Some testimonials from our customers...
Daniel Garcia
CEO
We have been using Vicious Engine® in the past 6 months with great enthusiasm. The tool is very easy to grasp and very quick to prototype. In under 3 months we were able to generate a high level prototype to pitch to publishers, without even touching the engine's source code. This is a result we've never had with other engines we evaluated before.
The artists were pretty comfortable in working with Vicious, adding content to the game
without intervention from our programming team, this is something that really makes a great impact on the production velocity.
It's also very important to mention everything that is supporting the product itself including the "small developer friendly" business model, the fast and easy communication with support and business and the amount of trust they are putting in small developers like us. We will definitely be using
Vicious in our upcoming products!
MORE ››
Project Showcase:
Unannounced PSP® Title
Smack Down Productions
Laurent Benadiba
C.E.O
Smack Down Productions has used the Vicious Engine® on numerous projects, mainly on the Wii™ platform. The released games include the award winning “Build a Bear: A Friend fur all seasons” and “Survivor the TV Show” on the Wii. We have been working with the Vicious engine for over a year with great success.
The team has been impressed by the stability and versatility of the engine. We have been able to focus on the core of the gameplay & content from day one and not recreate the basics all over again. Having access to the source code allowed us to add custom features (such as advanced lighting, Wii Balance Board support, rag dolls or depth of field effects) quickly and efficiently.
The stability of the middleware and the debugging tools haved helped us submit our game to Nintendo and have “Build a Bear” approved on the first submission for both NOA and NOE !
I highly recommand using Vicious for productions with tight deadlines and a great focus on the quality & content. We, at Smack Down Productions, are going to use it for another decade!
MORE ››
Project Showcase:
Survivor the TV Show
Developer: Smack Down Productions
Platform: Wii
Perpetual FX Creative
Chris Curra
CFO / VP of Production
Before we started Galactic Bowling we knew finding the right engine was going to be a heavy task and spent 6 months of our preproduction among other things, looking for and testing out all the engines in our price range. When it came down to our constraints for an engine we knew we wanted a multiplatform solution, something that was robust in features, easy to pickup and learn, and then produce a high quality, competitive product, as well as the ability to integrate new features like complex shaders etc. Once we found Vicious and started testing the software we never looked back. Within 3 months we had built an extremely stable prototype and had hit the ground running in full production. After shipping Galactic Bowling on VE1, and looking at all the new features for VE2, we can say with confidence we will plan on using that engine for our next title, and the quest for the ultimate engine can finally be over.
MORE ››
Project Showcase:
Galactic Bowling
Developer: Perpetual FX Creative
Platform: PC
Escape Hatch Entertainment, LLC
Garry M. Gaber
President, Chief Creative Officer
Escape Hatch Entertainment, LLC has used the Vicious Engine® on two games and several demos, and have been consistently pleased with its ease of use, quick workflow, and extensibility. To say that a quality product can be developed with a small team in a matter of months is not an understatement – all of the tools are there to make great games, allowing the development team the luxury of concentrating on design, assets, and gameplay rather than reinventing the wheel.
Every step of the development process has been made easier by the development environment. Preproduction has meant faster prototyping of ideas, more solid planning, and knowledge of what the engine can accomplish before dollars are spent in production. Production is much faster because Vicious is an established environment in which all members of the team can work together and see virtually real-time results. Features can be added to the engine as actions, meaning that production can continue in a straight line without interruption or fear of crashes and delays.
I would recommend the Vicious Cycle® development environment, and plan to use it on several future projects.
MORE ››
Project Showcase:
Discover Babylon
Developer: Escape Hatch Entertainment, LLC
Publisher: Federation of American Scientists
Collision Studios
Darrell Benvenuto
Director of Operations
Collision Studios, Inc. makes use of the Vicious Engine® to support its development of games for day-and-date release with major motion pictures. The cross-platform nature of Vicious enables Collision to develop for multiple platforms simultaneously and to develop within the tight time constraints available when producing for day-and-date release with films. The Vicious Engine is cost-effective and continually being improved not only by Vicious but also by its community of licensed developers through a robust, forum-driven system of sharing new additions and solutions with one another.
The Vicious Engine’s point-and-click scripting system levels the playing field, enabling even junior programmers to very quickly get up to speed and working in the engine. Its asset management system utilizes domain-level authentication, helping to keep assets secure and to track exactly who is using or working on an asset at any given time.
Extensible, flexible, affordable, fast, and fully cross-platform from the PSP all the way up to next-gen. Vicious: It’s a no-brainer.
MORE ››
Project Showcase:
300 March to Glory
Developer: Collision Studios
Publisher: Warner Bros. Interactive Entertainment
Platform: Sony Playstation Portable - PSP