Interview with Viktor from Emporea
Jul 27, 2017 IN Emporea
How much do you know about the makers of our oldest game Emporea? We decided to interview our colleague Viktor, who is responsible for game design in Emporea. Enjoy.
6 tips on creative writing (when you don’t feel like it)
May 18, 2017 IN Game Dev Talks
Disclaimer: This article has been written by someone with a terrible headache not feeling like doing anything (me). How have I managed to finish it? Read below.
Messages on Pixel Portal!
May 15, 2017 IN Pixel Games
Good news for all of you who play on portal.pixelfederation.com! ;)
Interview with Dexter
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.
Memoirs of Diggy
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.
Hire or train: Can anyone really be a UA manager?
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.
Emporea: First Steps
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!
Let's talk TrainStation... With our lead art designer, Daniel
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!