Two Thousand Ten and Beyond!

Game Business Games Life

Sitting here on the first day of 2011 I found it rewarding to revisit what I was able to accomplish this past year. A year is such a long time that I often forget all the projects that I’ve worked on. As the year winds down I tend to find myself wishing that I had managed to finish more games so I was happy to discover that I had published more titles than I thought!

5 Games Published in 2010

Robot Reaction released for iPhone

Robot Reaction was one of my Flash games from 2009 that I completely rewrote to work with the Flash CS5 Beta program. I was able to use the iPhone Packager for CS5 to get my first game into the Apple App Store.  It was a great learning experience in old school optimization techniques like bitmap blitting as well as a sobering business look at how hard it can be to make any money in the App Store vs the Flash business space I was familiar with.

Play Robot Reaction!

Mouth Full of Happy

While I was out at the Flash Gaming Summit and the Game Developers Conference I got to meet up with the fine folks over at the Kongregate office in San Francisco to hatch out plans for an advergame for Cheetos and Frito Lay. It was my first foray into contract advergame work and I had a great time working to create this game.  It was based off of my Orange You Glad game that people at Cheetos had spotted over on Kongregate and wanted me to create a custom version with the Cheetos theme.

Play Mouth Full of Happy!

Contentric

Feeling a lot of inspiration after my return from the Indie Gaming Summit at the Game Developers Conference I wanted to get more involved in some of the online game competitions that were run monthly over at the Experimental Gameplay Project. Contentric was created in a week for the EGP theme of You Only Have 10 Seconds and I was quite happy with the result. I was even more pleased when Armor Games decided to sponsor it!

Play Contentric!

For The Twin

Next on my hit list was the desire to finally participate in one of the competitions over at the TIGSource forums. There was a new month long competition being run with the theme of A Game By It’s Cover that had a fascinating concept to me. We were to pick a fake game cartridge whose art inspired us to think up an actual game based on the fake art. For The Twin was what I managed to come up with by using this case art.  Besides creating a lot of creepy cute art and backgrounds for the game I also composed seven faux chiptune loops in Reason for the game that came out quite well. The game ended up being sponsored by Spil Games and was played over one million times in the first month alone–a new milestone for me!

Play For The Twin!

AVOIDAL

The last game I published in 2010 was initially created for the 18th Ludum Dare 48hr game competition theme of Enemies as Weapons and polished up for the Experimental Gameplay Project theme of Zero Buttons. I went with a retro look and classic arcade gameplay for this challenging avoider collector mouse skills game. I then spent the month of October working on a final version of the game for the Ludum Dare October Challenge to sell a game in a month. Newgrounds ended up sponsoring AVOIDAL and I got to create a bunch of medal achievements that were pretty fun to try and win.

Play AVOIDAL!

Failure To Launch

I also found it insightful to take a look at all the games I worked on yet did not manage to publish for one reason or another. Many of these games are still on my todo list for 2011 and will see the light of day eventually.  Digging through my directories I discovered that I had worked on a total of 12 games this year while only publishing 5. I’m not sure if that is good or bad but it is worth keeping on eye on since I do believe in trying to finish games in order to get the most experience and value from them.

I had attempted to learn an early version of Flash Punk and I found it to be a really great Flash game framework. My efforts stalled out though with this untitled retro dodge game and I still have to learn the newest version.

I made a game in two hours for one of the crazy Glorious Trainwrecks Klik of the Month Klub #35 events called Wizards vs Ghosts which I find amusing.  Creating a game in only two hours is truly mind breaking!

I”m still actively working on a final expanded version of my 2009 Ludum Dare game called Angry Caverns and a 2009 Ludum Dare game called Fleedom. I’m still developing a pixel art arcade game called Bomb Diver as well as collaborating with another game designer/artist on a ridiculous game about pooping pigeons and bicycles.

Fun Goals And Milestones

A few of the random things I am happy about from 2010 include finally getting to go to my first Game Developers Conference as well as attending the Flash Gaming Summit the Sunday before GDC. It was a truly inspiring week spent in San Francisco and I met so many awesome game developers and Flash publishers. I am really looking forward to returning again this year.

Another great milestone was getting a New Hampshire LLC for Hybrid Mind Studios so it is all official and everything.

On the competition side of things I managed to host my first Mini Ludum Dare event around the theme of Constraints which I felt had a great turnout of submitted games and was fairly well received by the community. My game Alien Flight Academy – Graduation Day was the result of that competition. A bizarre experiment in alternate keyboard controls.

