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	<title>Tiny Mantis</title>
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	<link>http://www.tinymantis.com</link>
	<description>Level Up</description>
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		<title>Light Up The Night</title>
		<link>http://www.tinymantis.com/light-up-the-night</link>
		<comments>http://www.tinymantis.com/light-up-the-night#comments</comments>
		<pubDate>Mon, 19 Nov 2012 20:31:09 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[Main Page]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=529</guid>
		<description><![CDATA[Light it up.]]></description>
			<content:encoded><![CDATA[<p>Light Up The Night is an iPhone and iPod Touch app developed with Cline Davis &amp; Mann NY for the 5th annual <a href="http://www.pharmapalooza.org/" target="_blank">Pharmapalooza event</a> to raise money for The Children&#8217;s Hospital at Montefiore. Light Up The Night is a lighter app featuring different skins for each past Pharmapalooza event and the ad agencies that participate. The app features the use of the built-in flash for devices that support it and the ability to donate to CHAM.</p>
<p><img class="aligncenter size-full wp-image-531" title="Light Up The Night skins" src="http://www.tinymantis.com/wp-content/uploads/2012/11/lutn_app.png" alt="" width="492" height="380" /></p>
<p>Light Up The Night uses the cocos2D 2.0 framework to handle drawing to the screen. The codebase uses a combination of Objective-C and C++. The app can be downloaded for free in the <a href="https://itunes.apple.com/us/app/id570264198">App Store</a>.</p>
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		<title>LEGO DINO OUTBREAK</title>
		<link>http://www.tinymantis.com/lego-dino-outbreak</link>
		<comments>http://www.tinymantis.com/lego-dino-outbreak#comments</comments>
		<pubDate>Tue, 13 Mar 2012 16:19:26 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[Main Page]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=517</guid>
		<description><![CDATA[Roar!]]></description>
			<content:encoded><![CDATA[<p>When we teamed up with LEGO&#8217;s DINO series our inner fourth grade paleontologist&#8211;the one who wore footie T-Rex pajamas&#8211;roared with delight. DINO OUTBREAK was designed for kids aged five to ten. In this adventure platformer you join Sam Flash, dinosaur archaeologist turned dinosaur bounty hunter, as he travels across five different worlds capturing escaped dinosaurs.</p>
<p><img class="aligncenter size-full wp-image-521" title="DINO OUTBREAK" src="http://www.tinymantis.com/wp-content/uploads/2012/03/dino_screen1.png" alt="" width="600" height="400" /></p>
<p>DINO OUTBREAK features unique enemies and obstacles for their respective worlds that Sam Flash must avoid or overcome. Each world concludes with a thrilling chase scene where Sam Flash gets into a DINO vehicle to herd the escaped dinosaurs into a cage. Players are tasked to explore and solve simple block collecting puzzles to build LEGO bridges that allow them to continue forward.</p>
<p>The game also features a Sticker Book where collected stickers reside. Each world is littered with unique stickers that encourage players to explore and take the road less traveled. These stickers can then be printed out and used to create collages or anything the mind can imagine.</p>
<p><img class="aligncenter size-full wp-image-522" title="DINO OUTBREAK Stickers" src="http://www.tinymantis.com/wp-content/uploads/2012/03/dino_screen2.png" alt="" width="600" height="400" /></p>
<p>Along with the sticker collectibles are 5 additional hidden levels that are unlocked via secret codes typed into a text box on the map screen. These bonus levels were initially designed to be unlocked from codes found on the physical, boxed DINO products but that tie-in did not come to fruition.</p>
<p>This game was developed using Flash ActionScript 3 over the course of 4 months from conception to completion. The game also utilizes the LUA scripting language and the open-source Tiled level editor. We handled the programming, art, sound, design, and management tasks including Q&amp;A.</p>
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		<title>Coke Zero</title>
		<link>http://www.tinymantis.com/coke-zero</link>
		<comments>http://www.tinymantis.com/coke-zero#comments</comments>
