Third-party
We are ready to work in partnerships with publishers that require tailor-made games, whether for an original IP or working franchise.
We rely on extensive know-how in production process and this allows us to ensure that every step defined on production plan takes place at the right time, so we can achieve our objectives. Combining the application of new software development methodologies with the experience gained in past projects, we can see more clearly all the steps involved in the product deployment.
Quantix is a company that is always ready to take part on new endeavors, available to work in projects that involves interesting platforms and original ideas. We already participated in projects involving Xbox 360, PlayStation 3, PSP, iPhone and PC.
Our team understands the world culture like few other companies in international game development. We are actively committed to games industry growth, expanding our horizons through contact with new people, companies and projects.
Indie
Quantix has in its pipeline some original IPs, which are self-published like Cashtown and Aurore games.
Through indie development, we can experience with new concepts and go forward untapped niche markets, paving the way for original franchises and sleeper hits.
Each indie project is either self-funded or govt-funded, making its production viable and conforming to our work guidelines.
Playdom acquires Merscom
Our friends at Merscom are now part of Playdom!
“Merscom’s core team has produced over 250 games and over 30 casual branded games”, Playdom said in a statement.
Check out the full story.
Experience
Our crew is acquainted with new and proven technologies, has multidisciplinary skills and is passionate about every job it accomplishes.
We have talented artists involved in the processes of creation and production, experienced in the current techniques of illustration, digital painting, 3D modeling, texturization, animation and sound composition.
Moreover, we use industry standards on the game development cycle, tracking each step of game development, including milestones, alpha, beta and gold releases. Every process can be tracked and followed up by our clients with reports on project status and schedule.
Our specialists know our market well and are flexible to fit the marketing strategy to the customer needs. We take gaming seriously.
In a global scope, we have a strong relationship and mutual confidence with each contact and partnership we make. We want to see everyone happy at every step done.
Platforms
We work with all major platforms available on the market, reaching a wide and broad audience. Our projects are developed for:
PC (downloadable or Web based)
iPhone & iPad
Xbox 360
PSP
PlayStation 3
All the colors and art of a time
Defining the game concept was kind of easy. Developing it actually required research and a proper method. It was almost immediate the conception of its art: the 50s breathes images! No, they expire, outwards, on your face, colors, shapes, product design, music idols, non-music idols, smiling girls in painted posters and of course, milkshakes. If you’re from my generation, you can see this kind of thing all the time in a Back to the Future movie, the first one. Or in any other retro work. The 50’s, up to the 60’s before hippie movement, comes in a pastel color, like Jetsons and so on.
We needed an icon. The game concept shown that Cashtown itself was a simulated mechanical box, like a mechanical toy that a child could grab into their hands. The child would grow and would have it as an iPhone. One specific object became an symbol of that time: the Jukebox. Our Cashtown game resembles a jukebox. It has panels like clock radio displays that you would find at grandma’s house, but it’s still a jukebox. From product design to visual identity that simulates realism even to that time printing layout, it was a very enjoyable task to do.

Cashtown first coins using 50’s printing.
A bit of its way of thinking
To conceive Cashtown we had to think in a new and different way. This new way allowed us to explore what each technical limitations would mean. The game’s branding mix and the symbolism in its concept are spread like a bolt in each game aspect that was relevant to the gamer and also true to the rich symbolism that it just brings back.
Each game production area received proper attention like art, sound, commentaries, the cool elements of game design, all of which integrates to the concept and with each other. It was a nice to develop and still be developing Cashtown.
This energizes the entire production chain!
The wisdom of a symbolic essence
The Universe has its mysteries. At the beggining we had not that much: only a name, an idea of a special characteristic and a prototype. But understanding what a game means is the key for its long life, going beyond a single title or even its games media condition. We would need the same knowledge for the main character. We took a look at the sky, to the past, and then everything else became clear and even obvious.

The goddess Aurora or Eos, by Herbert Draper in the painting The Gates of Dawn. The goddess is the first and universal symbology for the game character.
Aurore is a representation of the sunrise on the planets, worlds and eras. It is a living symbol and was also a winged goddess, Roman and Greek. A celestial goddess from both air and space. But the pilot lives in a world apart, a different and less hostile universe than we are accustomed to. It’s more alive, provocative, funny, adventurous. A woman alone in space is not exactly a crystal flower, gentle and docile, but a pioneering explorer of worlds and a fearless warrior that does not negate the survival and fighting if necessary. Lonely, investigates and knows all sorts of exotic alien civilizations and technology that aren’t always friendly.
And how are these technologies? How are the enemies and ships generated by these technologies? Certainly not like ours. The evolution of a civilization based on carbon, living on a planet of rock, water and air, follows different paths from a race that has grown in other environments. Do not expect something like Star Wars and Mass Effect. In Aurore, the alien enemies will be, at least, exotic.

Amelia Earhart photo, another female pilot reference for building our character.
There is a whole Unknown Cosmos out there, resembling imperial adventures and exotic scenery like ancient Sion would be for an Old West Yankee cowboy. Aurore has a bit of it. She’s young, cool, determined, feisty, astro-archaeologist and at least curious. I’m curious to see where this story will end. To our knowledge, our pilot found some map file which leads to a planet sitted on the edge of the galaxy. On this planet she cannot escape. She’ll need to defeat with her ship all the enemies, one by one, as she follows the track that could lead to what she, since the beggining, seeks: her people’s Promised Land, Shangri-la, Eden, Canaan.
At the end, the mythical hero just wants to go back home.
No Flash on iPhone
Apple and Adobe fight continues to rage on. After announcing iPhone support on its new CS5 suite, Adobe decided to cease investments on the new project. The reason for this is the new agreement made public by Apple last week, where it prohibits explicitly a conversion or translation tool. Only apps generated on Apple frameworks (for instace XCode) will be valid.
Read Apple and Adobe fight over iPhone development.
Marcelo Catach
Marcelo Catach, President – entrepreneur, game producer and developer, works with game development professionally since 2002. He has been in charge for creating and managing a game studio (Eleven Cells) in Brazil acting as executive producer and supervising research and development. He was responsible for coordinating embedded software development for major banks in his past jobs. Born in 1977, completed a B.S. in Computer Science and a M.Sc. in Software Engineering with the thesis “An Event-Driven Camera Dynamic Control Implementation for Interactive 3D Environments”.
See also
- Blog ·· 10 Titles to check on XBLIG
- Cashtown ·· Accelerometer in the iPhone Simulator
- Train simulator for Vale ·· Distributed computing = DVDs
- Who we are ·· Daniel Mafra
- Cashtown ·· Dealing with NSCalendar and dates
- Contact ·· Email
- Contact ·· Address
- Train simulator for Vale ·· Phase one deliverable
- Contact ·· Phone
- How we work ·· Fractal creative method


