Author Topic: How Did PXS Come To Be?  (Read 341425 times)

Quady14

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How Did PXS Come To Be?
« on: May 28, 2013, 12:53:53 AM »
I notice that we haven't really posted anything in this section of the forums yet, and I wanted to address the Pixelscopic crew a little bit more about their backgrounds: What schools you attended for which majors, how each of you became interested in Game Development as a career, how you three met each other and banded together to become one of the very few game companies located in Missouri (seriously that's something pretty cool if you ask me), all that sort of thing. I thought it would be neat for all of us to learn a little bit more about the history of the guys behind PXS, as well as the origins of the company itself (as long as this isn't too invasive to ask about). So, what do you say guys? I'm sure I'm not the only one interested to hear your stories!  ;)
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Ryan Baker

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Re: How Did PXS Come To Be?
« Reply #1 on: May 31, 2013, 01:24:29 PM »
Sorry for the late reply. We'll probably each do an individual post about our personal bios, early interest in game dev, etc. But for the time being, here is a timeline of our professional game development experience, and the history of Pixelscopic.
------------
2006
• Baker begins working at a local game dev (Black Lantern Studios aka BLS) as a contractor, then hired as an artist / animator
------------
2007
• Coby is hired as a programmer at BLS
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2008
• Both work on Garfield's Fun Fest (DS), which is Baker’s first project as Lead Artist, and Coby's first as Lead Programmer
• Baker promoted to Art Director, Coby promoted to Programming Director at BLS
------------
2009
• Coby leaves BLS, moves to Mexico with his wife (then fiancée) doing freelance programming
• Coby works on Wispa Forest - an original IP hidden-object casual game with a long-time friend
• Baker becomes Creative Director at BLS
------------
2010
• (February) Baker quits BLS, planning to do freelance graphic design and teach classes at MSU
• Coby is planning on moving back to the states and has an opportunity to start a company as part of Project Genesis ( http://www.purdygenesis.com an entrepreneurial program in his home town. Discusses with Ryan.
• Decided to name the company "Pixelscopic." See note at end on the name.

• (April) Pixelscopic founded as an LLC.
• Coby begins work on various tech prototypes and what will become the PXS engine, Ryan begins concepts for... probably 20 game ideas that were all scrapped
• Show some concept art for SiegeLords (scrapped game) at IndieCade
• (Q3 onward) Contract work in Flash, web, design, animation/motion graphics to get by
------------
2011
• (Q1) Begin work on Moshi Monsters: Moshling Zoo (DS) with Black Lantern Studios and Mind Candy.
• (March) Burrell is hired. Originally we were going to contract him to develop our website, and realized he was a perfect fit for a 2nd artist with a high degree of technical skills that could applied to scripting, implementation, pipeline, etc
• (Q3) Finish Moshi Monsters
• (September) Attend PAX Dev and PAX Prime for the first time
• (December) Begin concepts and discussions about Moshi 2 (Moshi Monsters: Moshlings Theme Park DS/3DS)
• (December) Very first concept art for Delver's Drop (then code-named "Bump RPG" or just "Bump")
------------
2012
• (Q1) Begin work on Moshi 2
• Working on Delver’s Drop in our nights and weekends
• (Beginning of August) Finish Moshi 2
• (August) Work full-time on Delver’s Drop
• (End of August) Show Delver’s Drop at PAX Prime
• (October) Begin work on the Kickstarter campaign
• Continued work on small contract jobs, doing engine work, additional DDrop features, and more concept development when possible.
------------
2013
• (February) DDrop Kickstarter launches
• (March) DDrop Kickstarter successful
• (April) Show DDrop at PAX East

------------
Pixelscopic’s name:
The original name for the company was Phageworks, with the word “phage” coming from Coby’s background in pharm/chemistry (prior to studying com-sci), but that got negative-ish reactions from people. Baker had a name he was thinking about using for a blog about game art and design - “Pixelsthetic” (pixel + aesthetic... hard to pronounce / read) or “Pixelscopic” (pixel+microscopic). Unfortunately people occasionally pronounce it “pix-el-scOpe-ik” sometimes instead of “pix-el-scahp-ik” (like microscopic). But the meaning is that we want to apply an incredibly high degree of attention to detail to our games, their design, and their aesthetics. We also want to make (mostly) hand-drawn 2D games, hence pixels (rather than polys).
« Last Edit: May 31, 2013, 01:29:28 PM by Coby »

Pixelscopic Co-Founder, Vision Director


Quady14

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Re: How Did PXS Come To Be?
« Reply #2 on: May 31, 2013, 02:16:30 PM »
Wow, so the better half of the last decade has been quite a trip then! I can say for sure that I'm impressed. :) It's awesome to see how Pixelscopic made it up to this point, and I'm sure that it'll only get better from here on out!
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Doomspeaker

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Re: How Did PXS Come To Be?
« Reply #3 on: May 31, 2013, 04:16:15 PM »
Power to indies with professional background!

