One Year Highlights
- Certain Affinity becomes self aware, searches for means to eradicate pesky humans.
- Overnight we create a "temp" company logo and web site that we still have.
- Move out of temporary Microsoft digs to the Crack Shack on 38th and Guadalupe.
- 1st and only attempted breach of the wire at the Crack Shack. Our stout alarm system repels the hostiles.
- We officially announce we are working on the Halo 2 map pack for Bungie. Our mail server is crushed by legions of female fans sending us topless pics. Anybody that works in the games industry knows how hugely untrue the former statement is.
- "Cowboy" the friendly bum makes wise about lawyering up when we evict him from drinking on our back porch.
- A most excellent art director lands in our lap and we splurge on a concept artist, bringing our employee total to 10. Double digits!
- 1st Organic Soft Sculpture Contest Entry deposited on side of house.
- From the front porch, artists Dean and Steve witness a pigeon escape the talons of a hawk only to get run over by a car. We are still pondering the symbolic meaning of this.
- The homeless lady with "really nice shoes" crashes on our front porch.
- We release the Halo 2 map pack, then finish it four days later. We learn from the webernets that super-jumps are a feature, not a bug - and that map boundaries are really only there to test the ingenuity of players.
- Martin's monkey sounds in Desolation fuel intertube speculation that the Forerunners devolved into chimps or bigfoots.
- The Halo 2 map pack is downloaded a bajillion times. Fans think we make bank and are driving around in Bentleys. Again anybody that works in the games industry knows how hugely untrue the former statement is.
- 2nd Organic Soft Sculpture Contest Entry deposited in front of house.
- We begin working on super awesome secret project #1.
- We are visited by "friendlies" that remark how relieved they are that we don't drive Ferraris. We visit them and get chauffeured around in Hummers.
- We move to a "corporate like" office space and hire more programming gray matter.
- We hoodwink a publisher into signing a deal for super awesome secret project #1.
- We begin working on super awesome secret project #2.
- We hire even more programmers, including one that doesn't know how to drive.
- Martin finally gets some help with the addition of an assistant producer/office manager. We bemoan our first name collision.
- We hire another guy from that studio that created the game with the guy in green armor. Our UI starts looking spectacular.
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