Teddy has been designing games professionally for six years, with teams at Microsoft Studios, Disney Online Studios, and Gameloft, specializing in narrative and systems design. He has designed for established brands like Disney’s Pirates of the Caribbean and Cars and on new tech like Microsoft’s Kinect when it first launched. His game Din was featured in IndieGames’ book “250 Indie Games You Must Play“. He studied game design and film production at the USC School of Cinematic Arts, where he earned an MFA in Interactive Media as a Microsoft Scholar, and holds a BA in Music & Computer Science from Columbia University. On a more relevant note, he is a former personal trainer, classically trained vocalist, and 5th grade science fair champion. Teddy grew up in the misty swamplands of Washington, DC, home of presidents. There, he conducted years of research on Japanese role-playing games, which consisted mostly of playing them and having snacks.
We’re out-of-our-minds excited to announce that we’ll be showing The Moonlighters at PAX Prime, with the amazing collection of indie games known as the Indie MEGABOOTH!
Over 80+ games have joined together at PAX to create this year’s LARGEST booth. It’s really incredible to think, but our combined PAX presence is bigger than EA, bigger than Ubisoft. In addition to our heisty romp, you’ll get to play a mind-boggling range of indie games.
Come on over to Seattle and play at the end of this month! We’ll be demoing Friday and Saturday (8/30-31).
In the midst of prepping next month’s big Moonlighters news, we took a little break to make a little game that you can play now – SAFARI RESCUE – free on the App Store!
Has a game ever made you cry, or scream in joy, or feel the warmth of a kindly god? Which would you describe as more emotional, your last mobile game or the birth of your first child? At game studio Rad Dragon, we ask these questions each day, and find games coming up short time and time again. Will the interactive medium ever match the emotional intensity of film, fine art, and sculpture?
Just as our artistic soul-searching reached the peak of desperation, we found the answer where it must always lie: in the heart of a child. Would you believe us if we told you SAFARI RESCUE, a game ostensibly made by a mere babe, is the very evolution — nay, transcendence — of games into something… greater? Continue reading →
We’ll be in San Francisco next week for the Game Developers Conference, and are honored to have been awarded an Honorable Mention from the IGF for our early work on The Moonlighters! If you see us roaming the halls next week, stop us and say hello!
If you flip open this month’s issue of Game Developer Magazine, you’ll find an interview we did with Alexandra Hall about our time at the USC Interactive Media Division, and why we went indie in the first place. It was a great opportunity for us to think back on our masters education and postmortem a little.
If you don’t get the mag, you can read the article here!
Also flattering is the comparison G4’s Ashley Esqueda makes to Temple Run, and noting the differences between the two. Other press have mentioned the game as a baseline reference when trying to explain how Shove Pro flips the genre on its head. Regardless of the steps we took to make Shove Pro a very different experience from Temple Run, we’re all flattered by the comparison!
Reviews have been coming in for Shove Pro over the last few weeks, and we’re so pleased that the critical response has been so overwhelmingly positive! Kotaku, Touch Arcade, App Advice, and 148 Apps have all given the game a stamp of approval.
Just as exciting is that our App Store user reviews are through the roof! Almost every rating is 5-stars, putting our average comfortably at 5. Thank you to everyone who has been playing, and all those who took the time to rate the game!
We’re proud to announce that Shove Pro is now available on the App Store, worldwide! If you’re here on our site, chances are you know about the game… so go get it! …Please. If you do choose of your own free will to get Shove Pro on your i-device, please consider writing a review on the App Store. It helps us more than you’d think!!
Following the release of our trailer we’ve gotten a lot of requests for more gameplay footage. SO! We’ve put together a little Let’s Play-style demo video for those of you who want to see a little bit more of the real game in real action! Take a look below, and make sure to sign up to hear about release here!
Over the weekend, TechCrunch reported about a document that hacker group Anonymous claimed to have gotten from Zynga, detailing their plan to acquire “Shove Prod”, which most people have assumed to have been intended to say “Shove Pro”. Here are a few things we want to say about this for clarification:
We agree that “Shove Prod” means “Shove Pro”. There is so such thing as Shove Prod, but we call dibs on the name for a sequel!
No, we have not been in communication with Zynga about such a deal at this point, but it certainly has us wondering.
Yes, we’re open to this possibility. We’re here to make the games we want to make. That’s why we’re putting ourselves out there and self-funding Rad Dragon. A deal that could potentially provide us means to make our games with more security and clarity for the future is of course something we are willing to consider.
Mike and I are uncontrollably excited and proud to announce our first iOS game – Shove Pro! Coming to iPhone & iPad in November! So soon!
We’ve been working on this in secret since E3, without rest, and have assembled an incredible team consisting of ourselves, artist Wesley Martin, and composers John Carey, Harrison Lee, and Dustin Painter.
ALSO, Shove Pro has an absurdly awesome LIVE ACTION TRAILER / Mockumentary, thanks to our friends over at Psychic Bunny – director Asa Shumskas-Tait and producer Diana Hughes, and their incredible crew.
We hope you enjoy the video, and please SIGN UP on the Shove Pro website to get an email when we release!
P.S. – Rumors circulating of a mystery sequel called Shove Prod are not confirmed, though a great idea 😉