Phageworks would have sounded cool (imo at least), but it would had kind of hurt your success if you went with family friendly titles.

I got curious and searched a bit around about SiegeLords and only found a Domain name and a bit personal data, but sadly nothing else. Some days shed some light onto this lost game please.  :P

Question:
Do the 3 colored lines in the company logo stem from the RGB color space?

Ryan Baker

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Re: How Did PXS Come To Be?
« Reply #4 on: May 31, 2013, 04:37:17 PM »
I got curious and searched a bit around about SiegeLords and only found a Domain name and a bit personal data, but sadly nothing else. Some days shed some light onto this lost game please.  :P 

Yeah, I think we still have the domain. It was going to be a sort of "tower offense" game (which at the time was kind of novel, been done a few times since then). There is actually a bit of Delvers in there, you'll notice the same goblin dude. Though the goblins originated in an even earlier game idea, Dragon Grove (not a final name), which was sort of... a side-scrolling pause-and-play action/strategy game. That's the best I can describe it as. Actually a little bit like Transistor but side-scrolling.

Siegelords:

Question:
Do the 3 colored lines in the company logo stem from the RGB color space?



Yeah, I wanted something that had the RGB for the "pixel" reference, I also just like the color combination (way better than the "primary" red/yellow/blue combo... ick...), and also something that felt kind of retro, like the bright monitor-inspired colors of the Atari etc retro console logos and boxes. I didn't go and look at these boxes for inspiration per se, but I think it was one of those ideas that gets lodged in your brain, so somehow retro = rainbow-y RGB colors :)















Pixelscopic Co-Founder, Vision Director


Coby

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Re: How Did PXS Come To Be?
« Reply #5 on: May 31, 2013, 05:10:25 PM »
Ahh, SiegeLords - a blast from the past. The little goblin dude has been worked into so many of our internal concepts that we probably ought to just adopt him as our company mascot.

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Quady14

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Re: How Did PXS Come To Be?
« Reply #6 on: May 31, 2013, 05:50:20 PM »
I totally vote for the lil' goblin dude as Pixelscopic's mascot :P
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crinaya

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Re: How Did PXS Come To Be?
« Reply #7 on: May 31, 2013, 09:02:45 PM »
I want a goblin dude emoticon for the forums.  [gob]

TheLazyGeek

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Re: How Did PXS Come To Be?
« Reply #8 on: June 01, 2013, 02:12:21 AM »
I second Quady's and crinaya's motions.

Also that timeline, while short, is interesting simply because I graduated high school in 2006 and in the time you've made a few games and formed your own company I've done bugger-all save for play games and try to stalk developers.

Also also, I totally agree RGB was the way to go.  You don't see a lot of green much these days (in gaming) so when it shows up out of the blue (ha) it tends to pop out more.

Quady14

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Re: How Did PXS Come To Be?
« Reply #9 on: June 01, 2013, 09:20:31 AM »
I'm sort of in the same boat as you LazyGeek, except I'm only into my second year of college. Stalking devs and playing games is still my main thing (I prefer networking to stalking though XD) but I am trying to learn some 3D software to I can have a good focus in modelling/rigging/animating. I figure that would be a great skill to have, even if I can't make it into the game industry :/ (I really hope I can though)
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Vasae

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Re: How Did PXS Come To Be?
« Reply #10 on: June 04, 2013, 04:16:54 AM »
I third(?) the motion to get this goblin? He's a cute bugger.

Dynimix

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Re: How Did PXS Come To Be?
« Reply #11 on: June 07, 2013, 08:35:39 AM »
Siegelords looks awesome!  I love that little guy.

Raitheoshow

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Re: How Did PXS Come To Be?
« Reply #12 on: September 10, 2013, 01:04:46 PM »
• Baker begins working at a local game dev (Black Lantern Studios aka BLS) as a contractor, then hired as an artist / animator
------------
2008
• Baker promoted to Art Director, Coby promoted to Programming Director at BLS

Some of my best hires/moves :)

Keep rockin'!

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EdwinAmite

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Re: How Did PXS Come To Be?
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