The Studio

DoubleTap Games creates unique, high quality entertainment software. Focusing on multiplayer and online multiplayer games, DoubleTap builds fresh and innovative games for popular gaming platforms.

Based in Boston, Massachusetts, the DoubleTap team carries extensive experience in crafting online games of varying scale, as well as movie and TV licensed based games such as WALL•E, Ratatouille, The Incredibles, Tak, Jimmy Neutron, Fairly Odd Parents, Scooby Doo, Star Wars, and many others, with an understanding of a licenser's ever-changing properties.

DoubleTap Games is committed to redefining online multiplayer experiences available on the Nintendo platforms. DoubleTap is confident the online Nintendo market will continue to grow and transform, and strives to speak to its audience in an uncommon way, with uncompromising quality.

The Technology

DoubleTap Games' technology is a fully functional, multi-platform engine. At its core, the suite is a set of highly modular, platform independent technologies with well-defined points for both platform and platform independent expansion. To date, these technologies have been used in the construction of eight game projects.

The technology features advanced scene management, 2D graphics, 3D graphics, network, and platform specific subsystems. These and other advanced technologies form a complete framework for client, server, and tool applications compatible with Nintendo DS, Nintendo DSi, Nintendo Wii, and the PC.

Some of the most exciting capabilities of the technology suite revolve around the scene and network management subsystems. These systems provide the foundation for many of the recent projects that utilize the suite. They have enabled the creative teams to develop very large connected worlds.

The Process

DoubleTap Games strives to uphold the same professional and creative environment that has elevated so many independent developers to success. Encouraging innovation with the desire to deliver the best games possible, DoubleTap Games is able to achieve this by:

  • Embracing the small team environment and openly encouraging collaboration across disciplines. Great ideas can come from any direction.
  • Encouraging team members to flex their extra-disciplinary abilities throughout the development cycle, and allow them to have a direct influence on the quality and direction of games.
  • Establishing early game prototypes with a flexible and familiar engine/toolset. The ability to lift games from paper to platform is essential to developing games.