		<pubDate>Tue, 30 Aug 2011 20:56:38 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[doubleclick]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=358</guid>
		<description><![CDATA[Interactive Football Game]]></description>
			<content:encoded><![CDATA[<p>All the fun of the 80s handheld game, but no batteries required! This advergame was created just in time for Super Bowl XLII to promote Coke Zero. We worked with <em>THIS IS POP</em> and <em>CP+B</em> to provide the programming and technical expertise. This interactive, mini-game banner was delivered on a tight schedule.</p>
<p>A simulation of Mattel handheld football,  the game can be played in the banner or on the landing page that was created to house it. To account for a more modern audience some tweaks were made to the original game making it easier to understand.</p>
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		<title>US Cellular PHR</title>
		<link>http://www.tinymantis.com/us-cellular-phr</link>
		<comments>http://www.tinymantis.com/us-cellular-phr#comments</comments>
		<pubDate>Mon, 29 Aug 2011 19:56:21 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[doubleclick]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=367</guid>
		<description><![CDATA[Landing Page]]></description>
			<content:encoded><![CDATA[<p>A landing page developed in Flash and ActionScript with Templar Studios for US Cellular. The landing page allows the user to click on 3 individual phones that swirl in and out of being selected. The user can also spin the phone around to get a 360 degree view.</p>
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		<title>PunchOut Wii</title>
		<link>http://www.tinymantis.com/punchout-wii</link>
		<comments>http://www.tinymantis.com/punchout-wii#comments</comments>
		<pubDate>Mon, 29 Aug 2011 19:39:26 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[doubleclick]]></category>
		<category><![CDATA[Main Page]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=361</guid>
		<description><![CDATA[Interactive Boxing Banner]]></description>
			<content:encoded><![CDATA[<p>Super Punch Out for Wii is a great game and it deserves a great ad banner. Mimicking the motion of the Wii wand this little game banner got players excited about Nintendo&#8217;s new twist on an old classic. We helped create this fun and successful banner by providing technical expertise, programming and integration.  </p>
<p>Players try their best to land a punch, but it&#8217;s no cakewalk. Thanks to our pretty smart, fast, and small Flash based AI, Glass Joe will try to block punches in true PunchOut fashion. Alternative banners offered players King Hippo and Von Kaiser as opponents.</p>
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		<title>Sprint Ski</title>
		<link>http://www.tinymantis.com/sprint-ski</link>
		<comments>http://www.tinymantis.com/sprint-ski#comments</comments>
		<pubDate>Mon, 29 Aug 2011 19:27:07 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[doubleclick]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=365</guid>
		<description><![CDATA[Ski Game in a Banner]]></description>
			<content:encoded><![CDATA[<p>A ski game that is playable within an expandable banner. This was developed with Templar Studios for Sprint. We were tasked to provide the programming for the banner and the game. The banner utilized EyeWonder&#8217;s AdWonder technology.</p>
<p>Banner was developed using the Flash IDE, AdWonder component, and ActionScript 3.0.</p>
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		<title>Sprint Winter</title>
		<link>http://www.tinymantis.com/sprint-winter</link>
		<comments>http://www.tinymantis.com/sprint-winter#comments</comments>
		<pubDate>Mon, 29 Aug 2011 19:22:29 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[doubleclick]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=369</guid>
		<description><![CDATA[Pack of 3 Holiday Banners]]></description>
			<content:encoded><![CDATA[<p>This project consisted of three banner ads to promote Sprint&#8217;s wireless plans over the holidays with seasonal themes.</p>
<p>The gingerbread banner allowed the user to separate the gingerbread men with a spatula. The pole banner allowed the user to pour a bucket of warm water to help the boy with his tongue stuck on the pole. The snow globe banner let the user pick up a hammer and smash the globe to free the family inside. Each banner ends denoting Sprint&#8217;s pricing plan.</p>
