
Frozen Codebase LLC announced it is now an approved developer for the Microsoft XBox 360 video game console. The company, led by President Ben Geisler, is creating exciting and innovative games on next generation platforms. Geisler, a veteran developer, has worked on a number of hit titles including Quake 4, Incredible Hulk: Ultimate Destruction, X-Men Legends and Soldier of Fortune 2. He started the company with an initial staff of veterans from Raven Software, Radical Entertainment, GarageGames and Astral Entertainment.
"Frozen Codebase is receiving fantastic feedback on our first game and is poised for success" said Geisler. "We have a strong working relationship with Microsoft whose XBox 360 console provides an exciting game development platform. GarageGames is providing the underlying 'Torque' game engine."
Frozen Codebase is attracting experienced talent from game development strongholds to its home base in Green Bay, Wisconsin. One such talent is Jay Balakrishnan, an industry veteran with 25 years of experience, who has served as Executive Producer at Radical Entertainment, Wild Tangent and Dynamix/Sierra.
Balakrishnan, a Board Director and Executive Producer of Frozen Codebase's un-announced original game, said "I am very excited to be working with Ben and his talented team at Frozen CodeBase. They're a new breed of game developers that's revolutionizing the gaming industry, with efficient production techniques, combined with a primary focus on innovative gameplay."

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The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI
I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise
We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.
Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.
it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.
This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.
Welcome Aboard Frozen Codebase.