroom Men a try.

    Infendo wrote up a whole slew of impressions of many games at the event, including Mushroom Men.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Unexpected coverage
    September 14, 2008
    We expect news to come out of the game sites and blogs like G4, IGN, GoNintendo, Infendo, WiiFanboy, and our other favorite sites (too many to list). But a wonderful side-effect of building our universe on a basis of real-world floral, fauna and fungi is that we occasionally find articles about our games on totally non-game-related sites like AlabamaMycologist. I particularly like how the experts at sites like this pick up on certain inaccuracies such as the fact that our hero Pax is a bolete mushroom “with gills, rather than tubes.” Sometimes art outweighs truth, I guess. At the resolution available to the Nintendo Wii, the slivers of gills offer a lot more visual fun than the tiny, spongy surface on the underside of an actual Boletus mushroom cap.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    2 Comments »

    ike714

    October 2, 2008 at 10:54 pm

  21. Young Claypools love Mushroom Men
    September 14, 2008
    MTV Multiplayer posted a brief article about how Les Claypool’s children were a strong motivating factor on his work for Mushroom Men. We owe those kids a great debt of gratitude.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Nice PlayZine preview for Mushroom Men
    September 11, 2008
    Download the PDF to get the full interactive experience, but here’s the page with PlayZine’s write-up on Mushroom Men: The Spore Wars.

    Grab the entire issue in PDF form here:

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    3 Comments »
    Here’s a new one
    September 10, 2008
    Mushroom Men has been compared favorably to some pretty cool stuff: Oddworld; The Force Unleashed and other top titles. But this article at Edge is the first we’ve seen that brings up legendary B-movie director Ed Wood. Another compliment, I’d say.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    X-Play preview of Mushroom Men
    September 9, 2008
    X-Play interviewed Designer Ryan Mattson about Mushroom Men a while back.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    And don’t forget about Rise of the Fungi
    September 9, 2008
    We’ve been posting a lot of articles about the Wii version (Mushroom Men: The Spore Wars), but don’t forget that there’s also a DS version, a completely unique and stand-alone adventure called Mushroom Men: Rise of the Fungi. Serving as a prequel of sorts, Rise of the Fungi establishes the climate of the mushroom world in the early days after the meteor fell. In it, you play as one of three character archetypes with RPG-lite mechanics and stats that allow you to totally customize your little mushroom dude to your play style.

    Rise of the Fungi is getting some good press, as well, such as this preview at ds fanboy.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Game of the year?
    September 9, 2008
    Someone on the EuroGamer forums posits that Mushroom Men might be a contender for game of the year on the Nintendo Wii. We sure hope so! That would be sweet! Sound off at the EuroGamer forums if you agree.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Infendo’s “Best Wii games of the fall”
    September 9, 2008
    Infendo Includes Mushroom Men as one of their top picks for the upcoming holiday season.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    The MushMobile!
    September 9, 2008

    The MushMobile!, originally uploaded by Red Fly Studio.

    Gamecock’s Mushroom Men VW Bus is awesome!

    Posted by Jeff Mills
    Filed in Mushroom Men
    No Comments »
    Tons of new PAX coverage came in over the weekend
    September 8, 2008
    Topping the list is Adam Sessler’s enthusiastic floor report of Mushroom Men (and other Gamecock titles).

    Game Vortex saw the DS and Wii versions of Mushroom Men at PAX.

    BlogCritics Gaming reporter Brian Szabelski got his hands on Mushroom Men and has this to say about it:

    It might not be the biggest Wii release this holiday season, but there is a good chance it could be the best.

    4 color rebellion enjoys the 50’s-era pulp Sci-Fi feel of Mushroom Men.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    New contest at Destructoid
    September 5, 2008
    Destructoid is offering up a kick-ass bass guitar signed by Les Claypool himself and other great Mushroom Men prizes to the best Mushroom Men diorama. See details at their site.

