Hi, my name is Florian Garcia and I am creative director and partner at a small independent studio called Ant Hive Games.
I have spent most of my career working for Ubisoft where i had a chance to contribute creating successful games such as Rayman Raving Rabbids and of course a lot more. As a creative mind, I tend to stay open minded and look at new area where creation and innovation find birth which drove me to the independent scene in 2009.
There, i created original games such as Little Runner, Dark Harvest for iPhone and The Line HD for iPad. To this day, I am still creating new games, softwares, experimental systems and I love it!
[News - 12/05/2013 - 02:08]
Fun Utopist, ain 't you ...
Fun Utopist, ain 't you : r n r nThere are original ideas out there but yea, you 'd have to find them yourself as they get very little coverage. Why Because they 're not rehashes with big names I guess :
[News - 10/29/2013 - 03:34]
I think it is time ...
I think it is time for people to realize that the appstore isn 't and has never been a gaming platform. It is a mass market place that heavily relies on the ever changing trends. r nUnless you are ready to invest into deep trend research and keep up to ...
[News - 10/29/2013 - 05:00]
[Blog - 09/11/2013 - 09:18]
I 'm experiencing the opposite ...
I 'm experiencing the opposite scenario where the producers are at the top of the food chain ordering concept pitch like it 's McDonald 's and calling on and off on the features they judge worthy or not. r nAs you can expect, it rarely goes anywhere.
[Blog - 10/04/2013 - 07:28]
Nice article. I believe it ...
Nice article. I believe it almost sums it all but I would suggest a 7th point: Don 't try to be the creative force behind your project. As soon as time/money/creation are all in the same hands, nothing good will get out of them.
[News - 07/01/2013 - 02:28]
The only thing I know ...
The only thing I know is that i know nothing : Certainly no certainty r n r nI was just raising the question. I personally feel that we 've been neglecting our endings and plots. Could it have shaped our player 's behaviors That 's an interesting thing to look ...