Seraph: Released for iOS
We are very proud to announce our first iOS release, Seraph.
Get Seraph for iPad on the app store
Get Seraph for iPhone on the app store
A special note about the iPad version: For added value this version will also play on your iPhone.
Digifest: Post-Event(s)
Of the various events, Andrew and/or I were at the Gaming Inc. launch party, the TIFF Nexus Peripherals Initiative, the TO Jam Arcade and the First Person Show. All of these events proved to be quite entertaining, if not a little bit tiring just because of the amount of small talk and free booze.
TO Jam Arcade
Digifest event page
The TO Jam arcade this year was held at OCAD in their grand hall which was a great space for it. With a wide open room and games projected on the walls there was a great balance between viewing multiple projects while interacting with the crowd. Open bar certainly didn't suck either
Lots of great games overall this year. I barely got to play any though since
Seraph: Coming Soon
I just put up the game page for our mobile game Seraph as we are preparing to submit the iPad/iPhone build to Apple for their submission process. We're going to hold off on the Android release until we have heard back from Apple. In the meantime you can check out this trailer for Seraph.
Current Projects
Hi Everybody! In trying to do a better job at keeping our site updated we thought we'd share a quick overview of some of the projects we're working on. Andrew and I have been heads down and working hard for the last while since we parted ways with Social Game Universe on a number of projects: "Starfall Mobile", TIFF Nexus, Poppycock, Secret Project
Preview: "Starfall Mobile"
One of our top projects at the moment is finishing up the rebuild / new version of one of our previous flash games, Starfall, for the mobile market. To this end I've employed various forms of black magic and trickery (*cough* Flash Builder 4.5 and Air SDK 2.7) to get an AS3 version of the new game up and running on iOS and Android.
The project is going very well on the technical side and its current status is we're polishing up and working on the final balancing. Here's an updated video of some of the advanced game play.
TIFF Nexus: Button Masher / Light Bombs
They Bleed Pixels: They Bleed Stardust
They Bleed Pixels is THE game to play for XBLIG coming out soon (but not soon enough damn it) by our good friends Spooky Squid Games or as we simply call them, Miguel and Spooky Andrew. It's self described as a fast-paced, gothic lo-fi, platforming beat'em up that drips, gushes and flows and you should be actively anticipating the release of this game because its awesome.
They Bleed Stardust
So not only have we gotten to play various rough versions of the game (Yes, you can be jealous, its ok) but Miguel being the super cool guy that he is asked if we wanted to design one of the themed guest levels. I, on behalf of GG, jumped at the opportunity and quickly made plans to get everything I needed to get started. We decided to use our game Starfall (which we're very close to releasing a completely new version of for the mobile market) for the level theme and Miguel was gracious enough to give me help with the graphic treatment.
Social Game Universe: Dirty Dancing & Grow-Ops
Social Game Universe (aka SGU) is a Toronto based social game/media company. From July 2010 until about August 2011, first myself and then Andrew were contracted to help SGU develop and release two Facebook games, Dirty Dancing and Grow-Ops. We were introduced to the CEO of SGU via our good friend Miguel (Spooky Squid Games) and subsequently got to work with him on both of the SGU projects.
Dirty Dancing
The second, and likely to be vastly more successful, game that we helped SGU develop was the recently launched Dirty Dancing. For me, this was a project that Andrew really kicked butt on as he single-handedly designed and implemented the entire isometric engine that the game utilizes. Andrew and I both played key roles throughout the course of this project starting with the high level design down to the technical implementation. Andrew led the client team implementation while I was mostly focused on Grow-Ops,
Stuff and Things
Hey All!
Andrew and I have been busy working on various projects that we aren't quite ready to talk about but I ended up putting together this little demo reel the other day and figured I'd share it.
Also, if you're looking for more ways to keep track of us don't forget about Twitter and the Facebook.
Twitter: @GoldenGearGames http://twitter.com/#!/GoldenGearGames
YouTube Channel: http://www.youtube.com/goldengeargames
Facebook Group: http://www.facebook.com/group.php?gid=124177884286441
TOJam 6 Post-Mortem: A Load of Poppycock
At this year's TOJam, Alex and I joined a team of 4 artists to make "Poppycock", an infinite runner depicting the wildly exaggerated story of the main character's adventure on the way to the bar. For those not familiar with TOJam, the event occurs over a 60 hour period, from 8 am Friday until 8 pm Sunday. You are allowed to use whichever tools you choose. There were well over 200 participants this year, and it was an amazing event. This was also easily the most successful TOJam project I've participated in. This year we called ourselves Team Golden Slug, combining our name with Team Sea Slug from the anime "Azumanga Daioh".
Poppycock – TO Jam edition
Andrew's working on our official post-TO Jam blog as part of the IGDA presentations we got chosen to be part of but I wanted to post the link to the TO Jam version of the game and give a special thanks to our amazing art team for all the hard work and help.

So to Rosemary Brennan, Adam Hines, Chris Dacol and Kienan Walker we say thanks for working hard, skimping on sleep and being generally awesome!
TOJam: Pint-Sized Postmortems
June 9th 2011 - Come out and see Andrew and some of the Golden Slug team talking about Poppycock and our adventures making it as part of the IGDA's TOJam postmortems.
Check out the IGDA Event Posting.
Haven't heard about our experiences yet from this year's TO Jam or waiting for our blog post on it? Check out this article that was done by The Grid: Weekend Warriors

