Asher Vollmer | |
---|---|
Born | [1] | September 14, 1989
Occupation | Indie video game developer |
Known for | Threes |
Website | ashervollmer |
Asher Vollmer (born September 14, 1989) is an American indie video game developer. He created Puzzlejuice and Threes . Vollmer also worked on Guildlings and Beast Breaker .
While a student at USC Interactive Media & Games Division, he developed the 2012 iOS game Puzzlejuice with Greg Wohlwend. The pair's next game, the 2014 iOS puzzle game Threes, received numerous awards and was later ported to multiple platforms. Among other projects, Vollmer subsequently worked on Close Castles, a real-time strategy game later put on hiatus, and Royals, a simulation game for OS X and Windows.
Vollmer is a graduate of the USC Interactive Media & Games Division program. [2] As a student, he began work on Puzzlejuice , a puzzle video game. He reached out to artist Greg Wohlwend for aesthetic advice, which led to a collaboration between the two. [3] Puzzlejuice is a combination of Tetris , tile-matching, and Boggle: players rearrange falling tetromino blocks into rows of similar colors, which turn into letters that are cleared from the board by forming words. [4] [5] The iOS game was released on January 19, 2012, [6] to what review aggregator Metacritic described as "generally favorable" reviews. [7] Multiple reviewers mentioned the difficulty in mentally balancing the various components of the game. [4] [8]
Vollmer started as thatgamecompany's "feel engineer" in August 2012, [9] but left in April 2013 to "go indie" and work on his own projects. [10] On his blog, he said he thought the studio's current project would be groundbreaking, though he was unhappy working there. [11] Vollmer tried to write a short story in an attempt to take a break from games. Before long, he began to play with his computer keyboard. Vollmer challenged himself to make a game that only used the arrow keys, and prototyped what would become Threes in ten hours overnight. [12] He proceeded to iterate on the idea with Wohlwend over the game's 14-month development. [13] In Threes, the player slides numbered tiles on a four-by-four grid [14] to combine addends and multiples of three. [15] Vollmer cited Drop7 as an inspiration for the game, having played it for two years beforehand. [12]
Threes had no original inclination towards minimalism. [14] In fact, Vollmer and Wohlwend felt that the game needed to appear more complex so as to interest players. [13] They returned to the original idea and added character personalities to the tiles. [14] The iOS game was released on February 6, 2014, [16] to what Metacritic characterized as "universal acclaim". [17] Reviewers found the game "charming" [18] [19] [20] and "addictive", [15] [19] [20] [21] [22] [23] and compared it to Drop7 (2009), [22] Triple Town (2010), [18] [22] [24] and Stickets (2013). [18] [22] Eurogamer [22] and TouchArcade awarded the game perfect scores, with the latter calling Threes "about as close as it gets to a perfect mobile game". [25] Other developers released similar games and clones within weeks of the game's launch. [26] Apple named Threes its best iPhone game of 2014. [27] The game was later ported to Android, Xbox One, [28] and Windows Phone platforms. [29] Polygon included Vollmer in their "50 admirable gaming people of 2014" for his work on Threes. [30]
Vollmer thought he would work on a new game a month after releasing Threes, but was kept busy by obligations to fix and update the game, to port it to other platforms, and to promote game through press and events. He was convinced that he would never make a game "as clean and tight as Threes ever again". [31] Vollmer's next game was Close Castles, a real-time strategy game. [31]
Vollmer unveiled Close Castles in June 2014. Players start in corners of a "grid map" and are represented by castles. [32] Vollmer explained that the game's name is from castles built too close to one another, starting a mutually assured destruction scenario. Players can build three structure types out from their castle: towers that fire at incoming enemies (defense), houses that make "loyal subjects" (offense), and markets that make money (economy). [32] The "A" button with a direction constructs a path directing followers to the enemy. Followers capture enemy structures as denoted by a "defense bar" that fills as followers enter the structure and that destroys the structure when filled. [32] Markets are