h1

World Exclusive – Cobra’s Super Secret New Game – iBomber Defense Pacific

24/02/2012

The team at Cobra teased and tantalised us a couple of weeks ago with some mysterious artwork (as shown above) from a new project they have in production.

Scottishgames is very proud to announce, exclusively (seriously.  We’re the first anywhere) that the artwork in question is for the sequel to Cobra’s ridiculously addictive tower defence game, iBomber Defense.

iBomber Defense Pacific takes the game forward into a new theatre of war, building on the controls, missions and unstoppable blitzkreig from the original.

As Cobra puts it:

iBomber Defense Pacific takes tower defense to a whole new level and makes you feel like your right there and part of the incredible action. iBomber Defense Pacific has All New tactics, All New strategies, All New Maps, All New weapons and All New enemies.

With so much to play for in iBomber Defense Pacific you’ll never get bored. Whether it’s placing turrets, deciding your strategy, looking for hidden targets, getting caught by a sneak-attack, bombing the enemy from above, focusing your fire power, repairing units, preparing for aerial assault, defending your base and secondary objective or destroying an enemy outpost you’ll always have something to do and NOW plenty to achieve and unlock.

Get ready to take the battle to the enemy and win the war!

The game is being created for PC, Mac and iOS, so there’s no excuse for anyone not to pick up and enjoy the game.  March 1st is the date for your diaries, with a simultaneous release across all platforms planned.

We’ve got FIVE free limited edition posters for Scottishgames readers – featuring the delicious artwork shown above.  They’re exclusive, signed by the Cobra team and yours FREE if you like and comment on this post.  Leave your name and e-mail and the first five comments will get a sleek, shiny and highly collectable piece of memorabilia.

Head over to the new Facebook page for a preview video and to keep up to date with the latest news from the game.

h1

Out Now – Word Trick For iOS

15/02/2012

Word Trick, Outplay Entertainment’s first title for Apple iOS is now live on the App Store in the US, UK, Canada and Europe.  The game is new take on the classic board game formula.  Players take it in turns to make the highest scoring words they can from a selection of eight letters.

The board features the familiar double and triple letter or word scores, but Word Trick adds a new element with green ‘trick tiles’ which give players bonus points when they’re used in groups of three or more.  Up to four players can take part in a single game and players can have up to 21 games in progress at any one time.

Clear?  Good.

Word Trick can now be enjoyed by Facebook and iOS users alike.  On the same game.  On different platforms.  Mind BLOWN.  Truly we are in the FUTURE…

You can also play against other players in the same location by passing your phone back and forth, like a tiny electronic board game of joy.

Word Trick for iOS is available now for your iPad, iPod or iPhone.  There is a free, ad-funded version of the game available now.  A paid for version which removes the adverts will be available shortly.

Go get it.

h1

Coming Soon – Gears Of Glory

15/02/2012

Gears of Glory: Apex Ace is the brand new, inaugural game from Domipheus Labs (which is a side-project from the rather splendid Colin Riley.  Technical gee-whizard and all round good guy).

It’s a top-down racing game in which perfection and total control is rewarded.  The game will feature multiple tracks, achievements and multiplayer options, ensuring every driver is catered for.

Gears of Glory will also come complete with an advanced track editor, allowing players to create, compete upon and share their very own racing circuits and help to build the greater Gears of Glory universe.

The game is currently in development for Windows PCs and will be distributed by the very lovely people at Indie City.

Gears of Glory is being designed with lower specification systems in mind, so that the greatest possible number of players can join in, while the gameplay will allow drivers to jump in and out of the game for short, sharp bursts of driving goodness.

You can follow the progress of the game on the Gears of Glory Facebook page.  Or you can follow Colin himself over on Twitter.

h1

Codeplay Nominated For Scottish Business Award

07/02/2012

Codeplay is one of the games industry’s more mysterious companies.  You may have heard the name, but few people can state with confidence what the company actually does.

