main

Tel Aviv 2015Video Coverage

Julie Kuhn: Children Learning with Fun and Laughter | Casual Connect Video

January 27, 2016 — by Catherine Quinton

la-bataille-des-familles-featured-image-960x554.jpg

“The best way to get children to learn is to make them think they are playing!”, observed Julie Kuhn, founder of Super-Julie Apps during her session at Casual Connect Tel Aviv 2015. As a matter of fact, kids love apps that aren’t their parents’ favorites. Parents mainly see the tablet as an educational tool (and they can be skeptical, but minds are changing). The kids just want to play. The best apps use the best parts of the video game design to help children learn something new, step by step, challenge after challenge. Here are the ingredients of success you won’t want to forget. To learn more about what Julie has to offer, tune in below.

Europe 2015Video Coverage

Danial Karimimanjili: Diving Head-first into Game Design | Casual Connect Video

May 7, 2015 — by Gamesauce Staff

'“Stay humble and realistic about game projects' - Danial KarimimanjiliClick To Tweet

Who among us actually remembers what a VHS is or what it was like to use one? At Casual Connect Europe 2015 Danial Karimimanjili and Florien Anthierens gave us a sneak peak at  of the game Replay - VHS Is Not Dead. Danial reflected, “We looked for inspiration in different games and movies such as Be Kind Rewind and The Lost Vikings”. This small team started to work with Neko Entertainment for guidance which made a student project into a professional one.

ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Hilomi: How To Turn a Contest Entry Into a Full-Fledged Mobile Game

May 6, 2014 — by Mariia Lototska

Founded in December 2000, Yamago has now been developing games for over a decade. The team is based in Paris, France, and has all the skills required to develop quality games! Historically, Yamago focuses on 2D games for the web, based on TV and film intellectual properties, and has worked with clients like Cartoon Network, Disney and Lego. The company created game adaptations for global IPs such as Star Wars – The Clone War, Batman, Naruto, Adventure Time, and Gumball. Though in the last few years, Yamago has been making the transition to mobile games to keep up with the ever-changing games industry, and relying more and more on their own IPs to generate revenue. Their first in-house mobile game Hilomi started as a project for the Imagine Cup contest. Pierrick Lete and Sandrine Olivier, Yamago’s CTO and director of production, share the story.


A Student’s Contest as the Impact to Make a Game

Hilomi started out as an entry for the 2011 Imagine Cup. This annual competition is for students from all over the world to create projects that address the idea of a world where technology helps solve the toughest problems.

Xavier Cliquennois and Norbert Tran Phat, both interns at Yamago at that time, wanted to participate in the Imagine Cup in the Mobile Game Design category. They came up with the game’s idea (a 2D platformer where the player can reshape the environment) based on the Imagine Cup’s theme. Mathieu Anthoine, our creative director, helped them refine the concept by finding the right genre (puzzle game), adequately balancing simplicity and depth, and deciding on the character design (Hilomi, the female protagonist, and the animals).

h_11_
Finding the right genre, balancing simplicity and depth, deciding on character design

Eventually, Hilomi turned out to be a rather long adventure. From March to July 2011 the team managed to proceed to the second round of Imagine Cup, win the Jeuxvideo.fr Reader’s Choice award and the Silver Medal for Mobile Game Design at the Imagine Cup France Finals, and then enter the worldwide Imagine Cup finals and win the Silver Medal for Mobile Game Design.

P1010316
Yamago won Imagine Cup’s silver medal for Mobile Game Design

Moving Away From the Contest Theme Towards an Original Game Vibe

Following this encouraging reception and feedback for Hilomi at the Imagine Cup, we decided to make it into a full-sized game that could be featured in Yamago’s portfolio.

First of all, we refined the controls to make the gameplay more understandable and easy for players. Hilomi is a puzzle game where users reshape the environment within “touch gameplay” to help Hilomi make her way through the levels. We found out that players manipulate the game in various ways. The controls had then to be adapted to all of those, and that on a large panel of screen sizes: it was huge work!

194502_10150125902332679_248917717678_6241148_7062559_o
We found out that players manipulate the game in various ways

The need for cheap and quick updates was the reason behind simplified game design. To increase the lifetime of a puzzle game, we had to be able to produce a large number of levels and design them as efficiently as possible.

