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Max Shrapnel News

A fast-action, no holds barred first-person shooter using the latest game engine and level editing tools developed by Alchemy Game Studios.  It promises to be one of the most immersive, easy-to-navigate adrenaline pumping accessible games yet.

But, wait.. there's more!

Click here to find out more about the upcoming Max Shrapnel release.


Please be aware that the rights for Montezuma’s Revenge and Raceway have been transferred to U.S.A. Games/Thomas Ward.

Alchemy Game Studios is no longer handling these two titles.  All questions  regarding them must be done directly with U.S.A. Games via their website at:


 


About The Company

Alchemy Game Studios was borne out of an earlier venture that I created called ESP Softworks back in April of 1998.   ESP Softworks was sold to Adora Entertainment in December of 2003 to allow for the formation of Alchemy Game Studios with the goal of specializing in online multi-player games.

The products developed by ESP Softworks before it's sale have become the industry leading accessible game products for the blind and visually impaired.  We developed our games using cutting edge technologies and innovation to provide the game player with a natural and intuitive interface in which to interact with the game world and it's characters. Alchemy Game Studios promises to carry on and deliver the same great quality expected of the prior development team of ESP Softworks.  All of our games are self-voicing and don't require the use of any screen reading software.

During the first quarter of 2006, we will be launching our first Internet-playable, multiplayer action game (see www.maxshrapnel.com for details).  Where appropriate, our titles also take advantage of game controllers and peripherals that normally only the sighted get to enjoy such as game pads, joysticks, steering wheels, headsets, mice, and force feedback effects for tactile response.  We believe in offering as much interactive possibilities to the games we produce.

We also believe that products for the blind aren't truly accessible unless they're also affordable.  With this in mind, our game software is priced accordingly and is the most game you'll find for your money anywhere when it comes to fun, features, and the richness of game play offered.

Alchemy Game Studios puts you in the middle of action packed adventures complete with real time persona, goals, and a contextual environment that'll blow you away! Be sure to check back from time to time for news on the upcoming releases.

About The Founder

Alchemy Game Studios (formerly ESP Softworks) was founded by James North in 1998 born of an idea that came to him during one of the many outings he had with a blind associate.

During our drives around town, I'd often tell him about the mainstream games I was playing for the sighted and, through my descriptions, he was able to appreciate the games vicariously.  He told me that one of the things he missed most about having the sight that he had lost was the ability to play video games.

With some programming experience under his belt, I encouraged him to begin writing games that could be played by the blind and offered any assistance I could with bringing him up to speed using the latest programming tools.  As time and other endeavors would have it, it was never followed through with.  However, it was the essential spark that began what was to become a very large part of my future.

Soon I began considering writing accessible games myself and so started the design for 'The Genesis Project'.

With ideas in mind for accessibility and the initial development of both a story line and the technologies I would implement to create my first accessible game, I traveled to the 1999 National N.F.B. Convention in Atlanta, Georgia, as an exhibitor to see what the reaction would be.  To my welcomed surprise, the response was incredible and there seemed to be no shortage of interested attendees.  Finally, that spark had become a glowing ember.

Due to the sheer size of the project Genesis was to be, it was put on hold while other game titles were developed in order to help fund the company as sales were it's only source of capital.  We are currently on our sixth and seventh releases and still hoping that someday Genesis will finally see through to completion in the way it was originally envisioned.  Through the development of our current product line and what promises to be an exciting and innovative future in the development of accessible games, we're hoping to quickly build those embers into the raging whirlwind of a fire that'll fuel what's guaranteed yet to be the best to come.

A Personal Letter

From James North, September 21st, 2001

"I started the idea of creating ESP Softworks nearly three years ago when an associate of mine had told me that one of the things he missed most about losing his vision was the ability to play the kind of  high-quality, innovative games that I often described playing.

After a brief excursion into brushing up on his own programming skills and shortly after losing interest, I decided to take up the torch on my own and lead the way.  There have been many things I've had to learn along the way in being 'my own boss' and the discipline required to create an entire business from the ground up as the sole proprietor.  It's a completely different paradigm than simply showing up to an already established company and completing tasks given to you by someone else.

I'm a programmer-at-heart, but have had to take on the challenge of wearing many, many different hats from programmer, to customer service, to technical support, to research and development, to web designer and programmer, to audio and music engineer, documentation writer, and on, and on, and on.  On top of it all, to learn how to be a project manager and a manager of time and resources.  It has been an incredible undertaking that I'm just now feeling like I've finally got a good grip on.

Overall, I feel like it has all been worthwhile.. There have been many sacrifices along the way and I've taken my share of punches, but I've rolled with them and am still standing.  I've met a great many interesting and friendly people along the way that I otherwise wouldn't have.  I've had the opportunity to share in the dreams, the hopes, and heart aches of many of the same people who will someday be our customers.  I've often wondered if I've traveled the right path, but after everything that has transpired over the past three years, I still believe creating and bringing to life some of the magic of my own dreams and distilling them into unlabeled bottles for you, the game player, to open, drink from, and experience still holds fast."

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