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Quicksilver Software, Inc.
Simple, Elegant, Reliable Software Solutions
Amazing Games, Military Training, Apps and Hardware. Fanatical About QUALITY and USABILITY.
Experience the QUICKSILVER Difference
Full-stack development, from apps to cloud systems.
Founder William Fisher has been designing, developing and publishing games for over 40 years. Whatever you need, we can get it done.
Devices
Device design is all about great user interfaces. We've built a reputation for making complicated things simple, beautiful and usable.
The Cloud
We've been building online systems since the earliest days. We know the systems and the best practices and have our own amazing tools.
The Best of QUICKSILVER Game Projects
August 1999
Starfleet Command
This legendary strategy game was the first of our two official Star Trek titles.
March 2023
WWE2K23
We added new camera features and streamlined tech as part of a 150-person dev team.
August 2019
Gem Rush
From incredible designer Jeremy Lennert, this tabletop-style game is on Steam and mobile.
March 1991
Castles
Mega-hit Castles sold over 600,000 copies and spawned two follow-ons.
April 1996
Conquest of the New World
A deep, highly engaging strategy game featured on the cover of Computer Gaming World.
March 2024
A New Mobile Game
We are porting a mobile app and showing the publisher how to manage online App Stores.
The Best of QUICKSILVER Device Designs
October 2008
Real Deal Poker
In eight months, we built a live poker game show that premiered in Vegas' Venetian Hotel.
September 2010
STACKED Restaurant
We created patented user-facing software for the first iPad-driven chain of restaurants.
Years 2024+
Scout MD
We designed the user interface and now we're building a state-of-the-art cancer surgery device.
The Best of QUICKSILVER Cloud Systems
Year 2011
Longbox Digital
This cutting-edge client-server product boasted industry-leading UX and security features.
Years 2020+
Marketing Solved
We built and continue to maintain this Web-based social media automation system.
Year 2024+
Online Multiplayer Game
We are building a multiplayer tabletop-style game using the best modern tools plus some of our own.
About Quicksilver
Software that's built to last, done right the first time.
How many technical teams do you know who have been in continuous operation for forty years? There's a reason we are still around, stronger than ever.
Quicksilver was founded in 1984 by some of the world's first video game programmers, and is still headed today by industry standout William Fisher -- designer, programmer, and award-winning technology leader. The company seeks out challenging projects that push boundaries and invent entirely new and visionary technologies in fields ranging from games to surgical devices to military training. And, last but not least, humanoid robots.
How can we excel at so many different things? Because we make complicated things simple. We build clean, elegant user interfaces. We build tools that automate and streamline tedious tasks. We get to the root of how people learn, and write software that teaches them without being dry and boring. Here are just a few examples:
Our award-winning Army logistics trainer turns bullets and water bottles into challenging puzzles with a purpose
Our video game graphics background led us to design a cutting-edge breast-cancer surgery device
We helped design, build and then run one of the world's fist iPad-based restaurants
We built a 300-player live poker game show in Las Vegas -- in only eight months
We built a Microsoft Excel-based game that was so much fun to play that we had to pry people away from it
Let's talk. What are your biggest challenges? What's blocking you from reaching your full potential? Find out for yourself why Quicksilver has been a trusted partner across so many industries.
Gallery
There's a common theme behind our 40 years of work: designing the best solutions for complex problems, then actually delivering on our promises.
No other development team can match the breadth and depth of what we've done.
We have started working with a local incubator to develop and refine the technology for a new, very compact medical device. Details are still confidential. This project will ultimately involve creation of high-performance code on the device plus a companion mobile application that will control and manage data from the device. This project leverages our hardware skills and ability to write old-school code that is very simple, elegant and reliable.
Scout MD
2024
Scout MD
Project Description
For a number of years, Quicksilver has been working with Merit Medical, a local creator of cutting-edge medical devices, to help develop a next-generation version of their breast cancer surgery device. We designed the user interface, recommended computing hardware and are now working on writing the software that will display data on the screen for use by a surgeon. This project leverages our user interface design skills as well as our ability to write extremely tight, reliable code for critical applications. We are also participating in the FDA review process.
Mobile Casual Game
2024
Mobile Casual Game
Project Description
Quicksilver is excited to be working with a major, un-named publisher on a delightful mobile game. We are assisting with bringing the existing title to mobile platforms and also setting up the publisher for a full range of future mobile titles. This project leverages our extensive mobile game development expertise and our knowledge of the Unity3D tool set.
