2011 - The Year in Review!
by David Montgomery-Blake · 01/17/2012 (12:15 pm) · 22 comments
2012 has begun with a bang here in Vegas! We're excitedly pushing forward on a number of great projects and have some very exciting things that we are working on! We'll post more on these things later, however. I wanted to sit down and look at the 2011 year and reflect on just how far we have come as a company. For most of the year, we've been operating in start-up mode, which seems really strange to say about a company with such a rich history. We have hired a lot of amazing talent such as Dexter Chow (Ubisoft), Dennis Booth (THQ), and Dmitry Shtainer (Crytek, EA, Unity, Monolith). We have added an art studio, have strong marketing and web resources, a killer documentation team, and have had a lot of releases in the last 12 months!
At the beginning of 2011, we were in "reboot" mode. After the closure of InstantAction, we were picked up by some savvy investors at Graham Software Development. They were long-time Torque users who are aligned with our team and vision moving foward. To get back to our indie roots, we jumped back into the indie pricing arena and offered our engines for $99. The team started with nine employees. They moved the office into a great new location and began ramping up operations on our engines. We also ramped up the hiring process, and by the end of May, we had doubled our team size!

During the last year, we had two releases of iTorque 2D, two releases of Torque 3D, and a release of Torque 2D!
We also expanded our reach by hiring a dedicated art team and creating a number of art packs: Soldier Death Animations, Soldier Art Pack, Cheetah Art Pack, Decal Art Pack, Zombie Art Pack, Graveyard Art Pack, Soldier Weapons Art Pack, Alien Art Pack, and the Alien Weapons Art Pack.
As if we were not busy enough, we wrote a cradle-to-grave tutorial for creating a First-Person Shooter in Torque 3D. This was a great experience and provided us with the opportunity to not only work with a great technical writer (Janet Fisher), but also to hire a full time documentation manager (Geoff Beckstrom) and technical writer (Richard Ranft). This also allowed us to create an educational curriculum based around the tutorial.
On the community front, in August we began Friday Community Power Hours where the company jumps into the forums and IRC to help people in our community and answer any questions that you have at the time.
We have done an amazing amount in 2011, and are looking forward to doing even more in 2012!
At the beginning of 2011, we were in "reboot" mode. After the closure of InstantAction, we were picked up by some savvy investors at Graham Software Development. They were long-time Torque users who are aligned with our team and vision moving foward. To get back to our indie roots, we jumped back into the indie pricing arena and offered our engines for $99. The team started with nine employees. They moved the office into a great new location and began ramping up operations on our engines. We also ramped up the hiring process, and by the end of May, we had doubled our team size!

