After months of hard work by the talented gentlemen from Red Factory, our new website has finally gone live! With the new design, we have made a major focus shift - while the old website was focused on B2B customers, the new website is much more...

Yesterday, one of my colleagues was ill, and the project we work on was paused for a day. So here I was being stuck for a day and having nothing to do. Then an idea popped up in the studio: Why not finally make the Android...

I am making the Game Physics for Project Momonga. The game will have pinball physics and mechanics, which means we are dealing with very high speeds and collisions. So when I started, I knew this wasn't going to be an easy task. The fact that it needs to perform well on a mobile device only makes it harder. Here's how I did it:

Project Momonga is not the only thing keeping us busy. Check out this trailer for the game Oorkania which we've been working on the past months. It's a cultural exploration game about music. Go on a quest to free the seven planets of Oorkania! Then collect all sound orbs and mix the music styles and sounds to create your own crazy composition :)

A couple of weeks ago we had the kickoff meeting for Project Momonga, our upcoming game. This meeting marked the beginning of months of development, and a lot is at stake for us. To start a project like this, you want to make sure that everybody knows what they're up against. You want an assessment of the project as a whole. A SWOT analysis is usually the standard way to make this assessment:
  • Strengths
  • Weaknesses
  • Opportunities
  • Threats

Hi everybody! I'm Tom, I'm currently working as a game artist intern here at Paladin Studios. I am the lead/ main graphic artist on this project, working together with the rest of our art team consisting of Derk de Geus (art director), Niels van Egmond (lead technical artist) and Dominique van Oosterom (3d artist intern).

We run a succesful business these days, and are currently turning it upside down. Here's why! Early 2009, things were not going so well with Paladin. We had a great team, but too little projects, and the crisis started to kick in. It turned out that this would be our worst year ever. Even though we worked almost full-time on EnerCities, we developed it at a loss and had to prefinance a whole bunch. In the third quarter of 2009, we had a huge debt. Our promising clients of 2008 cut their budgets, and we were out of credit. To survive, we had to fire half of the team and seriously cut back on all types of expenses.