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.

As you know, recently the Paladin team built an iPhone game in two weeks. It includes fun gameplay, nice graphics, music, sound and character voice, and highscores that can be shared on Twitter. In this post, I want to look back on what happened after...

This isn't about breaking physical stuff nor it is about trying to break software. No, it's about getting broken mentally. As Nick said before, creating a game in 2 weeks changes game development, a lot. As Jimmy Pataya was my first as a game designer I...

Well we did it, Jimmy Pataya has been submitted to the App Store and is "Waiting for review" at this very moment. Like every deadline, it was a though one. Not only did we have to fix some performance troubles, we also had to create and implement the...