
Factsheet
Developer:
Bamtang Games S.A.C.
Based in Lima, Perú
Founding date:
2002
Website:
bamtang.com
Press / Business contact:
Sol Samaniego - sol@bamtang.com
Social:
twitter.com/bamtanggames
facebook.com/bamtanggames
Releases:
Saban's Mighty Morphin Power Rangers Mega Battle
Kilka Card Gods
Address:
Calle La Perricholi 108, San Isidro 15046
Open Mon-Fri 8am.-6pm.
Phone:
+51 1 441 4554
Description
Bamtang Games is a seasoned game development studio specializing in 2D console, PC, and mobile games with 15 years of experience based in Lima, Peru. We specialize in working with AAA licenses. Our staff of over 40 artists, programmers, producers, designers, and sound engineers make everything in-house, and we commit to budget and schedule and consistently over-deliver.
History
The Early Years (2002 – 2006)In 2002 a small team of artists and programmers was quickly assembled to forge Adam’s first mad vision: Boxing Box. Sadly, the world would not be ready for exergaming for another 8 years. Instead, after our Happy Sushi Eat Time flash game caused a stir at the 2006 Game Developers Conference, we followed advice and money to focus on making amazing flash games. We made our first commercial game for Nesquick in Mexico. Over 1 million units were shipped of “Quicky’s Adventures” (via free mini-CD’s with cans of Nesquick). Hot on the heels of that, our first web game was commissioned by Cartoon Network for the Powerpuff Girls. After jumping from office to office for a couple of years, we found our home at Calle La Perricholi, where we still work today. Boxing Box was made with the 3D Game Studio engine. Our friends at Novint saw that our team was adept at designing games with new interfaces, while getting great performance from the 3DGS engine. Consequently we made some awesome games for the Novint Falcon launch, including drumming, 3D platformer and bowling games, all taking advantage of the haptics controller that is still ahead of current gen.
Growing Up (2007 – 2014)With our base set, we started to develop a lot of flash games for Cartoon Network and for similar companies, usually under non/disclosure, so we can't tell you about it. We also did some great downloadable PC games with Merscom, PlayFirst and ValueSoft THQ. Mystic Emporium and Soap Opera Dash were our contribution to the Time Management genre. Between projects, we started to create some game prototypes that never saw the light of day (we’ll always remember you Uncle Tiki and Molly!) Two of those prototypes would start to take form slowly along with the years. Flash PC games worked very well for us in those times. Games for beloved franchises like Looney Tunes, Regular Show, Adventure Time and Avatar: The Last Airbender were fun to develop, paid the bills and allowed us to build our tools and skills. In our spare time we started working on consoles. The Sony PlayStation team introduced the incubation program to bring Latin American developers onto the PS2 and PSP platforms. Over the years they gave Bamtang and the Latin American development industry tremendous support, for which we are truly grateful.
Old Enough to be Cranky (2011 – today)Our best client dropped the bomb on us that Flash’s days were numbered. At the time HTML5 games were just awful, but HTML5, was coming fast to claim the browser game throne. We had to completely reinvent our workflow to optimize for this platform. It felt like a huge step backwards from what we were achieving with Flash. There was a huge jump in HTML5 development and browser tools in the next three years. We are proud to have been part of that, changing frameworks and game architecture multiple times per year before establishing our SWIT.js framework as a fast, stable and versatile engine. This was the first time that we found ourselves ahead of the curve, able to get a lot of well paying work, while earning the trust and admiration of our clients. In parallel, we started to create games for mobile devices such as like Honey Badger (in Unity) and Kizi Adventures (using our own SWIT engine). During that time, our perennial shot at a novel logic puzzle finally came into fruition: Kilka Card Gods was released for iOS, Android, PC and PS Vita in 2014. After creating many beat em ups anonymously for famous licenses, we started to invest heavily in Frog Snoggers for PS3. While we could not find a publisher for this original IP, Carlos Martin of Namco Bandai remembered it when looking for a team for a licensed IP game along similar lines. Bamtang’s skills, resources and energy were tested to the limits in 2016, but Saban’s Mighty Morphin’ Power Rangers: Mega Battle was finished on time and on budget, and released for PS4 and Xbox One in January 2017. With over 200 games published, it has been a thrilling journey for Bamtang, but it’s far from at its end. New surprises are just around the corner. Hope you enjoy.
Projects
Videos
Bamtang 2016 YouTube
Play Station Latinamerica Conferency (E3 2014) YouTube
Images
There are far more images available for Bamtang Games S.A.C., but these are the ones we felt would be most useful to you. If you have specific requests, please do contact us!
Logo & Icon
Awards & Recognition
- "Ben10 Savage Pursuit" - Voted Game of the Year by Cartoon Network website users, 2007
- "Categoría exportación de servicios - Videojuegos" - Peru Service Summit 2012
- "Reconocimiento en Innovación Empresarial." - Peru Service Summit 2014
- "First Latin American game self-publish in console." - Kilka, Card Gods - PSVITA, iOs
Managers
Samaniego Sol
General Manager
Jennifer Semeler
Operations Manager
Laurens Rodríguez
Technical Manager
Ivan Olarte
Game Manager
Contact
Contact
jobs@bamtang.com
Twitter
twitter.com/bamtanggames
Facebook
facebook.com/bamtanggames
Web
bamtang.com
presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks