Greenfly Studios visits BBC Radio 5 Live
Last week, we had an exciting opportunity to visit the BBC at MediaCity Salford. Specifically, it was to take part on the GameOn show for BBC Radio 5 Live with Andy Rosser. Andy wanted to explore the indie side of game development and asked if Stephen would be willing to come along to the studio […]
Drop That Candy loved at Develop Brighton
Last Tuesday, Katie and Stephen drove down to the sunny beaches of Brighton for the first ever exhibition of our upcoming iOS game ‘Drop That Candy’. After a 5 hour drive, we finally arrived at our accommodation and braved the searing heat with our bags laden with sweets. A 20 minute walk later, we barely […]
Drop That Candy shortlisted for Develop Indie Showcase
Develop Conference recently announced the finalists for the Indie Showcase and we’ve been shortlisted! ‘Drop That Candy‘ is our upcoming puzzle game for the iOS and we are incredibly honoured to be have been included with such an exceptional collection of games. We are looking forward to visiting Brighton in July to show off our […]
QuickDraw is a hit at Rezzed
QuickDraw, our PS Move party title, was showcased to the public this weekend at Rezzed and what an event! Arriving early, it was exciting to see the area Gamer Network had set up for QuickDraw & GlowTag and opposite Team 17. In previous events, QuickDraw & GlowTag were scheduled every 1/2 hour but with the […]
Greenfly Studios QuickDraw headed to Houses of Parliament
Greenfly Studios has been invited to the Houses of Parliament by UKIE. As part of the drive to highlight the innovations made within the UK games industry, we have been selected to showcase QuickDraw and Joust. Both games are digitally enabled physical games for 2 to 7 players allowing people to move away from the […]
PocketGamer: Split Second Timings for Intuitive Game Controls
Stephen was recently asked to contribute a series of articles for PocketGamer.biz on behalf of the Best of British initiative. Head on over to the official site to read his third article looking at the split second timings needed for intuitive controls. We’ve reprinted the article below: Ever cursed a game for being too laggy? Perhaps it was the […]