Just two days until we have all levels 100% playable. Nuff said.
-Mike
This is the second in a series of videos showing a bit more about Press Play and our work on Max and the Magic Marker. In this video lead artist, Lasse Outzen talks about the characters in the game and how they came about.
The next episode is featuring game designer, Mike Akopyan who will be giving a peek at how the puzzles are created, and the principles of design in the game.
We’ve been doing quite a bit of testing these days as we get the levels closer and closer to completion and dare I say perfection? It is certainly a pleasure to watch people play and wrestle with the puzzles but of course in these tests it’s the negative aspects we are concerned about: a puzzle that is too hard, odd pacing, unclear feedback, etc. It’s hard work but it helps make the game the best it can be and I would like to thank all the awesome people who have participated in the tests. You rock.
-Mike
We recently had the pleasure of showing the game to the press for the first time. We were kind of nervous about this, because when you’ve been working on a project for so long it can be quite hard to look upon it objectively. It’s like asking a parent for an objective opinion on how beautiful their child is.
Anyway, here aresome of the reactions:
Nintendo-Okie (who actually played the first part of the game): “”Max and the Magic Marker” is another in what is shaping up to be a long line of player created interactive games, but it could be the most memorable one that comes out this year…”
Ooh, the parents are sooo proud!

We received a few requests about wallpapers for the desktop. So finally we found the time to make some.
There are two designs with the characters, and then one made especially for the geeks. It’s a screenshot from the editor showing how the robot-level is build up (or how we see the world at the moment).
Check out the media section.
Have a nice weekend!
/Press Players
This is the first in a series of videos showing a bit more about Press Play and how we work. In this video CEO Rune Dittmer talks about Press Play, how we finance and where we are coming from.
The next episodes will feature lead artist Lasse Outzen talking about the general artstyle, the characters, and what it’s like to be inspired by 2nd graders. Also game designer Mike Akopyan will be giving a peek at how the puzzles are created, and the principles of design in the game.
If you have any further questions, please ask!

As some of you might have noticed Max has started sponsoring some flash games on different portals around the web. We are obviously doing this to attract attention to our upcoming WiiWare™ title from gamers around the world. So, if you are here because you played one of the sponsored games: Welcome, we hope you will like Max & the Magic Marker.
Sponsoring games is an opportunity we have because of our stock of old flash games that we can spread through flash game portals and the MochiAds network. Plus it means that the world finally gets to play Press Play classics like Ragdoll Zombie Slayer – and honestly, how did the world ever live without it?

After a hectic week, Mikkel is finally ready to go to London for the Nintendo showcase. Finally we’ll get a chance to let the press have a go with Max and his magic marker on a Wii, and we’re really excited about that. He’ll be giving loads of interviews, so stay tuned for more info on that. We’ll be sure to let you know where to find them.
To keep him company Mikkel is bringing his best friend Max – hopefully he will keep Mikkel company. We practically spend most of our marketing budget on that cardboard figure
Say hello to Kasper Kristensen and Bo Strandby, the latest addition to the team.
Kasper was working with IO interactive, when we stole him. He’s a game designer at heart but also a skilled programmer. Aside from being into games he’s the only guy in team who really likes heavy metal and he likes it a lot, so he got his own office to spare the others.
Bo Strandby is Asger Strandbys little brother. Both him and Asger are students at Kolding School of Design. To begin with the plan was to take Bo in as an intern in the fall, but when we spoke to him and saw what he can do, we decided to bring him in right away. Now he’s working along with Mike and Kasper implementing levels.



