Fast Guide To FuturLab

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We’re very lucky to have some great fans. They’re polite, good fun, loyal and supportive and they seem to have impeccable taste…

They’re supportive because they enjoy our games, and also because they’ve shared in our exciting news as it happens, following our journey from working on games for PS Minis and PS Mobile to PS Vita and now PS4!

We recently finished Surge Deluxe for PS Vita, and Velocity 2X for PS Vita and PS4.

But what if you’ve never heard of us before, and curious about what we do?

This post is for you!

We’ve compiled all the most interesting posts on our blog into a single list that you can storm through in no time, and emerge at the other side fully clued up.


1. FuturLab Pitch To Sony

This was our first step, and it’s still the best way to get a clear insight into the way we do things: FuturLab Pitch To Sony.

2. Here’s A Nice Story…

We love interacting with people that play and enjoy our games, but this was a special few days that happened on Twitter: Here’s a nice story…

3. Tip For Success: Keep Your Word

We don’t spam our subscribers with random crap, but when we’ve got something worth saying, we say it: Tip For Success: Keep Your Word.

4. FuturLab’s Bullet Proof Definition Of Art

We don’t just want to make games at FuturLab, we strive to create art. Here’s what we mean by that: FuturLab’s Bullet Proof Definition Of Art.

5. Our Story On Gamasutra by Leigh Alexander

Velocity was our breakthrough success, but we’d worked for years up to that point with many failures along the way. This article written by Leigh Alexander describes our journey to that point: Our Story On Gamasutra by Leigh Alexander.

6. Fan Powered Flight

This page is our mission statement: Fan Powered Flight.

7. Reflecting On A Great Year

After the success of Velocity I felt a great sense of accomplishment that I’d not felt for 20 years. This post explains why: Reflecting On A Great Year.

8. How We Approached The Press For Velocity Reviews

Another example of how we do things differently: How We Approached The Press For Velocity Reviews.

9. Use What You’ve Got

An article we felt needed writing: Use What You’ve Got.

10. Designing An Awesome Video Game

This was the single busiest day on our website by a mile, and it’s because we shared valuable knowledge and experience freely with the game development community: Designing An Awesome Video Game.

11. Our Games

A summary of what we’re all about wouldn’t be complete without a link to our games would it? Here you go: FuturLab Games.

That’s it!

You can now make an informed decision about whether we’re worth your time or not. We totally are btw…

If you agree, please subscribe to our site below, as then you’ll never miss a new FuturLab game!

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  • Sensamur
    Posted August 26, 2013 at 1:03 pm 0Likes

    Hey thx for sharing your knowledge with us. This guide help a lot, I found new interesting things in it. Hope for more info in the future. And I have a little question if you don’t mind. Are you using a game platform for the games( a public game platform) or is a software that Sony empowered you with it.

    • James @ FuturLab
      Posted August 26, 2013 at 1:30 pm 0Likes

      Hello! Thanks for the comment, it’s actually neither of those. We develop our own technology for our games. We have looked at publicly available game engines and they’ve never really fit our goals.

      • Sensamur
        Posted August 26, 2013 at 2:02 pm 0Likes

        That’s a shook!It very impressive you make this all by your self. As a final request can you offer me a tip? Which is easier for a beginner 2D development or 3D? I started working with a free (quite popular) 3D engine and I find making 3D games easier then 2D and that’s because i can’t find good tutorials for 2D games, actually not even a good sprites tutorial (have no idea how to make them). Thx again for all the help and interest you offer to your fans and to the community.Good luck in the future with all the project, hope you will never stop making good games.

  • Hussain @ FuturLab
    Posted August 26, 2013 at 4:13 pm 0Likes

    Hi Sensamur,
    Actually it all depends on the type of game you are trying to make. As far as maths is concerned, 2D is definitely easier, because it’s easier for you to visualize the concepts in your head. In terms of tutorials, you should check out This is the website of Paul Firth, an awesome games industry veteran. Hope it helps and happy developing! 🙂

  • Rodwyn Hoffman
    Posted August 27, 2013 at 9:49 am 0Likes

    Some very good reads thanks. going to go and find that lbp level as we don’t have psm either

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