    GoNintendo picked up the story, too. I like the comments on their site. Glad someone realized that we’re really interested in sparking creativity.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »

    ike714

    October 2, 2008 at 10:54 pm

  22. 8Bit Joystick’s hands-on from PAX 08
    September 5, 2008
    Jake at 8Bit Joystick shares his thoughts about his experience with Mushroom Men at PAX 08.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Mushroom Men Walkthroughs on GameTrailers
    September 4, 2008
    GameTrailers watched Producer Chad Barron play through Mushroom Men at PAX last week. Here’s what they saw:

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Another fan.
    September 4, 2008
    JohnnyV at WiiBlog likes Mushroom Men and linked to some videos that helped sell him on Mushroom Men.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    1 Comment »
    More words of encouragement from our friends at GoNintendo
    September 3, 2008
    GoNintendo has always been very supportive of Mushroom Men.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Wired enjoyed Mushroom Men
    September 3, 2008
    Chris Kohler at the Wired Blog speaks highly of Mushroom Men.

    The last thing I expected to say while playing Mushroom Men was, “Wow, this is what Force Unleashed should have been like.”

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    More from PAX 08
    September 3, 2008
    Fast Forward Weekly includes Mushroom Men in a list of games “worthy of anticipation.”

    I’m not sure if this is a good article or not. My German is a little rusty, but it seems positive.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    ScrewAttack interview from PAX 08
    September 1, 2008
    ScrewAttack interviewed Producer Chad Barron during PAX. See those two minutes here:

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    PAX 08 Coverage
    August 30, 2008
    CEO Dan Borth, Producer Chad Barron and Art Director Kris Taylor are at PAX 08 this week.

    Gamecock had old-fashioned stand-up-style cabinets constructed to show off the games. Pretty sweet!

    The first posts from reviewers and bloggers are already online.

    Brad Gallaway speaks well of Mushroom Men in his Drinking Coffeecola blog.

    GameZone got their hands on the game at PAX, too. Sounds like they had a good time.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »
    Hey, we’re popular!
    August 29, 2008
    We showed up on IGN’s Most Popular Wii list today. That’s exciting! I hope we stay up there for a while.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Gamecock’s PAX lineup and some other news
    August 28, 2008
    Worth Playing reports on Gamecock’s lineup for PAX this year.

    The N+ Blog has some nice words to say about Mushroom Men.

    GameRadio interviewed Mike Wilson of Gamecock about what they’re doing as a publisher, including a brief mention of Mushroom Men.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »

    ike714

    October 2, 2008 at 10:56 pm

  23. Quick little post on Kotaku about the new DS trailer for Mushroom Men
    August 25, 2008
    Kotaku posted the new Mushroom Men: Rise of the Fungi trailer for DS.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Nearly finished
    August 22, 2008

    Nearly finished, originally uploaded by Red Fly Studio.

    We’re doing a full playthrough checking gameplay, game flow, art, scripting and audio.

    Posted by Jeff Mills
    Filed in Mushroom Men, Office Space, Team
    No Comments »
    Gamecock’s Mushroom Men Contest
    August 22, 2008
    MCV reports how you can win your very own copies of Mushroom Men: Rise of the Fungi (DS) or Mushroom Men: The Spore Wars (Wii) as well as some of the sweet concept art.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    The results of Space Squid’s Mushroom Men contest spread across the internets
    August 21, 2008
    Several sites picked up the news about the results of the Mushroom Men fanfic contest at Space Squid.

    Visit Space Squid’s original contest page.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »
    Red Fly at Leipzig
    August 20, 2008

    Red Fly at Leipzig, originally uploaded by Red Fly Studio.

    Art Director Kris Taylor will be the cameraman this week as Producer Chad Barron (left) and Studio CEO Dan Borth (in the Keep Austin Weird shirt) attend this year’s Leipzig Game Convention.

    Dan catches his breath in CDV’s booth.

    Producer Chad Barron demonstrates Mushroom Men: Rise of the Fungi at the Leipzig conference.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »
    New Mushroom Men DS trailer
    August 18, 2008
    This one is a lot of fun. It features Pax, the hero of the Wii version (Mushroom Men: The Spore Wars) playing the DS version (Mushroom Men: Rise of the Fungi).

    Other sites picked up the feed and commented, as well.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Infendo highlights a mention about Mushroom Men in a recent Games Radar article
    August 17, 2008
    Games Radar recently listed Top 10 Reasons to Stay Loyal to Nintendo. Amongst those reasons: us!

