Archive for 2010

4 new team members join FC

Tuesday, September 28th, 2010

There has been a lot going on with the internal team recently. In the last 2 months we’ve welcomed Benjamin, Samuel, Jef and Fabrice at Fishing Cactus. Please let me introduce them to you.

Benjamin has been in the game industry for almost 12 years and is a versatile, polyvalent, 3D/2D artist who will bring a lot to the team expertise and its various projects. Favorite sentence? Tic-Tac…

Fabrice is a talented, multi-task, coffee-drinker (this is mandatory), programmer with already a long career and proven track record. His first experience in the game industry lasted 5 years when he was working at Larian. After that he went to Hydravision for a little while. He worked on a wide range of projects and consoles and is already tackling some serious iPhone stuff involving physics. Wow!

Samuel has joined Fishing Cactus initially as a game and level design intern from Supinfogame. For instance he’s the one behind some of the craziest levels you’ve seen in Minim and in the upcoming Shift projects. He loves so much Fishing Cactus that he decided to stay with us a little bit longer and to join our creative team permanently (he’s sleeping in the cellar!).

Jef has been recently graduated from the Howest Kortrijk Univerty College and he is the lastest one to join us as programmer (actually yesterday). After a first experience at Larian, he decided to join Fishing Cactus for the awesome projects we have in the pipe. And yeagh, he brought some biscuits for his first day of work. Well done Jef, you know how to make friends!

OK guys enough for the flowers, let’s get to work now!

Shift Extended on PSP minis

Thursday, September 23rd, 2010

Shift Extended PSP MinisAfter 2,000,000 apps downloaded and more than 180,000 sold: SHIFT, that was initially developed by Armor Games as Flash game and adapted by Fishing Cactus on the iPhone in 2009 is now making its entrance on the PlayStation®Store: an improved minis version, available soon on the PlayStation®Network.

As part of an on-going process with Armor Games, we are currently in charge of the technical transition and enrichment of the title, which will be available on PSP™ (PlayStation®Portable) and PlayStation®3 through the PlayStation®Network.

This PlayStation®Network version called SHIFT extended will offer no less than double the content of the iPhone version and some new gameplay mechanics. It will definitly stand out from the other puzzle games out there thanks to its significant amount of content, its spotless realisation and its unique gameplay mechanics (you already know them if you read this blog). We expect to release the game before the end of this year.

SHIFT extended - PSP minis

Last but not least Shift will be published by Zallag. More info about the content of the game very soon (and trailer as well)!

SHIFT extended - PSP minis

Minim 1.3 update is out

Thursday, September 2nd, 2010

Minim has been updated with a major fix on a bug preventing the game from running on iOS4.0 on 3G.

All should be fixed now.

Shift 2 level contest

Tuesday, August 31st, 2010

Shift iPhoneAs some already guessed, Armor Games and Fishing Cactus are bringing Shift 2 to the iPhone, and we need your help. We are looking for users to create and submit levels for ‘Shift 2′ that we can feature in the game.

If we end up featuring your level in Shift 2 (iPhone) you’ll get your full name in the credits as well as a free copy of the game in the app store.

The rules for the contest are as follows:

1. E-mail your level codes to support@fishingcactus.com
2. Make sure you include your full name to be listed in the credits
3. Lastly, submit an e-mail address that is easiest to reach you so the game can be sent to the winners.

Armor Games & Fishing Cactus wishes all contestants the best of luck! To get started, click here. Follow us on Twitter to know in real-time what we think about the levels submitted!

Behind the Level Design of Shift 2

Wednesday, August 25th, 2010

Yes, you heard me, that’s what I’m talking about. The Level Design process of Shift 2 levels.

Who knows? We might have something related in developement…

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Minim FOGTD & iOS4 / 3G bug

Monday, August 23rd, 2010

Minim is free today thanks to OpenFeint Free Game of the Day.

Unfortunately we found out that Apple missed a bug on iOS4.0 with 3G which prevents the game from booting up. Our team has already found the problem and an update to fix the issue has been submited to Apple.

Thanks and sorry for the incovenience.

New powerball screenshots!

Friday, August 20th, 2010

Check these out ! Notice the openfeint logo here. We have loaded the game up with several challenging achievements to put to a test your spinning abilities!

Soon in your palm !!

Minim 1.2 Update: Out now !

Monday, August 16th, 2010

Good news for you, atoms lover! (more…)

AiGameDev Conference 2010: EVE Online Characters

Monday, July 19th, 2010

UPDATE: post is now under the right author name.

During the AiGameDev Conference 2010 at Paris Claudio Pedica, a researcher at CADIA Labs, Reykjavik University, currently collaborating with CCP Games presented us their new social interaction system in a talk titled Human Territoriality for EVE Online’s Socially Smart Characters.

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Jury @ Supinfogame

Thursday, July 8th, 2010

For the last 2 years, I’m invited at the game design and project management school in Valenciennes, Supinfogame. I’m invited to attend the end of the year jury where students who are graduating present their prototype to a board of game industry professionnals. To give a little bit of context, each of the student has to present a game idea in their first year. At the start of the 2nd year, 5 to 6 of the ideas are selected to be projects developed for a total of 9 months. You can see some of the old projects here.

Students are in groups and can ask for external help (artists, programmers). Not to mention that they have no fund to do so (looks like a real indie studio). When getting external help, they are often working with professionnals who have some spare time, amateurs or team up with other, more dedicated, schools.

As an ex-student from the Supinfogame (I graduated 8 years ago, oooh growing very old), I’m amazed to see the number of growing and known people attending this jury. This is partly due to the increasing quality of projects presented. This year I’ve been really amazed by the quality of productions. Some concepts were very innovative and some of them were really more than prototypes, near finalized products.

Students presented us 6 prototypes: “Le marionnettiste” (The Puppeteer), “When Gods Play”, “Contre-Jour”, “Blork”, “The Uncanny Fish Hunt” and finally “Big Bang”.

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