Which is a shame because Codeplay is one of the most technically sophisticated companies in the industry and has been pushing the outer limits of the cutting edge for over ten years now.

To put it simply, Codeplay creates, tests and optimises compilers for very large companies which make devices like games consoles or mobile phone handsets.  The company’s list of projects, clients and successes makes the phrase

The company is also now working on software to help developers squeeze more out of their games and increase performance from Artificial Intelligence (AI) and in-game effects, without increasing the load on the hardware’s main processor.

In addition, Codeplay is also a member of a European-funded syndicate looking into the future of graphics and lower power graphics processing.

If this sounds rather complex, it is.  Codeplay works on incredibly advanced and sophisticated projects and has more brains in-house than the rest of the Scottish games industry should it be gathered, pressed, blended, strained and distilled into a delicious concentrate.

Now Codeplay’s hard work is being recognised.  The company’s new Offload technology, which is used in Eutechnyx’s new online NASCAR game, has been nominated in the Scottish Business Awards.

The awards ceremony take place later this month, so there’s a good chance you may be reading more about Codeplay in these pages in the near future.

In the meantime, Codeplay is hiring AND is always keen to speak to seriously smart people.  If you’re interested in making the future of gaming actually come true, then you could do a whole lot worse than give them a call.

h1

Now Hiring – One Thumb Mobile

01/02/2012

We’ve had a request from the team at One Thumb Mobile, who are looking for a number of staff, to let readers know about the opportunities within the company and what they’re up to at the moment.

If you’ve not come across them before, One Thumb Mobile is a leading mobile development studio based in Glasgow, specialising in high end and complex mobile development.  The company has a track record of eleven years delivering 2D and 3D mobile games and entertainment apps.

In 2012 One Thumb launched Celtic Heroes, one of the first full scale 3D MMORPGs for mobile platforms and tablets, and has worked with games publishers and some of the world’s leading brands to create groundbreaking mobile games and entertainment products. One Thumb Mobile has created mobile products for brands such as Liverpool FC, Honda, Visa, Nissan and Star Trek, and achieved the number two overall best selling app in Apple’s UK App Store in May 2010.

The company now has vacancies for the following:
MMO Game Designer
The MMO game designer role is based around creating new game mechanics including items, stats, skills, quests, enemies, crafting, pvp, and many other types of game mechanics, whilst ensuring game balance and fun is maintained. This role comes with freedom to contribute to all aspects of the game as it evolves and improves over time.
- Experience designing RPG and MMO game mechanics is essential, with examples of previous game designs required.
- A love of MMO games and extensive playing history of numerous MMO games is essential.
- Any experience with freemium game mechanics is a plus.
- Commercial MMO or RPG design experience is advantageous.
Experienced / Lead 3D Artist
This role involves creating new artwork, improving existing artwork, mentoring of less experienced artists, and liaising with external artists. This is a great opportunity to make your mark in setting the art direction of the game, and to get involved and contribute to the overall development of the game, including visual style and game design ideas.
- Extensive experience and knowledge of 3ds max is essential.
- A strong portfolio is required, with examples of low polygon and medieval / fantasy style art.
- Experience creating artwork for RPG and MMO games is a plus.
- A love of MMO games and experience playing a variety of MMO games is also desirable.
If you’re interested, get in touch and say hello.  You can find out more about OTM on their website.
h1

Seabraes To Get StartUp Container Park?

01/02/2012

The Courier is reporting that Dundee’s Seabraes Yards, the digital media hub of the city, with commanding views over the Tay bridges, and err, Tesco, may be getting a ‘container city’ aimed at giving start-up companies low cost office space.

The number of freelancers, indie studios and start ups is growing rapidly and Dundee has yet to get a hot-desking, open source low cost solution for smaller companies, so this could be a popular move.