    Infendo points out the bit that made us smile.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    2 Comments »
    Game Informer’s hands-on experience with Mushroom Men
    August 17, 2008
    Game Informer got a chance to player through some of Mushroom Men recently. Read their thoughts on the experience.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    And the winner is…
    August 14, 2008
    Space Squid’s Mushroom Men writing contest is done. Grand Prize winner is “The Legend of Shiitake” by Christopher J. Oatis. Congrats!
    Thanks to everyone who entered. All the stories are fantastic! Read them all on Space Squid. Right now!

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    No Comments »
    Quick blurb at Wii Fanboy about Mushroom Men’s HUD
    August 13, 2008
    I like how Wiifanboy describes Mushroom Men’s almost absolute lack of any on-screen HUD elements. It’s something we decided very early on in production. Since Mushroom Men occurs in such a fantastic world, we didn’t want to cover it up with health bars and weapon icons and status messages. We love it when people notice and appreciate the little details.

    And thanks Yaktastic (see comments on the linked page) for further support as to how Mushroom Men is only barely fictional.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »

    ike714

    October 2, 2008 at 10:57 pm

  24. Aeropause includes us in their list of most anticipated Wii titles (twice)
    August 13, 2008
    Nintendo’s casual-centric E3 showing this year caught some flak from hard-core gamers. Stephen Munn at Aeropause counters by explaining that there are at least twelve titles for the hard-core gamers out there to look forward to on the Wii. Included: Mushroom Men and Ghostbusters.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    1 Comment »
    The triage room
    August 12, 2008

    The triage room, originally uploaded by Red Fly Studio.

    In the final weeks of the project, leads are isolated in a smaller office out of the main pit where they make the hard decisions and answer the tough questions.

    As remaining months turn into remaining weeks, most of the staff works through lunch to get everything wrapped up in time to ship some top-notch games.

    Posted by Jeff Mills
    Filed in Mushroom Men, Office Space, Team
    No Comments »
    Mushroom Men Sightings sweepstakes
    August 12, 2008
    GamesRadar is hosting a contest for Mushroom Men where you can prove to the world that Mushroom Men really exist!

    To get things kicked off, they’ve also linked to Tater’s Blog, a must-see for Mushroom Men enthusiasts.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    More Mushroom Men previews.
    August 12, 2008
    VideoGamer.com gives a first-look preview of Mushroom Men for the Wii. This is one of my favorite previews so far. Being mentioned amongst such powerhouses as Ninja Scroll and Watership Down gives me goosebumps.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Destructoid’s preview of Mushroom Men: The Spore Wars
    August 8, 2008
    Destructoid has finished their playthrough of the alpha build of Mushroom Men: The Spore Wars for the Wii. See what they thought about it!

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    1 Comment »
    Video documentary about Les Claypool’s music in Mushroom Men
    August 7, 2008
    Gamecock has released a short documentary about how Les Claypool’s music is upping the ante on the play experience in Mushroom Men. Matt Piersall of Gl33k explains it all.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    2 Comments »
    IGN’s hands-on preview of Mushroom Men
    August 6, 2008
    IGN got their hands on Mushroom Men. Here’s what they think of it so far:

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    2 Comments »
    Join in the chatter!
    August 5, 2008
    It’s a forum, so expect the usual trolls and whatnot, but Mushroom Men fans should make themselves heard on this Gamespot thread.

    GameTrailers’ forum mentions the Nintendo Voice Chat PODCast which in turn features a little bit about Mushroom Men.

    Mushroom Men minimal press on IGN? Daemon says they’ve been giving it a lot of press, Craig says they’re limited as to what they can do – Will have an exclusive hands-on on Wednesday.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Mushroom Men E3 trailer at IGN
    August 5, 2008
    Check out the sweet trailer we put together for E3!

    Posted by Jeff Mills
    Filed in Mushroom Men, Press, Screenshots
    No Comments »
    Report from abroad
    August 1, 2008

    Report from abroad, originally uploaded by Red Fly Studio.

    Producer Chad Barron just returned from a two-week press junket across Europe. He reported the good news to the entire team.

    Posted by Jeff Mills
    Filed in Mushroom Men, Office Space, Team
    No Comments »

    ike714

    October 2, 2008 at 10:58 pm

  25. More press continues to pour in. Production continues.
    August 1, 2008
    Sorry there’s been no pictures of the team hard at work, lately. It’s actually kinda boring to watch. The outcome is exciting. And you’ll see more and more of the results of our hard work over the coming weeks.