The original story hasn’t been perfect for the game as well. It was based on the Imagine Cup’s theme, but did not speak to the players. We had to integrate a touch of ecological theme in the storyline to fit the competition rules, but this resulted in a story too complicated and hard to narrate in a puzzle game.

We also altered character design and artistic direction to make the game more appealing and HD-friendly. Since Yamago is recognized for high-quality graphics, a game published by the company should stick to these standards.

h_08_
“Yamago is recognized for high-quality graphics, so a game published by the company should stick to these standards.”

iOS and Android tablets and smartphones were our main target. Imagine Cup is a competition sponsored by Microsoft, so the first version of the game has been made for Windows Phone using the Microsoft native SDK. We wanted to have a larger exposure for Hilomi, so decided to target the two main mobile OS’: iOS and Android.

The freemium model with monetization based on level packs was chosen on an early stage of development. Although this business model wouldn’t ensure that the game makes profit any more than a paid model does, it would make the project and our studio more visible. Creating commissioned games is Yamago’s main activity, and a high-quality, highly rated, and highly downloaded mobile game in the portfolio is a strong argument to convince clients that they can trust us to make great mobile games for them.

Sponsorship: a Solution If the Company Has Less Money than the Game Needs

Thanks to these starting points, we were able to estimate the budget required for Hilomi’s production. But since our revenue comes mostly from work-for-hire projects, investing in our own production is difficult… And the estimated budget for Hilomi was out of proportion with our financial assets at the time.

Hilomi became possible thanks to Adobe’s sponsoring. Being at a technological crossroads with AIR, Adobe chose to get involved with the game industry (Stage3D, SCOUT, Starling, etc.) after Thibault Imbert’s recommendation. They were looking for a game that would put Starling, their API hardware acceleration for 2D games, to test on mobile. Hilomi was picked because it matched the objectives, and partly thanks to Yamago’s being an active contributor to the Flash community from the studio’s very beginning. We’ve invested a lot of time in beta-testing Adobe (and formerly Macromedia) products.

h_09_
Adobe chose Hilomi to test the Starling tool on mobile

Following Adobe’s sponsoring, Yamago secured a second aid from CNC’s fund for the creation of intellectual property. This combined help allowed us to conciliate our work-for-hire projects and Hilomi. We were able to assign team members to work on Hilomi for long periods, which contributed to making the project a reality. 14 different people worked on the game (fortunately not full-time and not at the same time).

Technology as a Convenient Constraint

Before the start of production, we were not quite sure about which technology to use. And again, Adobe helped us choose. They sponsored Yamago to test their technologies on an ambitious game that fitted the game industry standards and to suggest relevant features to improve these technologies. The solutions provided showed encouraging performances from the beginning, but we had to help fix a number of bugs, push for the improvement of certain features, and cope with optimization issues (due to memory allocation).

Free-to-Play Mechanics: Better Integrate in the Beginning

Knowing that a freemium game that gathers a large audience is not necessarily profitable, we wanted to integrate free-to-play mechanics to the gameplay loop. The main example is that we wanted to authorize players to increase the number of possible moves to solve a puzzle-level.

h_04_
The retry-related fun factor in the game didn’t work as expected

Despite numerous iterations, this mechanic never felt right. It worked against the gameplay and was making it more complicated. The “fun-factor” in a puzzle game was highly related to the “retry” option, because when the player retried, he got hooked. So every distracting mechanic that gave the player the opportunity to avoid it cluttered the message and thereby jeopardized the core loop.

This experience taught us that that free-to-play mechanics need to be integrated into the game from the start. Adding them later is a long and costly process, and the results are not guaranteed.

Art and Story Makeover

Already at the Imagine Cup contest, where Hilomi was stuck to the topic of ecology, the jury did not find them particularly relevant. Later, we chose to adopt a more lighthearted tone, while preserving the theme of the natural world and its animals.

h_10_
The mobile Hilomi: a lighthearted vibe, nature and animals

The animals are both the challenge and the “cute factor” of the game. In design terms, they are collectables. We didn’t want Hilomi to just pick them up like if they were “stars” or “coins” (a staple of puzzle games), since she is not a hunter. 🙂 We wanted the collection to be more related to the game’s storyline and universe. Having Hilomi photograph them in order to collect was the ideal solution, as it also allowed us to create the photo album. The photo album adds a collection mechanics that increases the replay value of the game.