What do you think indie/freelance/start-up type readers?

h1

Cobra Tantalises With Coming Soon Creative

31/01/2012

Whatever will they think of next?  Cobra has started promoting a forthcoming game – BEFORE IT’S EVEN RELEASED!

Their so-called promotion will be looked upon by the wider industry with the greatest disapprobation and their concept will be stolen, pirated and released upon the lawless streets of the world before they can draw breath.

Will it be mobile?  Will it be online?  Will it be social?  What genre is it?  THEY DON’T SAY!  There’s literally NO information there.  It’s like the expect people to GUESS or actually wonder what they’re up to.

It’s IMMODEST and crass.

It’s clearly madness!

Looks very nice though.  Count us as impressed.

(Oh and the rest of you.  Yes, you lot.  This is a GOOD idea…)

 

h1

Data Driven Analytics – What Social Games Do

31/01/2012

The team at Huzutech in Glasgow posted a fascinating piece on the use of data analysis and metrics in the social gaming space on their blog last week.

We checked it was OK to re-post the piece here and present, for your pleasure and delight, Huzutech on social gaming and designing by data analysis…

You can find the post over on the Huzutech blog – and we’d recommend checking it out.

 

The IPO of San Francisco social games giant Zynga at the end of 2011 highlighted just how polarised opinion is when it comes to this new area of gaming.

The social games scene exploded in last year.  The number of games on the market increased beyond all expectations, as did the variety of games – from simple word and puzzle titles, through to massively multiplayer adventures.

This expansion drew in huge numbers of players and led to massive growth in revenues, from subscriptions, the sale of virtual goods and advertising.

It culminated in late 2011, with Zynga’s initial public offering which valued the company at over one billion dollars.  Not too bad for a company which is not yet five years old.

Despite all of the success however, there remains a lot of cynicism over the future of the social games sector and the long-term value of the games themselves.

Many developers and publishers working within the existing games industry have expressed doubt over many aspects of social gaming.

The fact social games are free-to-play is seen as unsustainable and damaging the value of the game itself.  If a player does not have to pay for a game, the argument states, then they simply don’t value it.

The reliance of social games on the various social platforms (such as Facebook) ties their future into the ongoing success of that platform.  If the network runs into problems (over issues such as privacy), starts to lose large numbers of users, or makes major changes to its support for games, then titles using that network can run into problems.

Then there are the actual games.  Perhaps not surprisingly for a creative industry, this is one of the most fiercely held contentions regarding the social market.  Social games, it is claimed, lack any sort of artistic merit.  They are cynical marketing tools, which use psychological tricks to keep players coming back for more, in order to get them paying.  In short they’re not creative, fun or ‘designed’ in the same way as console, pc or even mobile games, but designed and driven entirely by numbers.

Are any of these claims valid, or even fair?  In part, yes.  However, some of these issues are being viewed in the worst possible light, possibly thanks to the sweeping changes and huge differences social gaming has introduced into the wider games industry.

The social gaming market is something entirely new.  Less than five years ago, it did not exist.  The fact it does now is down to Facebook opening it’s Application Programme Interface (API), which allowed developers worldwide to go and create their own content for the rapidly growing social network.

On any new device, technology or platform which supports consumer facing software, games have very quickly become the most popular type of content.  From the iPhone and Apple App Store, to digital interactive television to social networks, gaming it seems that users are discovering the joys of simple, short and low cost ways to play.

However, the market for these new forms of gaming operate very differently from the existing console and PC sectors.  The most successful games in new social, casual and mobile markets are free.  At least initially.  Users who are looking for smaller, simpler forms of gaming are certainly not going to pay £30/$40 up front for a game they don’t know they’ll enjoy.  While much lower price points ($0.99) have appeared on some markets, the most successful games are those which allow users to download and play them for free.

This business model requires an entirely different approach to creating and marketing a game.  In the ‘traditional’ games market, once the player has bought the game, whether they enjoy it or finish it is almost irrelevant (until you come to release the sequel).  The free-to-play (F2P) model, has to encourage players to return, to play the game again and again, so that new content, new virtual goods and new abilities can be unlocked or ‘sold’ from within the game itself.

