New Official Skullgirls Blog Post!May 16, 2011

Posted in Skullgirls


The Skullgirls Official Site has been updated with a new blog post co-authored by animators Mariel “Kinuko” Cartwright and Jon “Persona” Kim.

The post discusses some of the pain-staking details that are essential for good animations, and also doubles as a handy guide for any would-be animation contractors.

It may be surprising to learn that life drawing is absolutely essential to making Skullgirls’ animations look right – I can’t emphasize enough how important it is to have studied and drawn the human figure for countless hours. Even though we’re doing a really stylized game, it doesn’t change the fact that you need a really solid understanding of how human bodies work. You need a strong fundamental basis to work off in order to really get the animation looking believable and powerful, because our brains are hard-wired to spot inconsistencies in human shapes, even if they’re exaggerated ones.


You can read the full post here!


Mammon Machine Meeting Mike ZMay 16, 2011

Posted in Skullgirls


Andrew Vanden Bossche, a freelance game writer, did an interview with Mike Z at GDC for Gamasutra that was later supplanted by another. So rather than throw it away, he’s posted it on his blog, Mammon Machine.

The interview focuses on fighting game system design, and is ridiculously long and detailed… and this is just Part 1!

MM: That’s a good point. Why do fighting games tend to be so obtuse to beginners?

MZ: Most of the stuff that you need to learn to be good at a fighting game is not attacking, which is what beginning players always want to do.


Let’s hope his offspring aren’t swallowed by a hole in plot and time for extracting so much power from Mike!


You can read the full interview here, and we’ll let you know when the rest of it is posted.

GameZone Interview with Mike ZMay 13, 2011

Posted in Skullgirls


A new interview with Mike Z has just gone live over on GameZone, where Mike dishes on Peacock, explains his balancing philosophy and even peers into Skullgirls’ future a bit.

As for Skullgirls, we hope to “stack up” by getting the gameplay right. I mean, we don’t have the marketing budgets or series loyalty of those games, so the only thing we can really do is try to make a better game. Skullgirls isn’t a sequel, which means we haven’t had years to incrementally revise the game mechanics to fix emergent problems.

You can read the full interview here!


Want To Work On Skullgirls?May 12, 2011

Posted in Reverge Labs, Skullgirls


Reverge Labs is looking to grow its pool of off-site animation contractors to finish up its 2D fighting game, Skullgirls.

We’re looking for 2D animators, 2D clean-up artists and 2D effects artists, starting immediately.

All qualified applicants will be required to take an art test to qualify.


Check out our jobs page for the full details here!

Continue reading Want To Work On Skullgirls?

Michiru Yamane Radio InterviewApr 25, 2011

Posted in Skullgirls

Michiru Yamane in her Studio


Over the weekend, an interview with Skullgirls’ composer Michiru Yamane aired on 88.3 WVCR‘s J-Pop Exchange program.

In the interview, Yamane-san talks about her method, her influences, and, of course, Skullgirls!

Also, I’m taking part in a project run by the American game software company, Reverge, the fighting game named, “Skull Girls”.  In this project, I’m working for an American game company for the first time in my life.  I’m sure people who play and hear my new songs in this game can find and enjoy a new dimension in my creation.


The interview was conducted entirely in Japanese, but you can read the full translated transcript of the interview here.


In Case You Missed It… MICHIRU YAMANE!Apr 22, 2011

Posted in Press Releases, Skullgirls

Earlier this week, we announced that Skullgirls’ excellent soundtrack will be scored by none other than Michiru Yamane.

Yamane-san is truly one of the game music greats, her most notable work being the classic Castlevania: Symphony of the Night.

I’ll write more about how we teamed up with her in next week’s blog post on the official site, but for now, you can see the full press release about the announcement.


Continue reading In Case You Missed It… MICHIRU YAMANE!

Special Skullgirls Announcement!Apr 20, 2011

Posted in Skullgirls

Michiru Yamane, famed composer of Castlevania: Symphony of the Night, will be scoring Skullgirls!