The photo album adds a collection mechanics that increases the replay value of the game.

In the Imagine Cup version of Hilomi, all the art had been created in a matter of days, leaving very little time to think of a coherent artistic direction and character design. So we rethought all art in the game in the beginning of production. There were villains in the first storyline; they were “polluting” Hilomi’s world. The world, thus, looked sad. Hilomi then had to look angry against them. But thanks to the lighthearted tone of the game, we were able to create a more cheerful character. Originally, Hilomi also had red tentacles for hair; and we discarded this design (only because it was not readable on small/mobile screens).

h_2_
Hilomi is always cheerful in the re-designed game

We kept the idea of odd mixes for the animals: a porcupine with logs for spikes, a mix of a ferret and a fennec fox, etc. As for the environment, we made square shapes a part of the artistic direction, with sharp angles and square structures often featured in the background. Hilomi has a tile-based gameplay, we wanted to create consistency with the graphic design.

We continuously receive positive feedbacks about the graphic design of Hilomi. And since we wanted to have a cute and cheerful character in a fantastic and colorful world - Mission Accomplished 😉

Hilomi is currently available on the App Store and Google Play, and we’re proud that in its first week after launch the game was featured by Apple in 128 different countries (including UK, France, Germany, Russia and China). We have passed the 200K download marks 15 days after the launch. It is also really great to see that the game is highly rated by players and critics (4/5 by 148apps and 7/10 by PocketGamer).

 

ContributionsDevelopmentGame DevelopmentIndiePostmortem

GlobZ: How To Make Party Games for Touch Devices

March 4, 2014 — by Mariia Lototska

OMGZ.png

GlobZ is a small French indie company of four team members: Alexandre Houdent and Laurent Fernandez, who work at an office in Paris, and Fabien Riffaud from Tours and Jérémy Damon from Vannes working from home. Alexandre talks about the challenges and lessons of the creative process for their latest game, ¡Oh My GlobZ Mucho Party!

DOWNLOAD SLIDES

The entire GlobZ team has been working together for more than 10 years, becoming works-for-hire for web/mobile games in order to finance our own productions. In the past, GlobZ got some recognition as an IGF finalist in 2008 and Milthon prize winner in 2009 for Globulos, released first on the web in 2003 and later on the Nintendo DSiWare in 2010, including in Japan, where the game was sold best. In 2011, we also published an iOS version. Since then, we released the arcade puzzler Twinspin on iOS and Android in 2012, but despite all the good reviews, the game did not sell well at all. The question arose: what game are we to make next!? The answer to that question turned out to be a touch party game called ¡Oh My GlobZ Mucho Party!, to be enjoyed by several players on a single iOS or Android device screen.

A Party Game: A Perfect Fit For a Work-For-Hire Studio

GlobZ is a very small studio, but the team members all have strong personalities and somewhat different tastes. And even if I am the “final boss”, I like it when decisions are collective and we reach a consensus. I like to say that we are two developers, two graphic designers, and four game designers!

CIMG0342
Even if I am the “final boss”, I like it when decisions are collective and we reach a consensus.

So when thinking of a game, we thought about the games we like to play together. Bishi Bashi was in the top list. Thinking about it, we liked the idea of doing a touch party game with the spirit of that great Playstation game! Everything seemed a perfect match:

- Minigames were ideal for a possibly sliced (between work-for-hire) production!
- A crazy art direction would allow us to experience many funny styles at no cost!
- We did not find any game like ours in the App Store, so we had a kind of “blue ocean” strategy!
- This would qualify for a PREMIUM title! No F2P - because premium is all about “perceived value” (here we have 30 minigames) and “I don’t already have this app on my device” thinking (we hope so!).

Following All Great Advice Seen in Postmortems

We were very excited about the project. We made a huge document with 35 minigame ideas, came up with “Oh My GlobZ” as a working title, developed a prototype (Candy Match), and filed an application to a French state office (CNC), who agreed to give us some money at the end of 2012 to help develop the game.

