Nov 16, 2016 IN Emporea
For those of you who always want to know more, let us present a short interview with the main brain behind Emporea, its long-time producer, main game designer and the first programmer, Dexter.
Sep 12, 2016 IN Diggy's Adventure
Have you ever wondered what Diggy's Adventure looked like back in the days? Rest assured the original idea of Diggy's Adventure was a lot different from the way the game looks now. The mines were not created manually as nowadays, but they were rather randomly generated. The only direction little Digger was ever supposed to know was downwards; into the depths of the earth.
Sep 7, 2016 IN Marketing
"Anyone can be a user acquisition manager."
That's what my girlfriend told me recently.
"Hah, you wish", I thought. Then I realized, she could be right.
Everyone can be a UA manager, but not everybody can be a good one.
It's not an easy job and very few appreciate it: trust me. I've been doing this for couple of years.
Sep 7, 2016 IN Emporea
We all know Emporea is the oldest running Pixel Federation project, and also the one which underwent most revolutions in its game core. How it started, which forms it took and what are the prospects for the only war and strategy game Pixel Federation has published so far? Click on picture above and find out!
Sep 7, 2016 IN TrainStation
It may be hard to imagine a world where there is no TrainStation game where you can dispatch trains from all eras and meet like-minded friends on a daily basis. Have you ever wondered where it all begun? We spoke to one of the Pixel veterans, an art director who‘s been working in Pixel Federation for almost as long as the company exists: Daniel "Snarky" Radocha. We invite you to read the first part of our interview, talking about everything from Lady Gaga, to difficult professional times, game-design failures, and most importantly: TrainStation!