ipwn blog.

zombies zombies zombies!!!

when i started working on our current project, bloodknight, about 2 years ago, i thought all i would be animating was the undead. i thought, "c'mon guys, give me something new to work with." with that being said, i had no idea what my art director and the rest of the team had in mind for characters. continued... »

the written word.

impressive, unique or touching stories do not often go hand in hand with the abysmal pool of mediocrity that makes up the traditional video game. when finding one with a well written story it makes the game stand out so much so that they are instantly deemed game changers and crowning achievements. there are many reasons for this, and one key point is that game developers will more often than not rely too heavily on the “game” aspect of what they are creating. continued... »

from the artists corner.

it's kind of crazy how far technology has advanced since we started working on this project. it's been nearly two years since we began production on the art side of things. i remember countless worries about whether a prop or character was over the maximum triangle count limit, whether we needed to reduce it even more because weapons will come into play, what we were going to have for lunch, how many triangles the iPhone could render at one time? you know, important things. continued... »

programming: why haskell?

i’ve just edited another one of my children’s videos, a new skill for me. it started off pretty innocently, with hooded cloaks, hand axes and tomato sauce splattered in the bath, but now they’re getting carried away. this one was five days’ intensive shooting and 800 takes in all. i need a holiday.

software is risky for many reasons. technologies must be chosen to minimize overall risk, and a minority programming language like haskell would need to be pretty good to offset the possibility of getting stuck with an unsupportable codebase. so why choose haskell?

game music: sound to match the fury.

in january 2010, i packed my clothes and music scores into two suitcases, my tubby cat into a tiny carrier, and moved to boston on a plane. unsure what i was getting myself into, i just knew in my gut that the opportunity seemed too interesting to pass up. and it was: my work here ended up changing my ideas about what music is and what it should be. continued... »

new year, new site.

welcome to ipwn studios' new home on the web. if you're interested in who we are and what we do, poke around the site a little or ask a question on the contact page.

while this is the inaugural post for this site, ipwn is far from a new institution. we've been going strong for a year and a half as a game studio, and have been working on a game engine for almost two years now. continued... »