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STUDIO BLOG

Games >

Mad Dash

Reign Absolute

Viking Horde : Papercraft

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Daughter of God

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Reigning Absolutely – and so it begins!

So this Friday-Sunday we are going to PAX AU to showcase our preview version of Reign Absolute; the rapid strategic fantasy card game that we have been developing in the studio over the past few years. If you are interested to find out more about the game, visit the game micro-site: https://reign...

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Bring Pazzo to life….in paper form

If your days and nights have been lonely of late… why not take matters into your own (crafty) hands by creating a real life Pazzo … well, a dashboard sized more specifically! You’ll finally be able to hold him, cradle him like a baby or even go for a run together as the sun sets. […]

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Inside the Treasure Chest

The studio has been busy over the last two months creating a paper model game based on one of our upcoming iOS/Android games. One of the exciting challenges is to make all of the models glue-free but still look awesome (and robust) when you’re having a full scale battle. Here’s a little insight i...

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Warning, imitation weapons within!

Folks visiting the AWS office often take note of the sign on the front door loudly declaring “Warning! Imitation weapons stored within – enter at own risk” – well the reason for this, aside from the obvious deterrent to door-to-door salespeople, is that it is relatively common to find weapons str...

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All in the name of research

Many a Tuesday afternoon has seen the AWS (Adam Walker Studio) crew (plus general ring-ins) engage in cut throat competitive (and co-op) contest via traditional board and card games, all in the name of research. The goal was to identify good game design and gain an understanding of what works wel...

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The epic Singapore trip

Now that the AWF crew have recovered from the general antics of the festive season, I have gotten a chance to post about our epic adventure in Singapore for the 2012 Siggraph Expo. Having experienced Singapore’s wonder with my family before, it was time for both Adam and Lil Adam to join. The jou...

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Aldrichs top five video games

Over the past 20 years I’ve played hundreds of games on more than 20 different game platforms. Hell, maybe that number is even close to a thousand? So you can imagine my predicament when I decided to name my top five videos games….. too many great games, too many memories, and so few slots on [&h...

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Hi-Poly vs. Low-Poly : A battle for speed!

As part of our epic questing in this era of video game creation, we are required to battle many fiendish processes that require lots of pre-planning, problem solving and general complex noodling. In this post, I am going to talk about one of those processes, specifically getting the visual richne...

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Mad Memory mobile game

Today we are going to share some development background on our new iPhone game Roc Pazzo, which should be in the app store soon. The name comes from the spaghetti western backdrop for the game, it is a (mis)translation of “mad rock” in Italian. The game is set with a spaghetti western version of ...

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Critter Ball Launched

Critter Ball has launched, and now is the perfect opportunity to check out the trailer for our latest physics mayhem mobile game!

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Animusic

When I began this post, I was going to write about bands that had in some way animated themselves for either film or television. And while that’s still totally doable, I got caught instead on the notion of pseudo-fictional animated bands instead – bands that (while obviously having real-world mus...

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Creepy babies, emotive robots & Tom Hanks

A while back we heard from Aldrich about how to animate movement, and how (and why) to make that movement convincing. But what about the models themselves? What about the actual appearance of what you’re animating? If you’re going to be animating something’s movement in a realistic way, surely yo...

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The games of Arcade Trap

Shortly following the release of Arcade Trap, Adam Walker Studio produced two games featuring characters and themes from the short film: Memory Bytes and Critter Rush.Adam Reed was the lead designer working on both games, and I spoke to him about the processes involved with the development of vid...

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Design of Piccolo's Adventure Part Two

Today in the The design of Piccolo's Adventure learn how levels and enemies where designed and how the player controls Piccolo.

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Reminiscing old times

Today I am going to share some of my memorable moments in gaming. With so many games to choose from – I decided to go with games that have effected me in some aspect of my live, I will start with Power Monger. Power monger – 1991 (PC & Console) Power monger is an early […]

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Lets Get Technical

So far the year of 2010 has been quite an interesting one, far from boring, and overloaded enough to keep us busy. Some of the challenges we have tackled so far include; dabbling in some futuristic ways to entertain the end user through Augmented reality; diving deep into flash and experimenting ...

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Paper Fury – game concept

“Paper Fury” is the code name for our latest game concept, and this time around, we’re tackling an online-playable casual game that players can play within their web browsers. The design for “Paper Fury” began while we were discussing what new game content we would u...

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Design of Piccolo's Adventure

Today I want to talk a bit about “Piccolo’s Adventure”. You’ve all probably heard of our short film “Sam and Piccolo”, which was finalised within the studio a while ago now, however, if you don’t know what I am talking about, check out the “Sam and ...

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