We are ArtistryWare Games

The ArtistryWare team brings together decades of expertise in various entertainment venues from cinemas and television to theme parks and interactive experiences. From concept to final product, our staff of qualified professionals are able to provide a full range of services that can make your dream a reality.

Every project is unique and every client is special. We approach each venture with renewed excitement and use our experience to create the best possible solutions. Whether you need to visualize a story through detailed digital media, design and build the hardware components required to recreate reality or simply program an interactive experience that will engage your customers...

Who We Are

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Pellentesque pretium, nisi ut volutpat mollis, leo risus interdum arcu, eget facilisis quam felis id mauris. Ut convallis, lacus nec ornare volutpat, velit turpis scelerisque purus, quis mollis velit purus ac massa. Fusce quis urna metus. Donec et lacus et sem lacinia cursus.

Gilbert Marpuri

Software Director



Marvin Buenaventura

Senior Software Engineer

Angelo Martinez

Software Engineer


Gabriel Pinili

Graphics Designer



Giovanni Rabe

Web Developer and etc.


Marion Ramos

Hardware Engineer


What We Do

Planning

Imagination makes us aware of limitless possiblities. As we think of every concept, we ensure that we have tackled every possibility for what the game is going to be.

Graphic Designing

We have the resources to develop a fully visualized concept from 2D sketches to 360° 3D renderings. Then it’s time to take your concept to the next level.

Development

ArtistryWare Games Team is highly skilled in the art of show and interactive programming including computer and mobile applications and different controllers.

Testing and Debugging

It is the quality rather than the quantity that counts. In Artistryware Games we ensure that we deliver a fun and memorable games that will satisfy our client.

Publishing

From marketing to distribution of the games we made. We assure that our games are well advertised and properly distristrbuted.

How we work

1Games developed in Artistry Ware begin with the design phase. Here a game design document (GDD) is developed. This is also the time when concept arts, character designs, plot and other elements take shape on paper.


2Once a GDD is laid out, a Technical Design Document (TDD) is written. Here, feasibility of elements determined in the making of GDD is determined specially in terms of tools available, time, man power and over all cost. This is also the time when the right tools (specially the game engine) are selected for the task.


3After both GDD, TDD and various concept arts are done, Team Slime, the group in charge of developing Artistry Ware games go into a Spike, a period of time when everyone in the team studies both the documents and the tools that are going to be used for the project. Team Slime uses Scrum, an Agile Methodology which Spike is a part of. During Spike, a prototype of the game is constructed.

4Team Slime, armed with knowledge obtained during Spike, goes to development. The team lays out a Milestone Chart along with a Task Schedule Chart where in individual features of the game are broken down into smaller items with specific schedules. Based on this schedule, the team goes into Sprints, week long periods when items (called Stories in Scrum Methodology) are further broken down into tasks.

5The first day of each sprint is when a Sprint Planning is held. This is a short where goals for that sprint is reiterated. This short meeting also doubles as a Sprint Retrospective for the previous Sprint, a time to discuss what things where done correctly in, what things where done wrong in and what could have been done correctly during the previous Sprint.


6Everyday, the team holds very brief (less than 10 minutes) meetings called The Daily Standup. Here, each member puts everyone up to speed about what everyone has been doing, what everyone intends to do next and what things (if any) impedes progress. This way, everyone is aware of who does what.


7This goes on until the Alpha Phase when the game, nearing its completion, is released to selected indivuals in the public for evaluation. After adjustments, bug fixes and improvements based on feedback from public and in-house testers (and if everything goes well) the game is released to the public.