During the last year, we had two releases of iTorque 2D, two releases of Torque 3D, and a release of Torque 2D!
We also expanded our reach by hiring a dedicated art team and creating a number of art packs: Soldier Death Animations, Soldier Art Pack, Cheetah Art Pack, Decal Art Pack, Zombie Art Pack, Graveyard Art Pack, Soldier Weapons Art Pack, Alien Art Pack, and the Alien Weapons Art Pack.
As if we were not busy enough, we wrote a cradle-to-grave tutorial for creating a First-Person Shooter in Torque 3D. This was a great experience and provided us with the opportunity to not only work with a great technical writer (Janet Fisher), but also to hire a full time documentation manager (Geoff Beckstrom) and technical writer (Richard Ranft). This also allowed us to create an educational curriculum based around the tutorial.
On the community front, in August we began Friday Community Power Hours where the company jumps into the forums and IRC to help people in our community and answer any questions that you have at the time.
We have done an amazing amount in 2011, and are looking forward to doing even more in 2012!
About the author
Community management and development, Educational computing systems and lab management, Flex, ActionScript, JavaScript, PHP, C++, C#, Perl, Python, Ruby, LUA, etc.
#2
Thanks GG!
01/17/2012 (12:42 pm)
Quote:This was a great experience and provided us with the opportunity to not only work with a great technical writer (Janet Fisher), but also to hire a full time documentation manager (Geoff Beckstrom) and technical writer (Richard Ranft).Aside from the tech improvements (amazing to say the least) this is an investment that will be much appreciated. I have noticed an improvement in the docs already and look forward to it getting better.
Thanks GG!
#3
You rock!
01/17/2012 (12:46 pm)
I'm into year 7 using GGs products now, and last year was the best yet. Keep up the good work all at GGs it's really appreciated over here in the U.K...I honestly cannot wait to see what 2012 brings, you're really punching above your weight!You rock!
#4
Good luck in 2012, chaps.
:)
Send them devs a smiley face ... devs love smiley faces ...
01/17/2012 (1:05 pm)
It has been an infinite relief to have the resurrection of GarageGames and a return to Indy friendly policies.Good luck in 2012, chaps.
:)
Send them devs a smiley face ... devs love smiley faces ...
#5
itunes.apple.com/us/app/word-build/id492502595?ls=1&mt=12
01/17/2012 (2:31 pm)
We have been using Torque for 3 years now; "Word Build" was made using Torque and I am very happy with it: iOS deployment with ability to develop in Windows using Microsoft Visual Studio is just the perfect solution and no other game engine offers this. Plus the community support is active. itunes.apple.com/us/app/word-build/id492502595?ls=1&mt=12
#6
You guys had an incredible year though. Great stuff =)
01/17/2012 (4:15 pm)
Any update on the hunt for a Mac graphics guru?You guys had an incredible year though. Great stuff =)
#7
Joking aside, 2011 was a monumental year for GarageGames. To rise from the ashes and accomplish what we managed is quite amazing. Couldn't ask to work with a better team.
Long live GarageGames! =)
01/17/2012 (4:34 pm)
Wow...all that happened in 2011? I just remember recovering from a month long binge, getting back to GG in January and then waking up to find out it was 2012. Quite the blur.Joking aside, 2011 was a monumental year for GarageGames. To rise from the ashes and accomplish what we managed is quite amazing. Couldn't ask to work with a better team.
Long live GarageGames! =)
#8
@Konrad -
Associates should be getting repo access shortly and I'll be posting in the Associate forum to talk a little about the plans. The Associate repo was up temporarily, but there was a bug that forced us to bring it down.
As for a public message, everyone will have to hold tight. We are writing the roadmap down as we speak.
01/17/2012 (4:40 pm)
@To all who have replied - Thanks for the support and the kind words. You played a huge part in making 2011 a success.@Konrad -
Quote:Can you share tiny bits of information about your plans for the coming year?
Associates should be getting repo access shortly and I'll be posting in the Associate forum to talk a little about the plans. The Associate repo was up temporarily, but there was a bug that forced us to bring it down.
As for a public message, everyone will have to hold tight. We are writing the roadmap down as we speak.
#9
01/17/2012 (4:55 pm)
9 art packs, 5 engine updates, and 1 massive totally encompassing tutorial. Now I realize why I slept so much over the break. =p
#10
Good luck for everything you are going to achieve in the future ...
... we are behind you (no comments Steve :p) and are with you every step of the way. :D
01/17/2012 (9:55 pm)
Well done on everything achieved to date ...Good luck for everything you are going to achieve in the future ...
... we are behind you (no comments Steve :p) and are with you every step of the way. :D
#11
01/18/2012 (12:15 am)
@Thomas - I have someone working under contract right now.
#12
01/18/2012 (4:27 am)
Great job guys, keep pushing!
#13
01/18/2012 (5:06 am)
Eric, that is fantastic news! I can't wait to see the fruits of their labors =)
#14
P.S. Hope to have that Mac version soon for interested schools...
01/18/2012 (2:31 pm)
All of you are truly awesome! Congratulations on all of your achievements. Amazing, really wonderful advancements in the technology and also great to see such good teamwork and intellectual power. It was also wonderful to visit this past September, you have a fantastic space, obviously a fun place to work and good culture. You have created. I look forward to seeing many more exciting and innovative products and services in 2012! P.S. Hope to have that Mac version soon for interested schools...
#15
01/18/2012 (2:50 pm)
Simply great!
#16
The Friday thing is very useful - for once I'm having trouble with TGB too, and GG employees were available to take notes. Another thing to wait for, but hopefully not as long as T3D ;)
01/18/2012 (4:42 pm)
Anxiously awaiting that Mac version too. It'll be an instant upgrade if I have money on the account right then too :)The Friday thing is very useful - for once I'm having trouble with TGB too, and GG employees were available to take notes. Another thing to wait for, but hopefully not as long as T3D ;)
#17
01/18/2012 (5:09 pm)
I will definitely also insta-upgrade when the Mac build catches up to everything else.
#18
01/18/2012 (6:53 pm)
Great year guys, more of the same please in 2012.
#19
Looking forward to an even better year.
Hearing that Melv May was back to continue 2D was one of the best parts of this year for my torque experience.
01/18/2012 (11:47 pm)
Best year of torque for me and I actually can't remember when I started following GarageGames.Looking forward to an even better year.
Hearing that Melv May was back to continue 2D was one of the best parts of this year for my torque experience.

Associate Konrad Kiss
Bitgap Games
Can you share tiny bits of information about your plans for the coming year?