Archive for the ‘Game Design’ Category

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…

(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.

(more…)

Virtual Characters AI at Paris AiGameDev Conference

Monday, July 5th, 2010

Last week, part of our team had the chance to attend the AI game dev conference in Paris. This world renowned conference is mostly the result of AiGameDev.com Alex and Petra Champandard’s hard work. Big thanks to them then! Everyone on the team that attended the conference will discuss the conference talks in the coming week or so, but let me tell that these covered a very large breadth of topics ranging from high level inspirational design panels to down to the nuts and bolts of making AI characters behave smarter and more interestingly.

Hey, that's us!

On my part, I’ll spend this post writing about the conference keynote that I found to be both interesting and inspirational; this talk by Bruce Blumberg was titled “Intimate Conversations with Interactive Animated Characters”.

(more…)

Roll Out Featured on Pocketgamer.co.uk

Thursday, May 27th, 2010

We are pleased to annouce that Roll Out

( One of our latest games developed with Artik Entertainment)

has been featured  on the Mobile gaming specialists website Pocket Gamer.

To see the Article visit:

http://www.pocketgamer.co.uk/r/iPhone/Roll+Out/news.asp?c=20957

The Quest for the perfect design tool!

Wednesday, February 3rd, 2010

As designers we are always looking for the best tool to communicate our ideas. At Fishing Cactus we always try to come up with collaborative solutions and we try to keep the following motto: “not make a 100 pages design document”. Instead we try to find solutions to keep the design document light and readable for different audiences. Managers want to have an overview of the game in order to evaluate scope. Programmers want to have a clear understanding of the mechanic they have to implement and game designers want to know how a mechanic works with another. Most of the time all these people are looking for either a very detailed aspect of the game or a big overview.

All design documents are living pieces, changes in scope and gameplay mechanics occur more than once in the lifespan of a game project. Also there are different types of design documents: game concept, game treatment, one pager, game design document, game backlog (if you are using SCRUM). Also, a variety of production documents is generated as the design undergoes implementation (asset lists for one, localization texts list and so on…).
(more…)

Minim gameplay video

Friday, November 20th, 2009

If some of you wanted to know more about Minim, our new iPhone game released yesterday, here is a small video showing how this game plays. Thank you Sandrine for the shooting.

Enjoy.

Perceived value, red ocean and pencils

Monday, August 3rd, 2009

Red OceanEquilibrio is out for 16 weeks now and despite good reviews (from both press and users), highlights from Apple and quite high production values for an iPhone game, our title only sold only a few thousands units so far. So what’s happening here? Let’s try to analyze this.

(more…)

Test of Hysteria Project

Tuesday, May 5th, 2009

Hysteria Project on iPhoneI had the opportunity to buy and play Hysteria Project this week-end. This is BulkyPix’s first project on iPhone. I thought it would be a good idea to drop a few lines on the blog to talk about the project and discuss why it is worth the try.

At the start of the game you will notice that you are locked in a small cabin, hands and foot tied up. What will you do? Decision making is the main gameplay of the game.

Right up from the start, Hysteria Project dives in a world mixing influences from Blair Witch Project, the Hole and other thriller / horror movies of the same kind. The game is made of first person video shoots. Between the cut-scenes you are asked to pick decisions from available choices, the decision you take will define the fate of the coming steps. You’ll have to pay attention to details because most of the time they will help you pick the right option, picking up the wrong one will inevitably make you die.

On top of the decision making system, some cut-scenes feature quick time event sequences where the player has to quickly push visual cues appearing on the screen. This gameplay mechanic brings a lot of tension and pressure to the experience and in my point of view seems like a complementary feature which increases the overall immersion of the title.

I definitely recommend the earphones so you can truly live a stressful experience (which is not something I believed in when I launched the game). This game made me shiver more than once.

Definitely taking the path of episodic content Bulkypix has been really smart from the art point of view and, with Hysteria Project, they crafted a very good game. The only problem? The game is a little bit short, I simply want more!

You can find Hysteria Project on the App Store following this link.

The pooling ideas philosophy

Friday, May 1st, 2009

brainstorming.jpgAfter reading Damion Schubert’s excellent article on pooling ideas in May 2008’s Game Developer magazine, something came immediately on our mind: the problem, with designers, is not exactly the will to get ideas from everyone but how they gather it, filter it and analyze it to model the game experience.

We released this article on Gamasutra three weeks ago under the Expert Blog highlights and wanted to share it here too.
(more…)