<p>These banners were developed using the Flash IDE and ActionScript.</p>
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		<item>
		<title>HP Pachinko</title>
		<link>http://www.tinymantis.com/hp-pachinko</link>
		<comments>http://www.tinymantis.com/hp-pachinko#comments</comments>
		<pubDate>Mon, 29 Aug 2011 18:51:58 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[doubleclick]]></category>
		<category><![CDATA[Main Page]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=363</guid>
		<description><![CDATA[Pachinko game in a banner]]></description>
			<content:encoded><![CDATA[<p>HP Pachinko was an ad banner developed for HP with Templar Studios. We did the programming that brought this pachinko game in a banner to life. Balls fell from the top of the banner and collided with a structure that resembled a human head and a pattern of pins below it.</p>
<p>The banner employed a freely available physics engine built in ActionScript 3.0 to power the interactions between the balls, pins, and other structures. The goal for the user is to catch as many balls as possible at the bottom of the banner. Each ball that the player missed would add up and move the game screen upwards.</p>
<p>An increasing number of balls would drop from the top as time progressed. The player would lose once too many balls were missed and the wall of pachinko balls flooded to the top of the banner.</p>
<p>The banner was developed in about a month using a combination of the Flash IDE, FlashDevelop, and ActionScript 3.</p>
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		<title>Sony Cyber-Shot</title>
		<link>http://www.tinymantis.com/taylor-swift-cyber-shot</link>
		<comments>http://www.tinymantis.com/taylor-swift-cyber-shot#comments</comments>
		<pubDate>Mon, 29 Aug 2011 18:32:01 +0000</pubDate>
		<dc:creator>tommy</dc:creator>
				<category><![CDATA[doubleclick]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=371</guid>
		<description><![CDATA[Featuring Taylor Swift]]></description>
			<content:encoded><![CDATA[<p>The Sony Cyber-Shot ad banner featuring Taylor Swift was developed with Templar Studios. This banner was powered by EyeWonder video streaming technology. It also used EyeWonder&#8217;s expanding banner template and metrics system.</p>
<p>The banner promoted the panoramic feature of the Cyber-Shot digital camera by allowing the user to click and drag the Cyber-Shot camera in the banner to simulate how taking a panoramic picture would be like in reality.</p>
<p>The banner was developed using the Flash IDE, ActionScript, and the EyeWonder component.</p>
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		<title>Dora Saves The Crystal Kingdom</title>
		<link>http://www.tinymantis.com/dora-saves-the-crystal-kingdom</link>
		<comments>http://www.tinymantis.com/dora-saves-the-crystal-kingdom#comments</comments>
		<pubDate>Fri, 12 Aug 2011 16:24:10 +0000</pubDate>
		<dc:creator>nik</dc:creator>
				<category><![CDATA[Main Page]]></category>

		<guid isPermaLink="false">http://www.tinymantis.com/?p=276</guid>
		<description><![CDATA[Hola!]]></description>
			<content:encoded><![CDATA[<p><em>Dora Saves the Crystal Kingdom</em> is a popular educational game we developed for Nickelodeon through Black Hammer Productions. The game is targeted for young children ages two through six. It teaches Spanish words along with a variety of skills including counting, patterns, colors, and shapes.</p>
<p>The game was designed by Black Hammer Productions. We provided the programming and technical expertise. We also worked closely with their design and art staff by determining asset requirements and providing guidance on how to delivery assets.</p>
<p><em>Dora Saves the Crystal Kingdom</em> is based on a television episode of the same name. It involved a few sidescrolling meta-games that connected different worlds. The worlds had its own set of mini-games that each served a specific pedagogical purpose. There were about eight distinct mini-games in total.</p>
<p>The game was written in AS3 and then wrapped in MDM Zinc to create downloadable Mac and PC versions.  The total development time was approximately four months.</p>
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