    But the press keeps coming in from E3 and other previews. Ophelea at GamersInfo.net wrote up a superb preview describing her experience in the Mushroom Men world.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    “Less known, but still worthy of anticipation”
    July 31, 2008
    Canada’s largest urban weekly paper Straight lists Mushroom Men among the games they’re looking forward to on the Wii.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Zentendo’s Eyes-On review of Mushroom Men.
    July 30, 2008
    At E3 last week, the Zentendo staff saw Mushroom Men: The Spore Wars for the Wii. See what they have to say about it.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Pre-order goodness for Mushroom Men
    July 28, 2008
    News hit the wire today about all the little bells and whistles that are rewarded to those of you who pre-order Mushroom Men for the Wii and DS.

    Character design and concept art are two areas in which Mushroom Men: The Spore Wars excels, and the free gifts for those who preorder the game use both extensively.
    Those who reserve a copy at Gamestop will be able to claim the “life-size” statuette, as well as a pack of eleven Mushroom Men trading cards (a twelfth comes with the game itself) featuring the title’s diverse range of enemies.

    A further eleven cards will be offered to those who preorder Mushroom Men: Rise of the Fungi on the DS, as well as a superb Les Claypool/Mushroom Men poster.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    4 Comments »
    One of the 11 Best Nintendo Games of E3 2008 is Mushroom Men
    July 28, 2008
    Lynxara at OMG Nintendo likes Mushroom Men. My favorite quote in this article listing their top 11 games for the Nintendo consoles shown at E3 this year:

    Mushroom Men: The Spore Wars brings a real sense of wonder back into platforming in much the same way Super Mario Galaxy did, by bothering to construct a world worth exploring and a character who’s fun to explore it with.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    1 Comment »
    A 2008 IGF Showcase winner is us!
    July 28, 2008
    The organizers of the Independent Games Festival have announced the nine winners of the Austin GDC IGF Showcase, picking the very best examples of ‘local flavor’ in terms of indie games from Austin and the Southern U.S. to be exhibited at the Austin Game Developers Conference from September 15th to 17th.

    Some of the top local titles span the gamut from one-man teams through tightly focused console indies, including Texas-honed games such as physics-heavy iPhone puzzler Enigmo, CosMind’s evocative art-game Glum Buster, Red Fly Studios’ Wii/DS quirky Mushroom Men duo, knockabout Guildhall @ SMU student title ToyBox Heroes, and user-generated game website Mockingbird.

    Posted by Jeff Mills
    Filed in Events, Mushroom Men, Press
    1 Comment »
    News of Les Claypool’s soundtrack for Mushroom Men
    July 25, 2008
    Mainstream music sites perk up when they hear about Les Claypool jamming in Mushroom Men’s soundtrack.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Best of E3 2008
    July 23, 2008
    Matt Simmons at Zentendo lists Mushroom Men among his favorites from E3 this year.

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    No Comments »
    Blind testing
    July 23, 2008

    Blind testing, originally uploaded by Red Fly Studio.

    After developing a game for a year and a half, it’s crucial in these final months to put the game into the hands of someone who’s never seen it before. We’ve lived in these environments for so long, we can play through our levels forwards and backwards without paying much attention to them. This makes us a little blind at times to certain flaws that a newbie stumbles upon naturally. Designers learn a lot by watching someone pick up the game for the first time.

    Posted by Jeff Mills
    Filed in Mushroom Men, Office Space, Team
    1 Comment »
    Mushroom Men interview at The Escapist
    July 23, 2008
    The Escapist interviewed Mushroom Men’s Lead Designer Ryan Mattson at E3 last week. Their video is on-line now!

    Posted by Jeff Mills
    Filed in Mushroom Men, Press
    2 Comments »

    ike714

    October 2, 2008 at 10:59 pm

  26. ike714 – Yes, this Les Claypool seems to be somehow involved.

    davidtater

    October 7, 2008 at 7:49 pm

  27. tater please delete all my comments 2 Oct 08 down?

    ike714

    October 7, 2008 at 9:56 pm


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