I promised myself to follow all the great advice that I constantly see in postmortems.

And for once, I promised myself I would follow all the great advice that I constantly see in postmortems, like:
- Do playtests as often as possible and take the feedback into account!
- Speak about the game as soon as possible and as much as possible!
- Work with a PR company instead of doing it yourself!

What a Touch Party Game Needs

In 2013, we started working on the game. Production happened not to be sliced at all, and we had to make lots of decisions on a daily basis. In other projects, we usually have some time to think between actions, so this was new to us. We discovered quite a few more things during development as well. First, our gameplay had limitations. We had no buttons mashing up stability of the device, no swiping, and no virtual controls. Also, some games that we wrote out did not turn out as fun as we hoped.

orientations
We planned to use many local multiplayer possibilities, but kept only the two in the the top picture that appeared the best

Doing something “crazy” and “fun” might seem simple when you look at it, but it’s not like that in real life (unless you’re really crazy, maybe). The first designs were “serious” and too “well-executed”. They looked like nice Flash games, but lacked a special twist, a specific identity and style. We wanted the game to be recognizable from any screenshot, not dependent on the diversity of graphic directions.

The first designs were “serious” and too “well-executed”.

Our original plan for the identity of the game was to rely on some black-and-white characters we called Arcarids/Blubz, but we eventually changed them to avatars, where players would put pictures of their faces instead. We had worked on a Facebook game for a client where the Facebook profile picture was used as the face of the character in the game, and it was great fun and so much easier for the players to see who they are!

During development, we realized that the party game (“stupid, but fun”) orientation was a bit frustrating for some, because we also like simple and deep puzzle/strategy games, and had some as prototypes. At a certain point, in order to help ourselves decide to completely get rid of some of those we joked we would do a “¡#OMGZ Mucho Strategy!” sequel.

OMGZ_muchostrategy
Some of the games that we kept for the ¡#OMGZ Mucho Strategy! sequel

The Mayonnaise Doesn’t Work

In April 2013, the production was put on pause due to some work-for-hire projects. By that time, we had lots of content for the game, but the whole thing still lacked a clear direction and identity. In French, we have a great expression that fit our situation: “the mayonnaise doesn’t work”. It means you have all the ingredients, but it does not work as great as you expect. The pause happened to be an awesome opportunity to perform many playtests and show the game to some fellow game designers. This helped us outline the “fun factor” and identity/style - the avatars were the thing! So we decided to feature them in all games, not only in the UI!

OMGZ_mosaic
Some minigames, all featuring the avatars: the identity of the game is in every screenshot despite the graphic diversity

We got back to the project in mid-November. It’s terrible to say this, but it felt difficult to find the motivation to start working on the game again! I thought the way out was in making totally new games, but the team was much more reasonable, and we ended up polishing the existing games, UI, and game modes. It was a wise decision, because we really had the feeling of consolidating the grounds of the title at last. What is more, the Google documents we were using included too many comments, so we decided to clear everything and keep only the latest and relevant feedback (note: Google keeps all the modifications anyway!). We also had some communication issues due to remote locations, but solved that by simply doing some Skype conference calls!

The Remaining 10 Percent of a Project
Accounts for the Other 90 Percent

We are now super happy with the avatars; they are really fun and give a strong identity to the game. And when we do playtests, we see people enjoying the minigames, which is ultimately the goal of the whole thing!

Adding sound and music will be great because my four-year-old son won’t complain about the lack of sounds and music anymore!

As the “ninety-ninety” rule states: “The remaining 10 percent of a project accounts for the other 90 percent of time”. We still have to add some more mini games and music and sound (it’s the only thing we subcontract), not some random placeholders here and there. It will be great because my four-year-old son won’t complain about the lack of sounds and music anymore! We also have to localize the game in as many languages as possible, and work on real PR for great exposure at launch!

While they admit that it’s always difficult to set a date when you’re doing both your own game and some work-for-hire, the team plans to release the game by the end of Q1 or the beginning of Q2 2014. In the meantime, you can get a taste of it at the GlobZ site.

logo
SUPPORTED BY