Archive for January, 2009

A cactus in the sea #2: Logo

Friday, January 30th, 2009

Creating a logo is not something easy, it has to be remembered. There are tons of different ways to be remembered either because the logo is fun, because the word “tilts” or maybe because you had a very bad relation with the person or studio…

Our studio’s name, “Fishing Cactus” has a true meaning and, unfortunately for you, it’s not today that I’m gonna reveal what it means.

However today I’ll post the first concept art proposals Michael Heald made for the new website. We already chose the one we’re going to use… Can you guess which one it will be?

fishing cactus logo proposals

Fixing C++ static and global variable initialization

Wednesday, January 28th, 2009

Order of static and global variables initialization is a well-known uncontrolled phenomena. There is no way you can change it, variables will be initialized in an order the compiler is the sole to decide. The singleton fixes this problem by postponing the initialization at the first time the object is used. But then creation time is unknown and multi-threading issues may appear. This article propose a simple technique to force order of initialization.
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New projects?

Sunday, January 25th, 2009

Maybe some of you noticed the new banner we added on the main page of our website (the one with the very stylized and sexy girl).

This is because Fishing Cactus has secured a new iPhone project with a very well-known graphic novels publisher. We hope we’ll be able to talk about this project in the following weeks.

We also secured another iPhone project with a very popular flash game publisher but this is even more secret. So keep this for you ok?

In the meantime enjoy one of our famous Cactus Council with Belgian beers of course (in this case Barbar and Chapeaux)!

Cactus Council

5th Equilibrio Dev Diary

Thursday, January 22nd, 2009

EquilibrioHello everybody,

The fifth “very long” Equilibrio Dev Diary has been posted on Fingergaming.

This dev diary talks about how we tried to please multiple audiences (in our case casual and more core gamers) with simple game systems. The second part of the diary explains the necessary steps and recommendations to bring an iPhone game worldwide (at least at our level).

Surviving the economical desert

Wednesday, January 21st, 2009

distributedteam.jpgRecently I’ve came across tons of news concerning layoffs across Europe and US in famous game development studios due to the financial crisis. I fear that the economical situation is also the perfect excuse for big publishers to start fire more people than they usually do. I’m also quite sure that we only see the top of the iceberg and less known studios are being hit by the job cuts too. Being recently in the situation but not for the same reasons, we, at Fishing Cactus, would like to give our support to the fellow developers out there who are looking for a job.

After thinking a little bit about the cause, it is logical that the current economic trend leads to such situations. Let me explain: game development on next gen consoles or massively multiplayer games requires hundred of talents and nearly 3 to 4 years to complete a project which is not 100% guarantee to be a commercial success.

In big teams, at a certain point, there are so many people involved to communicate from the top management to the person who actually produce the smallest bit of the game that it takes simply age to pass the info. Due to the ever changing nature of game development, the info currently in the pipe can be already obsolete when it arrives to the end of the communication chain. This means that some resources are clearly redundant and are drastically affecting the productivity of the whole team. And when it’s time to reduce costs, odly enough, that’s not always where the managers look. By the way, SCRUM is a great management tool to reduce intermediaries.

I talked about big teams, but how does a small game studio like us survive to the crisis? Despite being new, Fishing Cactus has an unconventional business model and growth plan which relies more on securing partnerships with other studios and to build a flexible game creation pipeline to cope with the ever changing nature of game development.

In fact it will never be a good strategic plan to hire someone to fire him at the end of the project because we would have to pay him for a few “empty” months between projects. Following the same path as Streamline Studios, we think there are other ways to produce games. All managers will say that growing internally is always better than outsourcing if possible, but at a certain point, outsourcing and partnerships offer the flexibility that is not possible internally. Graphic novel publishers and the film industry have already adopted this way of working.

In our industry, this way of working will only be viable when outsourcing companies will stop to work as short term providers but instead as long term partners building trust relationships to deliver quality and share a common pipeline.

New website on rails

Friday, January 16th, 2009

michael.jpgThat’s it, Fishing Cactus new website design is on its way. It is not that the old website wasn’t good, it was simply LAME, made by my one and half web-designer-no-artist hands and my small 2-3 years web designer experience didn’t help very much (more experienced in PHP programming though). But seriously who cares?

To lead this perilous task we chose Michael Heald from FullyIllustrated to actually create the company’s website, rebrand our logo and trash this ugly blog banner. Amongst his portfolio, Michael has worked on the portal of Cortex Command, Klei Entertainment and Toribashi. All those three websites are visually very different and from my point of view very appealing.

The website will detail the service we are providing but also the games we are working on as well as a company bio, jobs and all the fancy stuff you have in all corporate websites. The new website should be available near the end of February, start of March. So prepare to get rocked hard in the few months.