the weakest structure, and two towers can defend against one house. Player turf grows as player structures approach the limits of their area. Players earn five units of money a second, which increases by five for every market. Polygon called the game's simple visual design "horrifyingly deceptive". [32] Vollmer has said that games should last around three minutes apiece and that the local multiplayer's lack of "hidden information" should make interactions with other players less of a "sadomasochistic" game of waiting for an opponent to concede. [33] The game was demoed on an Xbox 360 [32] but was planned for release on the PlayStation 4. [33] Vollmer put the project on hold while he worked out "fundamental flaws" in the gameplay. [31]
While Vollmer traditionally worked on multiple games at once, Close Castles was his only project when it was in production. In March 2015, he worked three days a week on a bigger project with a small team, and saved his other days for personal experimentation and Threes bugs. [31] The next month, Vollmer released Royals, a pay what you want simulation game for OS X and Windows. In Royals, the player controls a peasant who advances towards royal status by collecting resources and followers. In February 2016, Sirvo Studios announced Guildlings , a fantasy adventure game, which was later released in November 2019. [34] Vollmer had founded Sirvo with other indie developers the previous year, which received funding from FunPlus, who also started a $50 million investment fund for the early projects of rising video game developers and artists. [35] [36] In September 2021, Vodeo Games, which was co-founded by Vollmer, released adventure game Beast Breaker. [37] Vollmer felt Guildlings was misaligned with his design sensibilities, which led to Vodeo. [37] In September 2022, Vodeo Games, which employees' Communications Workers of America affiliated union was noted for being in the process of bargaining, closed after "running out of funds". [38]
Thatgamecompany, Inc. is an American independent video game development company founded by University of Southern California students Jenova Chen and Kellee Santiago in 2006. The company was a developer for Sony Computer Entertainment, contracted to create three downloadable games for the PlayStation 3's PlayStation Network service, and has since secured independent funding. The first of their games is a remake of Chen's award-winning Flash title Flow, with enhanced visuals and sound, added multiplayer modes and compatibility with the PlayStation 3's motion-sensitive controller. The title was released on the PlayStation Store in 2007. The company's second PlayStation 3 game, Flower, was released on the PlayStation Store in 2009, and their third game, Journey, was released in March 2012 on the PlayStation Store. Their fourth game, Sky: Children of the Light, was released in July 2019 on iOS and in April 2020 on Android. Later, it released on the Nintendo Switch in June 2021 and on PlayStation 4 in December 2022.
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Threes is a puzzle video game by Sirvo, an independent development team consisting of game designer Asher Vollmer, illustrator Greg Wohlwend, and composer Jimmy Hinson. The game was released on February 6, 2014, for iOS devices and later ported to Android, Xbox One, Windows Phone, and Windows. In Threes, the player slides numbered tiles on a grid to combine addends and multiples of three. The game ends when there are no moves left on the grid and the tiles are counted for a final score.
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Gasketball is a basketball-themed puzzle video game for the iPad by Mikengreg, an independent development team of Michael Boxleiter and Greg Wohlwend. Players flick basketballs through 2D physics puzzles into the hoop in single-player, local multiplayer, and asynchronous HORSE-style online multiplayer modes. The game is free-to-play with in-app purchases. Development began in mid 2011 following Mikengreg's successful Solipskier. They were able to live from the earnings for Gasketball's two year development at their previous salary, which afforded them the stability to try new avenues and reject prototypes, though they worked 100-hour weeks. Towards the end of their development, they ran out of money and lived on the couches of friends. It was released on August 9, 2012, and the game did not reach their desired conversion rate at the time of launch.
