Delay

July 18th, 2006

Like any game development company our deadline has slipped. But we are not dragging our feet! At our release meeting we decided to spend a few extra days to develop a small, simple game using the features we have completed. It will certainly be more interesting and entertaining than our previous plan: a number of spheres and boxes that can be pushed around.

So, what is this game? It’s a secret. You’ll have to wait until it is released later this week. For now, here’s a photo of it in development.

Secret Game

Milestone

July 10th, 2006

We are gearing up to finish our first public milestone of Outland Inc! This milestone, titled Lord of Collisions, will be completed over the weekend and made available. This release includes the current game and tools. Keep in mind that this is not a finished game. We are releasing our work in progress as we complete each feature set. Hopefully, you will be able to see a game as it comes together after each milestone, while we are able to get some feedback.

Stay tuned for the imminent release!

Names

June 30th, 2006

Stolen Notebook got together last night for a meeting that ended up taking two and a half hours. Approximately 5 minutes of that time was spent recapitalizing the company. The remaining time was spent coming up with a name for our first game. A lot of awful names were discovered and thrown out. We finally settled on a great name that fits our game quite well.  Outland Inc.

Now we have to make a logo.

Welcome!

June 29th, 2006

Stolen Notebook has got itself a website. Hopefully we’ll put it to good use.

Who is Stolen Notebook?
We are a small independent game development company based in Madison, WI. Our team consists of 4 people with a variety of talents. We are all current students or recent graduates of UW-Madison.

Denrei — the artist
Chris — the engine/tools programmer
Tony — the game programmer
Gavin — the business manager

Open Development
One of our goals is to share our experiences of independent game development. We want to be as open and accessible as possible. To this end each team member has a blog where they can write about our collective progress from their unique perspective (art, engine, game, business). Further, after each milestone we will post a mini-postmortem describing the problems encountered and the solutions we found. Discussions are geared towards independent developers and others interested in the specifics of making a game.