michael-wilford

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  • Twisted Pixel's LocoCycle takes inspiration from some crazy places

    by 
    Mike Schramm
    Mike Schramm
    08.31.2012

    You may think, after watching the initial trailer, that Twisted Pixel pulled LocoCycle (in which you control a renegade robotic motorcycle that shoots and karate-chops its way across the country) out of some loony creative cauldron of its own making. But that's not quite true, says studio director Michael Wilford, showing the game for the first time at PAX Prime 2012. There is a very clear inspiration, he says, and it's Ice Cube's 2004 motorcycle racing movie, Torque."It's a really shitty movie," Wilford tells us. "It tries to be Fast and the Furious on motorcycles." Twisted Pixel's art director gave a copy of Torque to the company's chief creative officer, Josh Bear, one day as a joke, and Bear was directly influenced by a viewing, especially a scene where two women battle with motorcycles. "Josh had a nightmare that night," says Wilford with complete sincerity, "and woke up the next day and said, 'We have to make a game about a fighting motorcycle.'"

  • Microsoft buys indie developer Twisted Pixel

    by 
    Justin McElroy
    Justin McElroy
    10.12.2011

    After developing games exclusively for Xbox 360 and PC, it's fair to say that indie dev Twisted Pixel has been going steady with Microsoft. Today, the two have finally tied the knot as the Redmond corporation announced that it has purchased the Austin studio. That may be terrifying news for fans of the dev, which has built games like 'Splosion Man and The Gunstringer around its scrappy DIY aesthetic. But Matt Booty, general manager of Microsoft Studios, told Joystiq it's exactly that character that the company hopes to preserve after the sale.

  • Indies react: PAX East as a showcase for small studios

    by 
    Ben Gilbert
    Ben Gilbert
    03.22.2011

    Like so many PAX shows before it, this year's PAX East showcased a ton of indie games -- the gaming equivalent of a Williamsburg dubstep show, if you will. In our experience at this year's event, larger industry players like EA and Bethesda showed off their titles with hired hands and private theater viewings, choosing to exhibit older demos rather than new content. The indies and smaller studios, on the other hand, were out in force. Beyond bringing playable versions of their games to the show -- even Fez was playable, for the first time in several years of development -- the indie studios brought themselves. They continued the tradition of directly engaging with attendees and, often, solicited game-testing feedback on the fly. "I approached PAX East as a three-day playtest session. I learned so much about what works and what doesn't just from standing in the back and observing how people played the game," Fez co-developer Phil Fish told Joystiq. "It's also an amazing morale boost to be told by so many people that your game is great."

  • Twisted Pixel CEO: We won't pursue legal action over Capcom's MaXplosion

    by 
    Justin McElroy
    Justin McElroy
    01.12.2011

    Twisted Pixel CEO Michael Wilford says his comparatively tiny team won't be suing mega-publisher Capcom for its blatant attempt to rip off the studio's Splosion Man with iOS clone MaXplosion (pictured). "We're definitely not going to pursue legal action," Wilford told Joystiq. "While I think the similarities are pretty nauseating, we're too small to take on a company like Capcom. That, and we owe them one for inventing Mega Man, so we'll let them slide." "We just need to keep our heads down making the next thing so that Capcom has something to steal next year," he chided, while adding that he hopes Capcom is "not counting on the fact that indies can't fight back." "We'll just have to make our own mobile game," he challenged. "We'll let you know when we have something on the mobile front to talk about, but now we have added incentive!" Wilford also tweeted that the "best part" is that Twisted Pixel had originally pitched Splosion Man to Capcom, but the publisher passed on it. Speaking of Twitter, he said "the amount of support we've seen in the last 12 hours on Twitter and over email has been awesome, and I think that's better than [winning] a stupid lawsuit or anything like that." A Capcom Mobile representative told us that a statement from the company on the matter would hopefully be released later today. Wildford's full response is posted after the break.

  • Interview: Twisted Pixel's Mike Wilford talks Comic Jumper

    by 
    Christopher Grant
    Christopher Grant
    04.07.2010

    After a grinning Peter Molyneux told Joystiq that Comic Jumper reminded him of a game he would have made twenty years ago (that's a compliment!), we stopped by developer Twisted Pixel's humble South by Southwest booth where CEO Mike Wilford told us about the encounter. "He gave us such a compliment, it was amazing!" Wilford said. After seeing what all the buzz was about, courtesy of a ten-minute demo, we rapped all about Comic Jumper's roots, how Twisted Pixel has changed after the success of 'Splosion Man, the return of 2D mascots (Hello, Sonic! Hello, Rocket Knight!), and where they find inspiration. Read on! Joystiq: What kind of games are you harkening back to with Comic Jumper? It looks like there's a little bit of everything in there. Mike Wilford: Definitely Contra, Gunstar Heroes, and a common theme across all of our games is that they're character-driven. We try to put a lot of personality and humor into the characters, so Earthworm Jim is a huge influence for us. Back in the day, there seemed to be a whole lot of mascot-type characters in games, like Mario, Sonic, all those things, and not many devs seem to be doing that anymore. We're trying to bring that back a little bit with our games.