Welcome to FAQr


After several napkin prototypes over even more beers, we are excited to begin developing under our new comapny moniker, FAQr. Desperate for something new, exciting, and unique, we decided that the only way we could work on what we want the way we wanted was if we just did it ourselves; to be the change we wanted to see in the world. Excited to get started fleshing out the engine architecture, we took our first step into the wide world of game and engine development.


At that moment, FAQr Games was truly born.

FAQr Games

News

FAQr Games

E3 2010

03/02/10

It's pretty amazing to look back at how far we've come over the course of just one year. I still remember last E3 when we only had 4 people in the company working from our own bedrooms and communicating once a week over Skype and IRC. But now... well, not much has changed, but we're up to 20 odd employees. Been quite the trip watching our little company become all grown up. Almost brings a tear to my eye.

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FAQr Games

Engine Overview - Graphics

04/03/09

If there's one common trait from company to company, it's that all our rendering engines are different. Every other area has a library available for developers to use that are so widely recognized that using anything in house seems not only unnecessary but also foolish. For physics there's Havok and PhysX, for AI and general scripting Gamemonkey, for sound there's fmod and SFXR; the list goes on. But a graphics library adopted as an industry standard is unheard of and quite honestly why shouldn't it be?

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