Greg Wohlwend is an American independent video game developer and artist whose games include Threes! and Ridiculous Fishing. He originally formed Intuition Games with Iowa State University classmate Mike Boxleiter in 2007 where they worked on Dinowaurs and other small Adobe Flash games. Trained as an artist, Wohlwend worked mainly on the visual assets. As Mikengreg, they released Solipskier, whose success let the two take a more experimental approach with Gasketball, which did not fare as well. At the same time, Wohlwend collaborated with Asher Vollmer to make Puzzlejuice, and with Adam Saltsman to make Hundreds based on Wohlwend's first game design. He later released Threes! with Vollmer in 2014 to critical acclaim. His later games TouchTone and TumbleSeed were also the products of collaborations. Wohlwend was named among Forbes' 2014 "30 under 30" in the games industry.
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Mikengreg is an independent video game development team of Mike Boxleiter and Greg Wohlwend. Their games include Solipskier, Gasketball, and TouchTone. The two met in a game development class at Iowa State University and later began to collaborate on the Adobe Flash game Dinowaurs. When the project was funded, they founded Intuition Games with other college friends in Ames, Iowa, where they worked on small Flash games such as Gray, Liferaft, and Fig. 8 for Flash game sites such as Kongregate. Dinowaurs was one of the first games signed for the Kongregate platform. Their other games involved controlling the weather, influencing individuals in a riot, and riding a bicycle. Boxleiter and Wohlwend worked on several additional games that were put on hiatus.
Blek is a 2013 puzzle video game for iOS and Android by Kunabi Brother, a team of brothers Denis and Davor Mikan. The player draws a snakelike black line that recurs in pattern and velocity across the screen to remove colored dots and avoid black dots. It is minimalist in design, features excerpts of Erin Gee, and takes inspiration from Golan Levin, the Bauhaus, and Japanese calligraphy. The brothers designed the game as a touchscreen adaptation of the Snake concept and worked on the game for over six months. It was released in December 2013 for iPad, and was later released for other iOS devices and Android.
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Donut County is a puzzle video game developed by American designer Ben Esposito and published by Annapurna Interactive in 2018. The player moves a hole to swallow objects, which makes the hole increase in size. The concept originated in a game jam based on pitches from a Twitter account parody of game designer Peter Molyneux, and later added a mechanic similar to that of Katamari Damacy. Other inspirations for the game included Hopi figurines—a theme Esposito later relinquished—and locations from Bruce Springsteen songs. Donut County was released in August 2018 for iOS, macOS, PlayStation 4, and Microsoft Windows platforms while versions for Xbox One and Nintendo Switch were released in December 2018. It also released for Android in December 2020.
SpellTower is a 2011 word puzzle game developed by Zach Gage. In the game, the player must clear the screen before it overflows by creating words from assorted letter tiles. The game has several game modes and a multiplayer battle mode. The impetus for the game—the concept of combining elements from Tetris and Boggle in what was a prototype of the puzzle video game Puzzlejuice—inspired Gage to create SpellTower. The game was released for iOS in November 2011 to generally favorable reviews. Versions for OS X and Android followed over the next two years. In 2017 SpellTower Minutes was released. This browser-based Flash game created special "blitz" like modes not found in the mobile releases. A new iOS version released in 2017 swapped out the unnamed dictionary and began using Merriam-Webster's Third New International Dictionary, Unabridged. French and Dutch language specific versions were also released. A 2020 release, SpellTower+, added new game modes, cleaner visuals, and a jazz soundtrack.
TouchTone is a 2015 puzzle video game developed and published by Mikengreg, a two-person indie game development team made up of Mike Boxleiter and Greg Wohlwend. The player monitors phone calls as part of a government surveillance program to find public threats. They unlock chains of emails by completing a series of puzzles in which a beam is reflected around a room to a set destination. TouchTone's core concept grew from a two-day game jam immediately following their 2012 release of Gasketball but only found its hacker theme following the mid-2013 global surveillance disclosures of Edward Snowden. The tone of TouchTone's story grew from satirical to serious over the course of the game's development.
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Media related to Asher Vollmer at Wikimedia Commons