Why develop cross-platform social MMO games on a single shard ?

March 30, 2011

The gaming and social media press has extensively written about the transformation of the games industry and the impact of social networks on the demography of active gamers. However, the fact that most ´social´ games are restricted to one platform, such as Facebook, has not received much attention. Many MMO games found on a social [...] Read more

Ten things to do before creating your first iPhone game

February 17, 2009

Last week we wrote a post that described how Gogogic turns an idea into a game, using Symbol6 as a reference. The response to that post was so massive (THANK YOU!!!) that we figured that we had no choice but to follow up on it. Okay, okay – we promised to do that anyway -  but 12.000 views on Youtube [...] Read more

Symbol6 : How We Created an iPhone Game

February 9, 2009

Yesterday, I asked my Twitter (@gogogic) followers/friends if they would be interested in a blog post about our concept and development processes. The answer was an overwhelmingly repeated “yes, please!”. It was hopelessly clear that I would not be able procrastinate this here post… So, as promised, here is a rough look at how Gogogic operates, [...] Read more

Creating a gradient opacity mask in Illustrator

February 3, 2009

Illustrator has great control over gradients and blends but if you want to fade the gradient from color to transparency you have to use Opacity Mask. The use of opacity masks in Illustrator is not as straightforward as in Photoshop but is just as powerful once you get to know how to use them. Here [...] Read more

Gogogic Tackles iPhone Game Development

January 23, 2009

Finally! We’re able to unveil our iPhone game development plans. We’ve been working hard on new game concepts and mechanics, specifically designed for the iPhone and iPod Touch. Symbol6 is the first game through the pipeline. Although it won’t ship until late next week, we’ve set up an official site for it where you can [...] Read more

Designing an arrow based on the golden section

January 16, 2009

We here at Gogogic have uncovered an anchient information-design mystery, how to design an arrow that is pleasing to the eye and mathematically perfect. The design is based on the golden ratio or ‘the golden section’ which is defined like this: The golden section is a line segment sectioned into two according to the golden ratio. [...] Read more

Alex St. John Makes Sense

February 6, 2008

  Right now I’m listening to Alex St. John (pictured), the CEO of WildTangent, presenting his views of how to maximize game revenue. I must say that a lot of his ideas make sense and the presentation is very informative. Alex is also a very solid presenter, which really helps (especially when you’ve had about [...] Read more

Labs: Flash based Coverflow Revisited

December 15, 2007

The initial post that featured our very own Flash based Coverflow has gotten a huge response. We have been bombarded with email since we posted it and we’ve come to realize that we will probably have to write, at least, a couple of follow-up articles to answer some of the questions we’ve received. Here is [...] Read more

Is everyone going “Casual”?

July 12, 2007

According to Yahoo! News, the head of Electronic Arts (the world’s largest video game publisher) has stated that most video games are “boring” or too complicated. This statement is made shortly after EA announced that it would be re-structuring the company and adding a special “Casual Label” to the organization. Nintendo also announced the release [...] Read more