• Tips and Tricks

    Responsive games

    Responsiveness. That buzz word that has all front end web developers nodding in agreement is the process of making sure your virtual product is rendered well and usable in all sizes from the phone to the cinema screen. By using one code base and adapting to different resolutions and aspect ratios, this makes our experiences fluid and suited […]

    Responsiveness. That buzz word that has all front end web developers nodding in agreement is the process of making sure your virtual product is rendered well and usable in all sizes from the phone to the cinema screen. By using one code base and adapti…

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  • Behind the scenes

    Defining a journey. Our way of writing a useful game design document.

    Making a game can be quite a daunting task, and it’s sometimes difficult to get past the initial ideas. But writing a Game design document which defines the rough outline of a game can really set the ball rolling.

    Some might argue that game design documents don’t work because they often get a bit of thought at the beginning of the project and then they never get read again - they can also easily go into too much detail and prevent progress being made at all. I t…

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  • Behind the scenes Daily Life

    Component Systems – And then it clicked

    For a long time now I’ve been toying with component systems. I’ve been trying many different methods to implement one and none seemed to work for me. Then finally the other day it all clicked. Here’s the story…

    A bit of a prologue: An accurate description of how component systems are supposed to work is elusive as there are many varying opinions about how they are meant to be used. One thing is agreed, they are the way to go when developing large scale games…

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  • Behind the scenes

    Smooth!

    We recently had a one word review of our debut game Drop Dead Z by creator of FlashDevelop, Philippe Elsass. That one word was “smooth!”

    That got me thinking about the steps I took to make sure the game runs as smooth and as optimised as possible. On reflection, I think these are some really helpful tips that may be able to help others. Most of this advice has already been given elsewhere …

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  • New Release

    Drop Dead Z is here!

    We’re really excited to announce the release of our first game – Drop dead Z is available on Android and the Amazon app store!

    Drop Dead Z is a fast paced race of endurance. The goal is to survive for the longest possible time in a new world that has been taken over by zombies. You play the part of Guy, a lone survivor, who has been locked away from the world for quite some time.…

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  • Daily Life

    And we’re off…

    At long last we have a new theme and are almost ready to launch our game Drop Dead Z. Some final details are being seen to but it should be live by the end of the month. It has been a crazy period with much happening in our personal lives and it seems great now to be on the final run. We really can’t wait to show you all. Watch this space.



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We are MoJaworks

MoJaworks, is formed of Simon MOrris and Carrie JAckson - hence MOJAworks. We make games and apps in our spare time

Carrie

Carrie Jackson

Design, Storyboarding, Animation
Hobbies Drawing, Designing websites, Crochet
Simon

Simon Morris

Development, Storyboarding, Sounds
Hobbies Guitar, Reading, All types of games