Robomodo is an independent video game development studio focused on TOPTIER PRODUCTS WITH INNOVATIVE TWISTS FOR CURRENT AND EMERGING PLATFORMS. Most recently, the Chicago based studio has signed a deal with a well-known Asian publisher to develop its incredibly successful brand. Also, as the team rejuvenates the Tony Hawk franchise across many platforms with the highly anticipated Tony Hawk: Pro Skater HD, they are busy working on an Original I.P. browser game and three iOS apps--one of which includes an interactive child development title.
Robomodo has diversified its business model by branching out to a variety of platforms and genres. Last year, Robomodo released Fox Entertainment's IN TIME for mobile iOS and Activision's Big League Sports for Microsoft's Kinect hardware. In the same year, it has expanded its mobile division to develop titles for other popular IPs, including a very popular and treasured property in all of Asia, yet to be announced. By the end of 2011, Robomodo embarked on development for a new exciting Browser-based MMO IP with its 5th Publishing partner that is built upon a freemium business model with monetization strategies.
Prior to developing the HD version of Pro Skater for its core demographic, Robomodo released two other sport titles under the Tony Hawk license targeting a kids demographic that included a skateboard peripheral. The studio followed up the 2009 retail success of Tony Hawk: RIDE with the release of Tony Hawk: SHRED in 2010; which included more extreme levels, updated controls, and added Snowboarding to the mix.
THE ROBOMODO TEAM HAS A STRONG TRACK RECORD FOR MARRYING SOLID GAME DESIGN WITH AN INNOVATIVE ARTISTIC STYLE, AS WELL AS HARNESSING THE POWER OF ALL GAMING PLATFORMS.
Robomodo's engineering team is very well versed in creating technology that exploits the capabilities of any gaming platform, and its art and design teams focus on providing a fulfilling game play experience with a stunning graphic style. The team has substantial experience working together to create new engine technology as well as customizing third party engines to provide the best game play and graphics for whatever target platform is required. Reinvigorating AAA titles such as Tony Hawk, NBA Street, Mortal Kombat, and Fight Night 3 (lauded as the first true next-gen game for this console generation) is what the team does best.
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Robomodo's founders are industry veterans, managing products in many different roles. They have all worked as employees for publishers, as studio leads, and as managers outside of the video games industry.
Their varied backgrounds enable them to combine their knowledge of the industry with management experience to promote a studio DEDICATED TO CONTINUOUS IMPROVEMENT.
As president of Robomodo, Josh Tsui oversees all functions of the studio, liaisons with publishers, and has significant input in all projects. With eighteen years of AAA game production experience, Joshua has directed and managed large teams for publishers such as Electronic Arts, Microsoft, THQ and Midway Games. From the Mortal Kombat series to Fight Night Round 3 to the Tony Hawk franchise, Josh has helped to give each project the competitive edge to stand out in a crowd and become hit games. With his experience as both a former co-owner of Studio Gigante, Inc. and a senior manager for Electronic Arts, Josh has the unique insight from both a developer and a publisher point of view.
As CEO, David Lee Michicich sets strategy and vision for Robomodo, manages financing, sets budgets, forms parternships, creates culture, and builds a team to steer the company accordingly. To outside vendors and publishers, David represents Robomodo in obtaining projects, as well as overseeing the creative direction. David specializes in rejuventating existing Intellectual Properties, as well as creating new and exciting IP for all gaming platforms and beyond. David launched his career over 17 years ago as a core team member on the arcade smash hit Mortal Kombat and since then has applied his skill set towards prized projects for publishers such as Activision, Electronic Arts, Microsoft, Midway, and THQ. Through the years, David has built strong relationships to secure projects from conception through shipment, on budget and on time.
As CTO, Peter Sauerbrei overseas all engineering aspects of Robomodo. For the last 10 years, he has worked on several AAA titles for multiple companies in the game industry, including: Tony Hawk: RIDE and Tony Hawk Shred at Robomodo, Tao Feng and WrestleMania XXI at Studio Gigante, Inc., Fight Night Round 3 and Def Jam ICON at Electronic Arts, and several PC titles with Bethesda Softworks (Battlespire and Elder Scrolls: Redguard being the most successful). His engineering skills run the gamut from tool creation to game systems, such as physics and rendering, and this range of skills has led him to a strong understanding of what it takes to make a successful game.
As a senior director, Richard Ho specializes in creating dynamic play mechanics that are animation intensive, adding layers of depth to any genre. Richard manages animation teams, both internal and abroad, and directs extensive motion capture shoots. A 15-year game veteran from Atari Corporation to Midway Games, Richard has held various positions including game designer, lead character modeler, lead animator, motion capture specialist, and art director. Led by his passion for fighting games, Richard produced two hit titles for Studio Gigante, Inc. (Tao Feng: Fist of the Lotus and WrestleMania XXI) and directed key talent for two Tony Hawk games.
Although Robomodo has only been in existence since 2007, the members of the Robomodo team have been MAKING GAMES FOR UP TO 18 YEARS. They know how to make successful games and bring a FRESH PERSPECTIVE TO FLAGGING FRANCHISES BY MARRYING SOLID GAME DESIGN WITH AN INNOVATIVE ARTISTIC STYLE. In addition, the company has an engineering team that is very well versed in creating new technology that exploits the capabilities of platform, whether they be game consoles or mobile.