Online Board Game
2024
Online Board Game
Project Description
Quicksilver is privileged to be working with a high-profile client that has a much-loved game that they wish to bring to the online multiplayer world. We are creating both the front-end client software and the cloud services back end. The game will run on a wide range of devices and allow multiple players to connect and play games together. As of late 2023, the game is in beta testing and on track for an early 2024 launch. This project leverages our 20 years of client-server software development and makes the most of our proprietary server tools.
WWE2K23
2023
WWE2K23
Project Description
Quicksilver was honored to contribute high-end technical expertise to this AAA console title. Our team of six core programmers implemented a number of new camera modes and features, fixed bugs in the existing camera systems, and assisted with technical maintenance tasks. Written in C++, the code base is very large and required great care to ensure that modifications did not cause issues with the many specialized modes in the product.
Klipics Photo Kiosk
2020
Klipics Photo Kiosk
Project Description
Quicksilver helped design, prototype and field-test a unique photo kiosk product and worked with the original creator to help promote the use of the system for a variety of vertical markets such as weddings, corporate meetings and other major events. We developed the Android-based client software, the mobile application and all of the back-end server software for the product.
Gem Rush
2018
Gem Rush
Project Description
Quicksilver's own game designer-programmer Jeremy Lennert first published Gem Rush as a board game through Victory Point Games. We then licensed the game and created online versions, both on Steam and then Android+iOS platforms. This game is an excellent illustration of the dedication to fine user experiences and depth of gameplay and are hallmarks of Quicksilver's game titles.
TASSI
2018
TASSI
Project Description
The TASSI product envisioned by Marketing Solved provides a superior solution compared to most automated social media management systems, because the company provides a very deep set of customized, unique, high-quality visual assets that can be used in posts. Quicksilver designed, deployed and maintains operations for this sophisticated online system.
Zody's World
2016
Zody's World
Project Description
This innovative, original title was designed by Quicksilver for partner company SymPlay (since acquired by Quicksilver) to help children on the autism spectrum socialize better with others. The game was part of a number of clinical studies at UC Irvine and elsewhere, which established that children who play the game together do indeed engage more with one another after playing the game.
Endeavor Virtual Tour
2016
Endeavor Virtual Tour
Project Description
Working with the California Science Center in Los Angeles, Quicksilver created an interactive console using 3D scans they'd created for the Space Shuttle Endeavour. The unit was deployed live in the pavillion on the day the exhibit opened to the public and has been active ever since.
UrbanSim
2015
UrbanSim
Project Description
Quicksilver worked to enhance functionality of an existing military training simulation product for the USC Institute for Creative Technologies.
SnapGammon Board Game
2014
SnapGammon Board Game
Project Description
Inspired by the classic game Backgammon, SnapGammon is a unique board game where two cowpokes race to move their cows to their home stations and onto the train, hitting other cows along the way and sending them into the cow pen. Special power cards let players break certain rules of the game. Different variations include include power cards and crazy dice that replace the regular dice with new ones that have different values on their faces including an 8, 3+3 and a even -1. The game was designed by company founder William Fisher, working with expert in-house designer Jeremy Lennert.
Type to Learn 4
2014
Type to Learn 4
Project Description
Sunburst recognized our long history in video games and also appreciated the power of our internally-developed game engine that supported both Macintosh and Windows PCs, at a time when cross-platform development was very hard to do. We touched the lives of literally millions of students for more than a decade of operation.
Balance of Terror
2013
Balance of Terror
Project Description
This fascinating turn-based simulation game was developed to supplement courses at the Naval Postgraduate School that taught students how to deal with complex political situations in a country with an established government and an active terrorist network attempting to bring down the government. Developed entirely for HTML browsers, the simple client-server system leveraged Quicksilver's long history with the development of online products.
Solitaire Snap Saloon
2013
Solitaire Snap Saloon
Project Description
Solitaire Snap Saloon is a solitaire card game based on Klondike rules, set in an Old-West setting. The game is part of the b Spot 'Real Money' mobile games network, which allows players to gamble for real money. Players can play traditional solitaire for free and challenge their friends to beat their score. This game is one of Quicksilver's first self-published titles.