As I mentioned previously I finally had a Flash game break the one million views mark. It was a simple milestone I had looked forward to finally achieving.  2010 marks my second full year releasing Flash games and it is so amazing to look back at my first Flash game TurnStyle which was released in Feb of 2009 and only ever got about 150k plays total and compare that to my more recent games that reach millions. That fact just continues to floor me. I never dreamed that I might be able to reach such a large audience with my games, art, and music! The Flash game space offers game designers an amazing distribution opportunity that I find very inspiring, humbling, and flattering all at the same time. I look forward to trying to reach more and more people as I improve my craft.

Determined to get more involved in the local game development community around Boston I started attending monthly Boston Indies meetups and the local Boston Game Loop conference. I even started up a weekly game development co-work meetup down in Cambridge, MA at Sprout for three months to help myself meet other area game developers. It’s been great getting to know so many fine people in my neck of the woods.

Along the same lines as getting involved more locally–near the end of 2010 I had the good opportunity to take part in my first team game jam too! I was at a Boston Game Jam event called Lunar Jam and I helped out primarily as the artist doing many black and white illustrations for a choose your own adventure type visual novel game called Perchance to Dream that is still in development.

I’ve managed to work with great portals like Armor Games, Big Fish Games, Newgrounds, Kongregate, King, Spil, Addicting Games and many others. Each new relationship I establish helps me to feel more comfortable that I’ll be able to continue doing independent game development full time–my childhood dream!

Moving Forward

Looking at what I have planned for 2011 is pretty exciting to me. There are many games I’ve been working on that are nearing completion that I can’t wait to publish to see what the players think. I also want to collaborate more with other game designers, artists, musicians, and programmers. I plan to keep attending conferences like the Flash Gaming Summit and the Game Developers Conference as well as other regional and local events. I hope to keep learning new technologies, skills, and game design techniques. I look forward to building my relationships with other game developers. I have so many game ideas that the lists are growing out of control. I hope I can manage to stay focused and driven enough to get even a tenth of these new ideas out. I can’t wait to see what 2011 holds for myself as well as the other game developers out there.

Bring on the games!

Games In The Pipeline

Game Business Games

A mosaic of screenshots from unreleased games I'm working on

Just wanted to post a fun image I assembled from seven different games I’m working on releasing still. The top of the image which contains the aliens in the mushroom landscape is from For The Twin–a game that I’ve finished for the “A Game By It’s Cover” Competition over at TIGSource and which will be released in September or sooner now that it has found a primary sponsorship from Spil Games.

The rest of the images are from unreleased games that I’m still working on. They are roughly listed in the order I expect to complete them though that could change a little bit of course.

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Robot Reaction – New Flash Game Released

Games

screenshot1

Spent the past three days cooking up this fun little robot-themed chain reaction game.  I’ve wanted to do a chain reaction game for quite some time and I really wanted to do a side perspective version that explored some fun and quick game play mechanics.  I spent a week or two mulling ideas over in my head before beginning development.  I’m rather happy how this turned out all things considered.

Play it here.

Orange You Glad – New Flash Game Released

Games

My new Flash game Orange You Glad has finally been published!

oygscreen1

Description:

How good are you with your tongue? Got a bad case of scurvy?

See if you can handle the Orange Frenzy!

Orange You Glad features 20 levels of citrus madness. 10 special power effects and 25 unique and humorous items to avoid. Can you lick enough oranges on each level to advance to the next? It’s not as easy as it sounds.

Play Orange You Glad

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TurnStyle In The Wild

Games

So, my game TurnStyle has been out about 3 days now roaming about the internet and I just felt like reporting the current stats and my experiences in case anyone is interested or curious about this aspect of the Flash game / business space:

This is not only my first Flash game but also the first thing I have ever really released onto the internet as well so it has been a real interesting learning experience!

If you don’t care about tech mumbo jumbo if you skip down near the bottom you can see some funny stats from which countries are playing this game and my personal thoughts on my experience so far.

Distribution and Ad channel technology I used – MochiAds:

I decided to go with MochiAds to do my game distribution. It is non-exclusive and free so I am also able to make other deals as well. One of the main benefits they offer is that they “wrap” your Flash game in a preloader that contains customizable and controllable ads from their network. So, the further your game spreads on the internet the better for them and you. You get a percentage of the revenue from the “impressions” that the ads receive as people wait for your game to download. I like that people have the ability to skip the ad by clicking the ‘x’ because let’s face it- ads are annoying. I also then think that let’s face it, I have to eat too.

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