Turbulenz had a great week at Casual Connect Seattle. Lots of new friends as well as existing Turbulenz partners stopped by our booth to see the latest beta release of the Turbulenz Game Network. Once again, we heard loud and clear from game developers that mobile is too crowded, Steam is too core, consoles too expensive, and that Turbulenz fills the void of monetizing high quality games in the browser. Look for more news about the new developers we brought on board to Turbulenz over the next several months. And if your team is interested in partnering with Turbulenz and increasing your game’s presence and revenue stream on the web, please contact us at firstname.lastname@example.org.
Turbulenz have returned from another successful E3. As our regular followers will know, one of our goals at Turbulenz is to help developers get more from games they have already invested time and money into. Taking existing content and re-factoring it for the browser - using the Turbulenz tools - opens up that game to a much wider audience in the browser. And so, as developers and publishers alike look to recoup the investments they have made by bringing those games to new platforms, Turbulenz is well positioned.
Rejoice. Andy Price has joined Turbulenz in the USA. After our expansion into the east, we’re now off west.
Andy has joined us this week and will help lead our North American efforts to revolutionise the games we all play online. He’s based out of sunny Austin, Texas.
He’s no stranger to the games industry or Guildford engineering teams. He was a key player in launching and monetising Metrowerks CodeWarrior for the original PlayStation and then Criterion’s RenderWare for the PlayStation2. After learning everything there was to know at EA he set off to cofound Mockingbird Games.
So if you’re wondering how best to fire up a BBQ when it’s -15C outside or how to create the greatest and unique online games, then Andy is your man.