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ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Demon Archive: Recurrence of Dr. Faustus and Fantastic Elements

August 4, 2016 — by Industry Contributions

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Founded in 2014, La Calade Games is merely composed by the couple at the beginning. As a player of roleplaying games, co-founder and CEO Shirley Cheng was excited to see so many hidden object games with amazing animations and stories on iPad during 2012. She remembers her first time playing these games on iPad: being really impressed, especially when the games were inspired by some classic works. One day Shirley’s husband saw her playing those hidden object games and wondered why she was so obsessed with them. Eventually he realized those were truly interesting, and considered making one, since he’s always had a dream to make his own game. Shirley tells more of the story of the award-winning game that has been honored for Best Narrative at Casual Connect Asia 2016. 


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Ellipsis: premium, no text, no ads, no IAP

June 29, 2016 — by Industry Contributions

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Ellipsis is an award-winning action puzzler with retro-styled visuals and absolutely zero text. Designed from the ground up for touch devices, it was released on iOS in February 2016 and for Android on June 16th. Its intuitive concept is easy to understand but you soon uncover a deep and challenging universe of ever-evolving levels. Ellipsis is a polished game experience, developed with a bit of idealistic, opinionated approach. Released as a premium game, it features no text, no ads, no IAP. The developers headed by Yacine Salmi explore how these decisions impacted our development and release.)


ContributionsDevelopmentGame DevelopmentIndiePostmortem

Slashy Hero: Making a Game Secretly

May 26, 2016 — by Industry Contributions

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The Gentlebros is a 3-people team based in Singapore. It was founded by Desmond Wong, Leon Ho and Nursyazana. Part gentlemen, part bros, the goal of the company is to constantly make unique games that stand out from the crowd. They share the story of Slashy Hero, a game about a great evil that has stolen all the sweets for Halloween. At Casual Connect the Slashy Hero game has won the Best Game Design and Best Mobile Game awards.

ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Rusty Lake on the importance of creating a community around your games

May 11, 2016 — by Industry Contributions

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Rusty Lake is both the name of a studio and the eerie and surrealistic world Robin and Maarten have created. Their indie studio, based in Amsterdam, has been creating mysterious room escape and eerie adventure games since May 2015. With a total of 9 games launched on iOS, Android and web and 2 new games in development they try keep their community involved as much as possible.


ContributionsDevelopmentGame DevelopmentOnlinePostmortemPR & Marketing

Vikings: War of Clans Giving The Whole Team Something New To Study

April 1, 2016 — by Industry Contributions

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Over the last 10 years the mobile games market has undergone dramatic changes – simple entertainment has turned into a huge industry with its own rules, genres and fan favorites. Our first awkward steps are behind us and the mobile game genre is now taking its rightful place alongside dedicated game consoles.

Plarium has been a part of mobile games scene since its inception. The company was founded seven years ago back in 2009, when the app market was poised to take the world by storm but had yet to flourish. One of the main goals of the Plarium team – from the director to junior employees – is to create quality games for mobile platforms and social networks with a level of depth that isn’t typically expected from mobile games.

Plarium’s headquarters is in Israel, with eight offices and development studios located across Europe and the United States. We also have over a thousand employees, all dedicated to helping the company grow and develop. We reject complacency and embrace new ideas, because every project is an opportunity to become better than the one before it.

This is exactly the case with our creation Vikings: War of Clans, our fastest growing mobile game. It wholly reflects our determination to capture players’ hearts and is the result of a concerted creative effort by a large team of professionals.

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Lipa Wizards: The Making of Multiplayer Magic for Kids and Parents

March 21, 2016 — by Industry Contributions

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Lipa is based on the idea that children and families can benefit from the technology in their lives. Creating learning apps for preschoolers, they want kids to gain skills they can use in the real world while enjoying fun adventures alongside their parents. As a product manager at Lipa, Zdenek Klůc’s job is to help transform sparks of ideas into something meaningful, and pave the way through every stage of development. Sometimes the way is smooth. Sometimes it’s a roller-coaster. And sometimes, the best ideas come from unexpected places.

ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Magic Flute: a beautiful child of opera and gaming

February 27, 2016 — by Industry Contributions

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Let’s start by putting things in the right perspective. Both opera and games were created for entertainment. Usually, though, they didn’t mix or even come close to each other. Until they did, in Amon Miyamoto’s mind, when the renowned Japanese stage director envisioned Mozart’s masterpiece – The Magic Flute as a videogame. The studio of LabLike went even further, turning The Magic Flute into an actual videogame – their game designer and team lead Olaf Morelewski tells how.

ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Bebop Puzzle Beat: From Minigame to New Game

February 5, 2016 — by Industry Contributions

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Founded in 2004, Plastic Dreams is an indie game studio from the small city of San Carlos, Uruguay. The team currently has three people (programmer, artist and QA/creative) working onsite. Outside the office, a community manager takes care of all social media; she also composes the music and sound used in the studio’s games.

Plastic Dreams has been making games for more than five years and has participated in the annual National Videogame Contest, which they’ve won five times – including first prize for best game in 2010 and 2015. Three years ago, they started working on their first commercial game for iOS, Bebop Puzzle Beat – and this is where the journey begins.

ContributionsDevelopmentGame DevelopmentIndieOnlinePostmortem

Flutterfly: One Mechanic At A Time. And care for screenshots!

January 13, 2016 — by Industry Contributions

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“Hi! I’m Sebastian and I developed Flutterfly — a side-scrolling color matching game currently available for iOS. Guide colored butterflies as they migrate and match colored blocks. I’m thrilled to have brought Flutterfly to Casual Connect USA, and as part of that process the folks at CC asked me to say a few words about the app’s backstory”, said an indie dev Sebastian Conley in 2014 after Casual Connect, as he shed more light on the app’s creation.


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