ID Maker 3.0
2012
ID Maker 3.0
Project Description
Client IDVille was Quicksilver's first large client, and has been a regular client for projects over a 30-year time frame. This product leveraged our powerful in-house graphics engine, built originally for video games and military training, to create a highly visual tool for full-featured printing and management of ID badges and related materials. The product has been actively in use for more than a decade now.
STACKED Restaurants
2011
STACKED Restaurants
Project Description
We were selected because of our video game background. From initial concept, through deployment and for more than a decade afterward, Quicksilver played a key role in supporting 24-7-365 operations of an innovative restaurant chain in which patrons customized their food using iPads at their tables. Until it closed due to the pandemic, about 50% of all patrons would customize their orders -- exactly as originally planned. We were also part of filing a patent on the design.
VH1 Classics: Intellivision
2010
VH1 Classics: Intellivision
Project Description
Quicksilver's President, William Fisher, is one of the original Intellivision Blue Sky Rangers: the programmers who created some of the first programmable video games. When the iPad was released, VH1 requested that the company port some of the most iconic original Intellivision console games to the new device. Quicksilver created this new application that included accurate emulation of six Intellivision games and then added a large amount of additional material, including instruction manuals and behind-the-scenes stories about the games, as recalled by the original team members.
Rx Writer
2010
Rx Writer
Project Description
This innovative app was designed to streamline the prescribing of medications by retaining patient data on an iOS device and managing the sending of faxes to pharmacies. It was in active use for more than a decade.
Mobile Counter-IED Trainer
2009
Mobile Counter-IED Trainer
Project Description
Working with its military partner, the USC Institute for Creative Technologies, Quicksilver helped build the simulation component of this real-time counter-IED training system. Several full systems were built and deployed around the world, consisting of four 40-foot shipping containers with a series of interactive exhibits and a simulation in which soldiers faced off against a 'red team' attempting to attack them with improvised explosive devices (IEDs). Quicksilver created the simulation plus the physical 50-cal gun used to control the weapon on the vehicle."
Longbox Digital
2009
Longbox Digital
Project Description
Working together with a partner company, Quicksilver designed, created and deployed a powerful, elegant and highly secure delivery system for graphic novels and other image-based digital media. We secured two patents on the underlying technology, which we were later able to sell.
DMCTI Logistics Trainer
2008
DMCTI Logistics Trainer
Project Description
Quicksilver designed and developed this award-winning military logistics training software package, which features ten increasingly complex scenarios that challenge soldiers with theater-wide resource management challenges. In addition to highly accurate simulations of actual logistics situations and reports, the product includes AI that monitors solutions and offers corrective feedback when sub-optimal actions are taken. This software won the 2008 Army Modeling and Simulation Award for Training.
Mr. Do
2008
Mr. Do
Project Description
Mr. Do is another one of Quicksilver's technically challenging game projects. Designed for early Sprint mobile devices, the game squeezed a large number of levels into very limited space typical of such mobile devices. The company developed a series of similar arcade game conversions for Namco Mobile.
Real Deal Poker
2008
Real Deal Poker
Project Description
Our team designed, built and deployed a high-performance, highly reliable live poker game show in eight months. Hosted in a 500-seat theater in the Las Vegas Venetian Hotel, the game allowed up to 300 simultaneous players to play games against world-renowned Texas Hold-Em players who were on stage for eight shows every week. The game closed down in early 2009 due to the financial crisis.
Mr. Do's Castle
2007
Mr. Do's Castle
Project Description
Mobile phone-based version of the classic arcade game.
Star Trek: Tactical Assault
2006
Star Trek: Tactical Assault
Project Description
Quicksilver developed this second Paramount-licensed Star Trek title based on the excellent reputation of its previous game, Starfleet Command. This game, also based in the Original Series (TOS) universe, features numerous scenarios in which players can play as the Federation or as the Klingon Empire. One of the highlights of the project was working with TOS writer D.C. Fontana on the story lines, which ensured a high level of authenticity throughout.
Full Spectrum Leader
2003
Full Spectrum Leader
Project Description
Second in Quicksilver's line of military cognitive training products, this title focused on platoon leader skills. The real-time simulation featured a powerful and easy-to-use radial menu system for controlling multiple squads, giving them specific orders, and monitoring progress.
