Us RocketHands is an enthusiastic game development team made up of proven industry professionals and veterans. We all share a love of creating and playing games. Our Plan Our aim is to produce high quality, concise and highly enjoyable games, generally for download on various platforms and consoles. We are going to be completely transparent. What this means is a constant information flow to the community, via this site. We will have regular posts from our developers. These will be about things such as thoughts on the games industry, developer diaries, thoughts on interesting technology or games news, and anything else that we think you may be interested in. We don’t agree with the practise of ‘going dark’ on the community, our customers. Regular news and updates will be a staple feature of this site. If we’ve come up with a new prototype for a game, you can download a demo. If we have come up with a new feature for a game in development you can read about it and see videos of it. If we cut a feature in development we’ll post what we did, and why we did it and you are encouraged to discuss it. If you have issues with anything about our games we’d like to hear them. We are not beholden to any particular platform, if the platform suits the needs of the game, then it’s the right platform for that game. If the game would work well on many platforms, expect to see it on all of those platforms. We are not beholden to any particular genres. We will spread our ideas far and wide and hope that you will help us steer our creativity to make games that you want to play. Technology We embrace technology and will use open and free quality solutions where ever possible. We aim to keep as much of our work as possible ‘in the cloud’, that is decentralised on the internet. Currently some technologies we are using for our website, game development and project management are: Google apps, python, php, drupal, mysql, subversion, mediawiki. Methodology Our aim is to produce 2 high quality games per year. Our production methodology is based off the ‘gamejam’ formula. The year is split into 2 26 week halves. During the first 6 weeks of each ’season’ we will produce as many game prototypes as we can. This mimics the behaviour of participants in a gamejam and will ensure a large diversity of ideas and hopefully many interesting new concepts. We will provide as much of this experiments as we can on the website for you to view and play with if you are that way inclined. After the 6 weeks of jammin' we will choose the most promising concept and spend the next 20 weeks developing a fully realised and highly polished game which will then be available for purchase. During the 20 weeks of development on a title we will be utilising agile (specifically scrum) methodology to ensure we are able to adapt as problems, opportunities and new ideas arise. We feel this quick turn around will allow us to retain lots of momentum and enthusiasm about our projects, ensure fresh interesting games for our customers and also maintain a healthy business model.