TONY HAWK: RIDE and TONY HAWK: SHRED both feature an innovative, motion-sensing skateboard controller that was built by Robomodo from the ground up in conjunction with game development. This cutting-edge wireless controller works with the game to give unprecedented freedom and movement by offering a fully dynamic, hands-free gaming experience. Players perform various movements and gestures on the physical board that directly translate into amazing tricks in the game. Gamers can experience a full range of movement as they rotate, tilt and lift the board in a variety of ways to discover new tricks. Players simply step on the board and feel like a Pro Skater.
FIGHT NIGHT ROUND 3 (FNR3) was considered one of the best examples of superior graphics truly adding to the gameplay. Taking advantage of the new generation of consoles' superior performance, the team took the Fight Night franchise to new heights. FNR3 innovations, such as the use of photogrammetry to create ultra-realistic environments and pore-level details on character models, set a new standard in realism. A great example of all of this superior technology coming together was the creation of the "Super Punch," a close-up of the boxer's face at the moment of impact. The player feels the power of the punch, as incredibly detailed graphics and animation show everything from face rippling to spraying sweat. This feature set a new standard in creating great moments in games.
NBA STREET VOL. 2 offers 29 NBA teams and NBA Legends that are fully playable in all modes (once unlocked). The game also features four different modes: Pick-Up Game, NBA Challenge (beat all NBA teams with a normal or customizable team), Street School (learn the moves and tricks), and Be a Legend (create your own baller and become a legend). The game offers several new trick moves and dunks, as well as introducing a "level-two gamebreaker."This game is the only title to date with three playable incarnations of Michael Jordan from landmark moments in his career: the 1985 Chicago Bulls, the 1996 Chicago Bulls, and the Washington Wizards. It's possible to play all three on the same team, or even assemble an "All-Jordan" lineup.
TAO FENG: FIST OF THE LOTUS is a fighting game that showed the industry how far Microsoft's (then-new) Xbox technology could be pushed. Developed exclusively for the Xbox, the team concentrated on squeezing the most out of the hardware. Tao Feng was the first fighting game to have destructible environments, normal mapping, true character damage in both modeling and animation, and the most advanced graphic shaders on any console. Tao Feng is one of the best examples of a game truly exploring the limits of console hardware.
MORTAL KOMBAT 4 was the first game in the Mortal Kombat series to be completely 3D. With the limited technology of the time, the team worked with hardware engineers to create the game's visuals. The title was a huge success that kick-started the first wave of 3D games for Midway.
MORTAL KOMBAT MYTHOLOGIES was the first title in the Mortal Kombat franchise to offer action-adventure gameplay instead of straight fighting. Using the advanced 3D capabilities of the original PlayStation, the team created hybrid graphics that offered a new look while still being familiar to the fans of the series. Characters were the traditional, 2D Mortal Kombat style, but interacted with full 3D environments. Players felt like they were playing a game that was both familiar and new, perparing fans for the full 3D experience of Mortal Kombat 4.
The Robomodo team has VAST VIDEO GAME DEVELOPMENT EXPERIENCE THAT DATES BACK TO THE ARCADE DAYS. Viewing games that the team members have worked on and shipped, it is easy to see the strong development track record for marrying solid game design with an innovative artistic style, as well as harnessing the power of current and next-gen consoles.Some of the team's previous titles include:
Release Date: 10.28.2011
Release Date: 11.8.2011
Platforms: Xbox 360 (Kinect)
Release Date: 10.26.2010
Platforms: Xbox 360, PlayStation 3, Wii
Release Date: 6.25.2010
Platforms: Xbox 360, PlayStation 3, PC
Release Date: 11.17.2009
Release Date: 10.20.2009
Platforms: Wii, PlayStation 2, PSP, Nintendo DS
Release Date: 8.18.2009
Release Date: 5.1.2009
Platforms: Xbox 360, PlayStation 3, PC, Wii, PlayStation 2, PSP, DS
Release Date: 11.16.2008
Platforms: Xbox 360, PlayStation 3
Release Date: 3.20.2008
Release Date: 11.15.2007
Platforms: Xbox 360
Release Date: 9.4.2007
Release Date: 9.7.2007
Release Date: 3.6.2007
Release Date: 10.11.2006
Platforms: Xbox, PlayStation 2, Wii
Release Date: 4.26.2006
Release Date: 3.15.2006
Release Date: 2.20.2006
Platforms: Xbox 360, PlayStation 3, Xbox, PlayStation 2, PSP
Release Date: 9.15.2005
Platforms: Xbox 360, PlayStation 2
Release Date: 4.20.2005
Release Date: 3.1.2005
Platforms: Xbox, GameCube, PlayStation 2
Release Date: 10.4.2004
Platforms: Xbox, GameCube, PlayStation 2, PSP
Release Date: 6.14.2004
Platforms: Xbox, PlayStation 2, PC
Release Date: 4.5.2004
Platforms: Xbox, PlayStation 2
Release Date: 4.29.2003
Release Date: 3.18.2003
Release Date: 9.18.2001
Platforms: Xbox, Arcade
Release Date: 6.19.2001
Platforms: GameCube, PlayStation 2
Release Date: 6.1.1999
Release Date: 6.24.1998
Platforms: Nintendo 64, PlayStation, PC, Game Boy Color, Dreamcast, Arcade
Release Date: 10.1.1997
Platforms: Nintendo 64, PlayStation
Release Date: 9.1.1996
Platforms: Nintendo 64, PlayStation, Sega Saturn, PC
Release Date: 8.8.1996
Platforms: PlayStation, Genesis, Super NES, Game Boy, Game Gear, Master System, Arcade