Master of Orion 3
2003
Master of Orion 3
Project Description
Master of Orion 3, or MOO3, is a deep, sophisticated turn-based '4X' strategy game for PC and Mac. Play as any one of sixteen different races, each with very unique abilities, graphics, ship designs and even languages. Highlights of the game include extremely detailed technology trees, realistic simulations of solar system and planetary formation, and numerous AI capabilities allowing players to delegate tasks and focus only on the areas that are most interesting to them.
Rich Dad's Cashflow 101
2002
Rich Dad's Cashflow 101
Project Description
Following the blockbuster success of the book Rich Dad, Poor Dad, Robert Kiyosaki and his team decided to make an electronic, online version of their popular Cashflow 101 board game. Quicksilver was thrilled to be able to bring this complex title to life. We leveraged our cross-platform application development skills plus a number of sophisticated client-server techniques to ensure a top-quality experience for end users.
Full Spectrum Command
2001
Full Spectrum Command
Project Description
The first of many Quicksilver military projects, Full Spectrum Command was a company commander cognitive training application developed for the US Army. It featured a powerful advance planning interface, plus a detailed real-time play-through of the actual battle, which included up to 200 combatants in a several-kilometer square region. Quicksilver also published an AI paper detailing an 'Explainable AI' upgrade developed with partner USC.
Star Trek: Starfleet Command
1999
Star Trek: Starfleet Command
Project Description
The first of Quicksilver's two licensed Star Trek titles, the epic and highly regarding Starfleet Command is a sophisticated real-time combat simulator set in the Original Series (TOS) Star Trek universe. Players can play as numerous different races, each with their own unique ships and even unique user interfaces.
Heritage (WNET)
1999
Heritage (WNET)
Project Description
We worked together with WNET|New York and film producer John Fox, creator of the popular video series Heritage: Civilization and the Jews, to create one of the first large-scale interactive DVD-ROMs. The product featured 8 hours of annotated full-screen MPEG video, an interactive 5,000-year history map, and over 100 interactive articles -- a total of over 8 GB of material. When it premiered, Heritage was the most successful public-TV premium offer WNET had ever done.
Conquest of the New World
1996
Conquest of the New World
Project Description
This sophisticated multi-player PC strategy game was a top-seller when it released in 1996, both in the US and in Europe and Japan. The game sold approximately 430,000 copies -- an excellent performance for its time. This was the third in a series of high-profile strategy games that Quicksilver developed for Interplay, beginning with Castles and its sequel, Castles II. The isometric 3D map was dynamically generated, ensuring a new and highly unique experience each time. Players could choose to play as one of the major European powers or as the native Americans."
Castles
1991
Castles
Project Description
Castles was Quicksilver's first original title, and a major hit game for Interplay, ultimately selling more than 600,000 units and spawning two sequels. The game was an easy-to-play and highly engaging strategy title, with challenging gameplay mechanics plus a large number of entertaining story elements that added depth to the experience. It even included a small amount of video content, a unique feature in its day.
Castles II
1983
Castles II
Project Description
Following the blockbuster success of Quicksilver's Castles game, Interplay requested development of a sequel. Castles II is a fast-moving, simple resource management game where players create a series of increasingly involved castles and fight battles against attackers. The game features a significantly expanded series of the story lines that were a popular feature in the first version. Castles II was also a solid seller and spawned a number of foreign-language editions plus a follow-on CD-ROM version.
Hunt: The Unknown Quarry
Hunt: The Unknown Quarry
Project Description
Hunt is the first of two self-published Quicksilver games. Originally published in board game form by our designer, Jeremy Lennert, through Victory Point Games, Quicksilver licensed the title for computer game formats as its first entry into app publishing. The game is similar to Clue, but much deeper and with a wide range of fascinating player abilities. This was one of our first Unity3D projects.
What Will It Cost?
Every project is unique, but typically our work fits into one of three categories.
Small
$50,000 - $100,000
Well-defined tasks
Existing design
Standalone system or app
Minimal visual content
No database required
Medium
$250,000 - $500,000
Requirements Analysis needed
Design and architecture need definition
Standalone or simple online product
Modest amount of visuals
Simple database
Large
$750,000 - $1,000,000+
In-depth Requirements Analysis needed
Full design and technical architecture needed
Multi-platform client-server application
Significant user interface or visual content
Complex or high-performance databases
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