Continue reading Special Skullgirls Announcement!

Let There Be No Doubt…Apr 5, 2011

Posted in Press Releases, Skullgirls

We’ve never been shy about our use of GGPO, but there was still some confusion out there so we’ve decided to make it officially-official and as loudly as humanly possible.

For the uninitiated, GGPO is THE networking library for fighting games. It’s what powers all the PC emulators and whatnot that the hardcore 2D fighting game community thrives on. Despite being so widespread, the rest of the game industry has been slow to adopt GGPO – Skullgirls is only the second commercial product to use it, and the first fighting game.


So now for the boring part…!

Be sure to scroll to the bottom, though, or Jon will be sad.

Press Release

Press Contacts for Autumn Games
Racheal Caswell / Brandon Masters
Wonacott Communications, LLC
(310) 477-2871, Ext. 662 / 663 /

For Immediate Release

Skullgirls Tag-Teams with GGPO to K.O. Online Lag

Autumn Games incorporates networking technology into its upcoming 2D console fighter

Los Angeles – April 5, 2011 – Get ready for the future of online play in console fighting games: Skullgirls is kicking slow connections to the curb! The highly anticipated 2D fighting game from Autumn Games and Reverge Labs will incorporate GroundStorm Studios’ Good Game, Peace Out (GGPO) proprietary networking technology to enhance the game’s online fighting experience. Designed specifically to enable fast-action games online, GGPO’s technology is used as a tool to play classic, old-school fighting games over the internet. Skullgirls will be the first new fighting game to integrate the technology for home consoles, allowing for a smooth, delay-free online gaming experience.

“GGPO’s latency-hiding techniques are specifically designed for the kind of fast-action gameplay found in Skullgirls,” said GGPO creator and founder of GroundStorm Studios, Tony Cannon. “They eliminate input ‘lag’ to ensure that the moves, combos and reversals you learn will work identically online and off, even over slower network connections.”

GroundStorm Studios’ GGPO networking technology is designed to solve the internet latency issues that often plague online gameplay, allowing it to mirror the experience of playing with friends locally. With GGPO, players across the world can easily play games against each other online as if they were next to each other in the arcade or on the couch at home.

Skullgirls is really a love letter to fighting game fans new and old, and we are aiming to deliver the best experience possible,” said Jason Donnell, president and COO, Autumn Games. “GGPO is helping us accomplish our goal by enhancing Skullgirls’ fully-featured online mode. At the end of the day, it’s all about delivering a polished, high-quality game, and the integration of GroundStorm’s technology ensures that Skullgirls fans will enjoy the same high-quality action with friends, whether they are a few feet from each other or thousands of miles apart.”

Skullgirls is a new 2D fighting game that puts players in control of fierce female warriors in an extraordinary Dark Deco world. The team is led by renowned fighting game champion Mike “Mike Z” Zaimont and artist Alex “o_8” Ahad, whose work has been featured in many publications, including Lava Punch and Girls of Gaming. Using advanced graphical technology never before achieved in a game of its type, Skullgirls is currently in development for a 2011 release on high-definition home consoles.

Sign up to receive Skullgirls news at, become a fan on Facebook or follow @Skullgirls on Twitter for game updates, exclusive artwork and more. ESRB RATING PENDING: May contain content inappropriate for children. Visit for rating information.


About Autumn Games

Autumn Games is a premier publisher of interactive entertainment focused on partnering with leading creative talent to deliver blockbuster video games and related media through long-term partnerships with a number of the most respected game studios in the industry. Autumn Games’ mission is to support these creative teams in their efforts to make cutting-edge, culturally impactful entertainment.

For more information, please visit


About Reverge Labs

Reverge Labs, LLC is a new independent developer committed to creating high-quality downloadable games. Founded by CEO Richard Wyckoff and CTO Emil Dotchevski, Reverge draws on combined game development experience of more than 40 years to create unique artistic visions using cutting-edge development techniques.

For more information, please visit


About GroundStorm Studios

GroundStorm Studios is a new independent middleware developer for games. GroundStorm’s flagship product, GGPO, incorporates novel latency hiding techniques to provide lag-free netplay support for arcade style games. Founder and chief developer Tony Cannon poured over 15 years of software development and competitive fighting game experience into GGPOs creation.

For more information about GGPO, please visit

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Skullgirls @ NorCal InstallMar 28, 2011

Posted in Skullgirls, Uncategorized

Last weekend Alex was at NorCal Install, an event featuring tournaments for BlazBlue, Guilty Gear, Melty Blood and Arcana Heart 3 for fans of all skill levels.

Skullgirls was available for play on the side as a special event, available to one and all: as we’ve seen at GDC 2011 and PAX East, playing is believing, so this was another great opportunity to get the game in front of future fans.

Our good friend RinHara5aki has captured some of the iPlayWinner’s stream and shared it on YouTube for all to see. This footage details a lot of Cerebella’s moves, so check it out!

You can watch the rest of the stream here.

Note that there are a lot of inaccuracies in the commentary, which we’ll be clearing up in a future post.

Let us know what you think!

PAX AccoladesMar 25, 2011

Posted in Skullgirls, Uncategorized

We’ve been back from PAX for two weeks now, but positivity still doggedly pursues Skullgirls, like an adorable puppy bounty hunter.

First up is the Best Fighting Game award from BitBag’s Best of PAX East 2011 awards. You can check out the full list of awards here.

Next up is a Best of Show award from Mash Those Buttons’ editor Jason Wersits.

“The engine behind the game is so smartly designed that, if Zaimont can deliver on all that he promises, Skullgirls could very well be the next great fighting game. It’s been such a very long time since any game has sparked such a level of interest in me and I honestly mean it when I call Skullgirls my ‘game of the show’ for PAX East 2011.”

You can read the rest of his impressions here – give them a look!

PAX CALVARIA*Mar 23, 2011

Posted in Previews, Skullgirls

Skullgirls was playable at PAX East in Boston, made playable to the public only a week after its official reveal at GDC 2011.



Macabre as it may be, there are no ghosts to be busted in Skullgirls, so he’s there because fightin’ makes him feel good.

Naturally, more positive press coverage followed.


This is the first fighting game I’ve ever played that has built in combo-breakers that work against ANY infinity combo.  If only the developers of Marvel Vs. Capcom 3 had that level of foresight.

Please read the entire thing, so you can appreciate an excellent quote that just wouldn’t befit a company website – trust me, you’ll know it when you read it.

Next up…


Mike Z’s a hardcore fighting game fan, who freely talked about all of the great fighting games out there and his problems with them throughout our gameplay session. He wore his passion on his sleeve and was proud of some of the innovations Skullgirls is bringing to the genre — innovations I think will makeSkullgirls one of the most exciting fighting games out there.

This one’s more of an interview, so it’s chock full of choice quotes from the illustrious Mr. Zaimont, so definitely give it a read.

We also have a podcast interview with Evil Avatar’s Adam Cogswell, their resident “fighting game fanboy.” The discussion’s interesting and rife with technical fighter-speak, so be sure to give it a listen.

Finally, we end with a brief interview clip on G4TV with design and programming lead, Mike Z.

Xbox 360 GamesE3 2011Skullgirls

* Definition

Skullgirls GDC PreviewsMar 16, 2011

Posted in Previews, Skullgirls

Skullgirls made its first official appearance at GDC 2011, with great results.

MikeZ and Richard appeared in a Quick Look EX on Giant Bomb – a big thanks to Brad Shoemaker and the entire GB crew for inviting us down.

And here are some of the previews that resulted from Mike's tireless presentation efforts:


"This adorably animated 2D fighter was actually fun to play for me, and tweaked in just the right ways that I think both the hardest of the hardcore and novice fighters like me can appreciate. "


"An exceptionally promising title that every genre fan should keep an eye on."


"A serious fighting game contender designed by people who are passionate and expertly knowledgeable about what can make a fighting game succeed or fail."


Next up: PAX East attendees get to play the game themselves!