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Naked Sky Entertainment is an independent game development studio based in Los Angeles. Composed of top MIT programmers and award-winning designers and artists, we currently have a team of over 20 passionate, capable, dedicated, and hard-working team members. We are a licensed developer for Microsoft Xbox 360, Sony PlayStation 3, Nintendo Wii, and Apple iPhone. Our mission is to create meaningful, inspirational, and thought-provoking fun.

The Beginning

Naked Sky Entertainment was founded in a tiny L.A. apartment by three close friends - Tian Mu, Joshua Glazer, and Sam Thibault - in 2002. Tian and Josh have known each other since high school, and Josh met Sam in college. The trio have always been passionate about games and technology and were ultimately pulled together by a compelling game concept that led to the founding of the company.

Why "Naked Sky?" Well, Tian wanted the word “sky” because as the saying goes, the sky's the limit. However, every type of sky was taken - crystal sky, blue sky, electric sky, and even sky sky. As Tian was scrambling for an available adjective on a cloudless afternoon, an inspired Josh peeked out from behind his laptop and shouted "NAKED" before returning to his programming. The rest was history.

The Early Years

Even though we had no money, we were very fortunate to find others that shared our vision and passion. After an art team was assembled, Naked Sky became a traveling circus for the next few months since we couldn't afford an office. We held design meetings in various locations throughout Los Angeles - a local Park, a neighborhood Starbucks, the Union Station, and finally ended up in the home studio of our lead artist at the time. That factory-converted studio became our home base for the next two years, while we worked on our early prototypes.

The Big Break

On Christmas Eve 2004, Tian received a message on his home phone that would change the fate of Naked Sky forever. It was a call from Intel asking if we could put together a physics-driven game demo that would showcase their to-be-announced dual-core processor at the 2005 Intel Developer Forum and Game Developers Conference. It was a golden opportunity, but at the same time it was also extremely risky due to the tight deadline. We took the chance and created from scratch, in eight weeks, a product we called RoboBlitz Tech Demo (aka. RoboHordes). It was an Unreal Engine 3-based, single-level game that featured entirely physics-driven game play. We pushed the physics to run at 200 frames per second and used up all the hardware threads on the processor. Intel began bundling the free demo with shipments of its dual-core processor worldwide in June of 2005.

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