Many companies are pushing ahead with this model to great effect.  New levels, new items, character customisation and rare/exclusive items can be sold to enthusiastic players and generate as much, if not more than simple up-front game sales.  Other companies have found success with an up-front payment and then in-game purchases.  Others still have made their entire game free-to-play but have included advertising links within the game.

All of these models are still in their early days, but indications so far are that with care and attention to when and how players are approached, they are willing to buy new content on an ongoing basis.

These points of payment however, have become contentious within the wider games industry, thanks to the data which social games companies can gather from players.  Unlike the PC and console market, where a player’s contact and interaction with the developer/publisher is limited, social games run and interact on a server, so the player is in almost constant contact with the company behind the game.

This gives the social games company far, far more information on how their players act within the game – down to individual mouse clicks, progress through the game and items used.

Many social games companies are using this data to refine and hone their titles, to make them more appealing, more compelling and dare we say – addictive.  This allows them to look for revenue on an ongoing basis, keep users engaged and make sure their players are still their players in the months to come.

This focus has lead to some criticism from the wider games industry that the social market, rather than being creative or driven by design, is actually being driven by data analysis and marketing.  Many developers are looking upon this as a negative thing, taking away much of the creativity and ‘art’ of other forms of gaming.

None of which is strictly fair.  A game which relies upon more ‘casual’ players has to be accessible, simple to pick up and easily understood.  A game which relies upon players returning many times, so that in-game purchases can be made, has to be compelling and addictive – though oddly enough it does NOT have to be ‘fun.

The data on when and how players take part in games, gives social developers the opportunity to really focus on getting players into the game, keeping them playing and encouraging paid transactions.  In turn, this understanding gives social games companies certain rules and mechanisms which can be used in new games and built into experiences which should keep players even more engaged and offer more opportunities for revenue.

There is a case to be made that the console and PC games companies, given access to the same data, would be adopting broadly similar approaches to development and design.  Major console games cost tens of millions and increasingly, hundreds of millions of dollars to create.  The publishers behind those games are not gambling with those sums of money.  They’re focusing just as much on what worked, what was popular and what players will pay for as the companies working on social games.

Does this mean that data analysis can replace the human element and creativity in game design?  Clearly not.  Data analysis can only take you so far.  Since the social games market is still so young, there’s simply no data on long-term use or user response.  Nor can data analysis reveal what isn’t yet on the market.  While many of the leading social games have pulled in millions of players, many more have yet to give games a try.  What is it going to take to address these potential gamers of the future?

Data analysis is a useful tool.  It can help make identify problems in games and allows developers to refine and polish their titles, but it won’t necessarily help create exciting, innovative and unique new experiences which don’t yet exist

As for the new business models being explored by social games companies, again there’s no real long-term data.  However, there are other platforms and indications that virtual good and in-app purchases are being accepted by users worldwide as interesting and valuable.

The mobile markets from Apple and Android feature a variety of apps, not just games, which feature in-app purchases, subscriptions, advertising funded titles and virtual goods.  If the platform is trusted, the revenue model convenient and the content perceived as having value, then consumers seem willing to pay for it.  Even ‘rental’ models for online movies, music and publications are beginning to make an appearance.  Its up to the creators to ensure that their content is seen to have that value.

Online, existing virtual communities such as Moshi Monsters and Club Penguin have also shown that new revenue models can work – even for audiences of a much younger age.

In short, it seems that the opportunities to move away from the traditional retail model is being explored – successfully – by a large number of companies across the online, mobile, social and casual markets.  Which has to be good news for the brand owners, media companies and intellectual properties now looking seriously at these new areas of entertainment for new revenue streams and opportunities to interact with consumers in a new and more interactive ways.

