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aeiowu
Greg Wohlwend

Name

Greg Wohlwend

Residence

Chicago, IL

Alma Mater

Iowa State University

Occupation

Artist, Game Developer

Years Active

2007-Present

Website

http://aeiowu.com/

aeiowu (real name Greg Wohlwend) is an American artist and independent video game developer who collaborated with Jacob Grahn in several Adobe Flash games.

Career

While majoring in graphic design at Iowa State University[1], Wohlwend met Mike Boxleiter in an experimental video game class.[2] While they only briefly worked together on a small project at the time, the two re-united a few years later in 2007 at the college's Virtual Reality Application Center. After discovering their similar interests, they soon started developing their first game Dinowaurs, which was finished after nearly two years in 2009 and one of the first games sponsored by Kongregate. Wohlwend and Boxleiter also founded Intuition Games with two other friends in May 2007 in order to raise money.[3]

To streamline future projects, Wohlwend and Boxleiter dropped the use of design documents and instead focused on improving and adding elements to games while being made, reducing development time to a few months.[4] Gray and Fig. 8 were also released during the year, the first of which was nominated for an award and featured at that year's IndieCade.[5]

In March 2010, the pair changed their company name to Mikengreg to reflect it now being a partnership. Their first project after the change, 4fourths, was selected to appear in Kokoromi's Gamma IV's showcase in 2010, the Game Developers Conference[6], and Brandon Boyer's 2011 Wild Rumpus event.[7] However, due to limited resources, the game was placed on an indefinite hiatus.[8] Other games released in 2010 include Life Raft: Zero, a "prequel teaser" to an earlier project also placed on hiatus[9], Solipskier, their first to be ported to mobile phones, and Hundreds, a sole project by Wohlwend that would also receive a port in 2012.

Solipskier was the final game developed in and for Adobe Flash, with all future projects being released as apps for mobile phones due to the game's port's success.[10] The first was titled Gasketball, released after one year of development in August 2012. The duo was able to take more risks during development thanks to Solipskier's success, scrapping six polished prototypes before selecting one. Wohlwend also collaborated with Asher Vollmer on Puzzlejuice during Gasketball 's development when the latter inquired him for aesthetic advice, which was released in January 2012.

Wohlwend and Boxleiter's next game, TouchTone was released in 2015 after being in development since shortly after Gasketball was finished.[11] A simpler version of the concept formed when the pair travelled to a game jam, though they chose a satirical approach and more serious tone after the Snowden leaks in 2013.

Between Gasketball 's and TouchTone 's releases, Wohlwend additionally collaborated with Jan Nijman, Rami Ismail, and Zach Gage to create Ridiculous Fishing and re-united with Vollmer for Threes!. During Ridiculous Fishing's development, the group battled against a cloned version of their concept from another company, which, along with other stress issues, caused the team to make little progress for several months.[12] It wasn't until a road trip in August 2012 when the team set a deadline, scrapped 90 percent of their work, and Wohlwend moved in with Gage to work 14-hour weeks that development began running smoothly.[13] The game was released in February 2013 and went on to become one of Apple's Games of the Year.[14]

Threes!'s initial concept was similar to its released format, though Vollmer and Wohlwend spent half a year revising to make it a more complex experience in order to expand its potential playerbase, such as including sushi, monsters that would eat numbers, and atoms.[15] However, after negative reactions from test audiences and encouragement from Gage, they chose to return to the original, simple theme featuring only numbers. The game was released in February 2014 and also went on to become one of Apple's Games of the Year and won a design award.[16]

Beginning in summer 2015, Wohlwend collaborated with Benedict Fritz to create TumbleSeed, which was released in May 2017.[17]

Jiggmin Collaborations

In January 2009, Wohlwend and Jacob Grahn joined together and created a self-imposed challenge to develop a video game in Adobe Flash every day for the month, with Wohlwend working on art and Grahn programming.[18][19] The two quickly abandoned the idea due to its unfeasibility, though they were able to produce several games throughout the month, including The Great Red Herring Chase, Effing Hail[20], Inkclipse[21], Murder in Crowland[22], and ZigZagZak[23]. Only The Great Red Herring Chase and Effing Hail would be released publicly, however, as the others could not obtain sponsors.[24][25]

The pair would later re-unite in May 2010 to develop Effing Hail 's sequel, Effing Meteors.[26] As Jiggmin was occupied with Platform Racing 3 at the time, the game took longer to make and was finished later that December.

Notable Games

References

  1. http://www.iowastatedaily.com/news/business/article_acef95ca-7a1f-5a34-86f7-44cc276fd5b8.html
  2. https://www.ece.iastate.edu/profiles/mike-boxleiter/
  3. http://www.ign.com/articles/2007/11/13/industry-entry-flash-games
  4. http://www.indiegames.com/2009/09/interview_greg_wohlwend_mike_b.html
  5. http://www.iowastatedaily.com/news/business/article_acef95ca-7a1f-5a34-86f7-44cc276fd5b8.html
  6. http://indiegames.com/2010/03/gamma_iv_games_announced_playa.html
  7. http://www.gamesetwatch.com/2011/08/the_wild_rumpus_announced.php
  8. http://mikengreg.com/blog/2010/08/welcome-to-the-blog/
  9. http://www.intuitiongames.com/2009/10/is-hiatus-the-correct-word-here/
  10. http://toucharcade.com/2012/03/23/on-success-expectations-and-brilliance-how-solipskier-is-informing-the-direction-of-mikengregs-next-game/
  11. http://toucharcade.com/2015/03/24/touchtone-developers-mikengreg-on-how-a-48-hour-game-jam-game-took-two-years-to-become-a-politically-charged-puzzler/
  12. http://www.polygon.com/features/2013/4/24/4257958/cloned-at-birth-the-story-of-ridiculous-fishing
  13. http://www.gamasutra.com/view/feature/188097/ridiculous_fishing_the_game_that_.php?print=1
  14. http://www.polygon.com/2013/12/17/5219420/apple-names-ridiculous-fishing-badland-its-2013-games-of-the-year
  15. http://www.recode.net/2014/2/21/11623772/hit-ios-puzzle-game-threes-almost-had-monsters-and-sushi
  16. http://www.polygon.com/2014/6/3/5776986/games-apple-design-awards-2014
  17. http://www.tumbleseed.com/
  18. http://web.archive.org/web/20111029061854/http://casualgameinformer.com/wp/2009/04/15/an-interview-with-jiggmin/
  19. http://www.intuitiongames.com/2009/01/jiggminaeiowu-flash-game-collaboration-2009/
  20. http://www.intuitiongames.com/2009/01/more-from-the-collaboration-front-lines-with-jiggminaeiowu/
  21. http://www.intuitiongames.com/2009/01/inkclipse-jiggminaeiowu-collaboration/
  22. http://www.intuitiongames.com/2009/01/crow-game-working-title-jiggminaeiowu-collab/
  23. http://www.intuitiongames.com/2009/01/zigzagzack-jiggminaeiowu-collab-the-final-frontier/
  24. http://www.intuitiongames.com/2009/01/zigzagzack-jiggminaeiowu-collab-the-final-frontier/
  25. http://www.intuitiongames.com/2009/07/the-great-red-herring-chase-is-finally-released/
  26. http://web.archive.org/web/20110911130130/http://jiggmin.com/blogs/1-Jiggmin?s=46ceb1ee2c704dc555b1355462651eb7&blogcategoryid=124

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