An Illustrated Timeline of Amber’s History.
September 6th, 2018
Rumble Heroes launches worldwide, featured by Apple and Google.
New partnerships started: Outfit7, Annapurna Interactive, Rovio, Roblox, That Game Company.
Amber Academy completes the first round of game dev classes offered to high school students.
Mihai Sfrijan joins the Amber team as Head of Studios.
Amber celebrates its 5th anniversary!
New partnerships started with Epic, Universal and Gameloft.
New departments created: Tools Engineering, Live Ops, Amber Labs.
New offices opened in Los Angeles and San Francisco.
March 31, 2017
Mihai Pohontu joins the company as a CEO of Amber.
Starts the Bitlikes project. Tap Busters game is signed by Carbon and Amber delivers engineering support.
Amber is the main sponsor of DevPlay, the first Romanian game development conference. Amber spins out its studio into a separate legal entity called Lorraine.
Moving to Charles De Gaulle Plaza, our shiny new office.
The Live Ops projects transition to the Amber R&D group under a new production model.
The first expat joins the Amber team as Art Director (the first of many!).
We sign the lease for our fifth location and move preparations begin.
The TBM concept moves into Pre-Production. Link Twin is selected for the Prototype phase. Google Tango project is chosen for innovation research.
The “Amber Game Jam” is organized, a 24 hours hackathon, which generates the Link Twin concept. Little Leader is released and submitted to Apple. Amber is prime instigator of the effort to create a Romanian game developer conference via RGDA.
Carbon is founded, an incubator for the local games industry, led by former Amber Head of Development, Catalin Butnariu.
Studio develops the “Fighters vs Builders” prototype, subsequently killed in Greenlight. The “Turn-Based MOBA” concept emerges out of Ideation.
We initiate discussions on improving the production model for Cinderella live ops. Also, aquired a new office space to accommodate QA growth.
Starts the Glu collaboration, developing Little Leader for the Apple Watch.
Cinderella Free Fall is released!
Think Stanford ideation approach implemented in the studio, which delivers a thousand concepts, some are funneled into the prototype phase.
We start a new engineering partnership.
Disney selects Amber as the studio for the Cinderella Free Fall project.
June 17, 2014
Tudor Postolache joins Amber as the Head of QA. We start working on the pitch for our first studio project, Cinderella Free Fall. For the next following months, we work on creating a worthy first playable prototype.
June 17 2014
Gabriel Stancu joins the studio team as a lead producer.
We move in our fourth location and the first proper office space (not an apartment!), on Copilului St.
Our website is launched. We also hit our first $1 million in revenue since inception.
We began on-boarding our second client, Kixeye.
We start to look actively for our fourth office as the current one couldn’t accommodate our growth anymore.
“The Studio” is established! The ideation and original IP team is created and we start hectically prototyping various game concepts.
Meeting Mobility Team – We start working on Frozen Free Fall to help them out.
8 developers in house, new hires undergoing, new projects in pipeline. 6 testers still for internal needs
The QA department is established!
July 23, 2013
We move into our third office, a larger space ready for more people.
March 23, 2013
The first SOW is signed!
March 1, 2013
We move in our first office – a studio with 3 computers and 3 employees. Two weeks later we move into a slightly larger apartment, to accommodate new hires.
February 23, 2013
Amber is created as a legal entity and starts on-boarding its first business partner! The projects discussed are platform conversions.