Finally, the concern about relying on a single platform – such as Facebook – is a valid one.  While social networks are still a new phenomenon, there is already substantial evidence that all networks are transient.  Previously booming communities such as Bebo and MySpace have shrunk to a shadow of their former selves.  Yet, Facebook has in many ways rewritten the rules for social spaces.  The open API and critical mass of users suggests this network will be around for a significant time to come.

Which does not, however, make it the only platform in town.  Users are increasingly choosing their own entry point to the Internet.  Some people are Twitter fans and never touch, Facebook.  Others have migrated to Google+.  In many countries around the world, Facebook is not the leading social network by a large margin.

There are opportunities outwith the world’s biggest social network and new channels, communities, networks and routes to market are appearing on an almost daily basis.  So while Facebook may currently by the ’800lb gorilla’ in social gaming, developers, media companies and brand owners need to take a step back and ensure they’re addressing the broadest possible audience.

The bottom line in this new ‘mainstream’ gaming market is that the consumer is king.  You need to be active in the channels they’re using.  You need to be creating games they want to play.  You need to find revenue models that they trust and are comfortable using.

Consumers are increasingly technology agnostic.  They want their favourite content on all of their devices and the artificial barriers created by different devices will start to disappear even more quickly, allowing Facebook users to compete against iPhone owners, Android users, Google+ members and even the new generation of Internet connected televisions.

Far from being a bubble, a fad or a niche, the rise of the social games market is revealing a future for interactive entertainment which is more open, challenging and exciting than it’s ever been before.

Regardless of the platforms, the design methodology, the business models and the routes to market, the future promises to be all about games.  Who knows, there may even be room for fun!

You can find Huzutech online, on Twitter, Facebook or LinkedIn.

h1

Tag’s Funpark Friends Nominated In International Mobile Games Awards

27/01/2012

Tag’s first title for its casual/social TagPlay label, Funpark Friends, has been nominated in the Best Social Games category in the 2012 International Mobile Games Awards, which are announced that the Mobile World Congress, which takes place in Barcelona at the end of February.

Congratulations to the team and we’ll all keep our fingers crossed for another win.

You can find the whole list of nominees here.

h1

Abertay Students Bag Big Bada Boom!

27/01/2012

A team from Dundee’s Abertay University has picked up first prize in the Samsung bada Student Developer Challenge.  The competition challenged teams of students to create new games for Samsung’s app store – starting with a gruelling 24 hour game jam.

Tom DeMajo, Erin Michno and Ian Reynolds, collectively known as Quartic Llama, built Moeba, an side-scrolling, colour-changing action game with a unique organic style. Players have to destroy cells by tapping the phone screen, to keep their character safe.

Abertay University also took the prize for the best university, because it produced the winning team. Three other teams out of the twelve who competed came from Abertay, highlighting the university’s presence within the games sector.

The contest was judged by Samsung and a panel of mobile industry experts.

Erin Michno from the winning team said: “All of the finalists created interesting and high-polished apps, so it was really an honour and a surprise to win the challenge. It was also fantastic to pick up the university prize as it has been great working with the staff and the other Abertay teams.”

Ian Reynolds said: “I’m delighted that our team and university won the competition, and I’ve really enjoyed working with the all the other teams from Abertay that entered. We’re all hugely grateful for the support we got from the University, particularly Iain Donald’s dedication to organising the events at Abertay.”

The team won £5,000 and their game will now be promoted on the Samsung Apps store.

Dr Iain Donald, Computer Games Lecturer and team supervisor, said: “This is an incredible achievement from three very promising young professionals, who have already attracted a lot of attention for their technical skills and creativity.

“A key part of Abertay University’s education is developing industry skills and professionalism – competing against other prestigious universities like Oxford and Imperial College London to win the Samsung bada Student Developer Challenge shows just how well this is working.”

 

Follow

Get every new post delivered to your Inbox.

Join 1,319 other followers