What is Angry Ant Entertainment?
Angry Ant Entertainment began as FIN arts in around 1998 as a team of artist, programmers and game designers.
When we realized that given the struggling New Economy having a constant team financed by game projects or outsourced tasks was too dangerous financially Angry Ant Entertainment was invented.
What I decided to do was to have a team of freelancers that would do their own projects and, if the opportunity for a large project is available, put those who are interested into one team and get the task done. The concept has been working for more than ten years now with me, Lars Espeter, as the project manager.
As I am travelling a lot and constantly running into vary talented people, our network of artists grows and I am working on Angry Ant South Africa right now.
About Lars Espeter
First of all, I have been a gamer for all my life. I started playing and designing graphics on a Commodore C64 with 16 predefined colours, 160x200 resolution and 64Kb RAM.
My digital alarm clock has more processing power than that thing had – and it has a satellite connection ...
In 1993, while studying English and German language and literature and Cultural Studies, I was planning to go into film directing and writing when I got into a team of developers who needed somebody to write a story for an adventure game. That is how it all began. In the following years we created our first game Skullitaire. I got into designing 3D graphics and writing documents for games. Then the New Economy got off the ground and we started to do outsourced projects for larger companies. Mostly advertising games. Companies involved BBDO Germany and Volkswagen, Focus magazine events, smaller German game development companies and even a company that was developing the “Smell Blaster” – should have been in “smelling the game” what the “Sound Blaster” is to “hearing the game”.
By the year 2000 I started working on larger games for our own team, shortly before we turned it from FIN arts into Angry ant Entertainment. We developed our own 3D game engine (The Bone Machine) and published our first casual action game called Bacteria. Other projects followed as did the liquidation of two of our publishers we were creating games for -
I worked as a lead designer on a First Person Shooter for two years, added a year of producing mobile games to it, Angry Ant created two more casual games and a larger educational game, which was pretty successful to our portfolio.
And then somebody asked me to create a Game Design faculty in Germany.
So, I have a lot of experience with all sorts of companies, projects and teams. That experience I now give to my students and the way the students turn out in Germany gives me high hopes for the my South African students, as I use the same concept at the full-
On top of teaching and creating games I also