Bank Job update

Update 04/04/12

Take a look at the new promotional Art Ben Weissbock Screwtape Studios resident artist has been working on over the last few days!! Keep an eye out for them as we ramp up towards the completion of Bank Job.

New iPhone Icon

New Bank job Teaser Poster

Bank Job Release Poster

 

 

 

 

 

 

 

 


Embracing the platform

One thing that we are learning here at Screwtape Towers is the idea of embracing the platform that we are working with, and trying to find the strengths and weakness that exist there. At the moment we’re pretty much exclusively designing for the iPhone, and that platform comes with a very specific set of opportunities and challenges.

I think that the key thing to think about when designing a game for the iPhone, iPad, or indeed any mobile device in this category, is simplicity. That’s what embracing the iOS platform means, keeping things simple. Everything needs to be simple and quick, from the presentation of information, to how the user is required to interact with the device, to the game mechanics themselves. Simplicity is key.

We seem live in a time where not too many people are keen on reading a lot, (this breaks my heart) especially it seems, gamers. Or perhaps people do read quite a bit still, and it’s just that games aren’t the place they’d like to do their reading. Either way, no one wants to read when they’re playing a game (unless they’re my age and still playing ZORK). This is the status quo on PC and consoles, don’t think it’s any different on a sub 4-inch screen. Keep your feedback simple, and where possible, text free. It will make the game quicker to engage with, and you’ll cut down on localisation time! Use well established patterns for information recognition, you don’t have to reinvent every aspect of communication. Play popular iPhone games and see how they implement their systems, if they feel intuitive, see how you can rip them off and put them in your game. Design patterns work for a reason.

The iPhone dosen’t have any buttons you can use in your titles. To me, embracing the platform means NOT adding 5 buttons to make your game function like a console or PC game. If you want to make that amazingly intricate platformer, make it for XBLA or try and get it onto Steam or maybe have a look at Desura, the potential audience is smaller, but the actual audience you’ll get will probably be larger. Here’s the challenge I have set for myself and my team when we start a new design for a game. Let’s try and make it with NO buttons, other than pause. (And the menu, don’t be a smartass). If a button does need to be added, it better be a button that sells 100,000 more games, because that’s at least how many potential customers you just lost.

If you’re going to have simple input, then you’re probably going to want simple gameplay to go along with it, look at the big ones, no need to mention their names here. One thing they all have in common are a simple mechanic that can be used in interesting ways to create a really fun experience. And most of them don’t have buttons. Think about all the things one finger can do on these touch screens. That alone should keep you busy for years.

Of course there are always exceptions, really well done exceptions too, but if you’re still wet behind the ears, at least try embracing the platform and see what success you have before you build that ground breaking, iOS FPS RTS MMO Hybrid.

Conduction – The highs and lows of a first project

The development of our first game Conduction started just before Screwtape Studios became a company.

The game had multiple style iterations and concept changes before we bought on our first ever employee (on Profit Share, I’ll talk more about this in another blog).

Convincing a third person to come of board a small project with an untested team, for no money upfront was a big task but we eventually convinced our first Programmer Jaymie to join us in this crazy endeavour. So now we had 3 people together it was time to get this game into Production.

Conduction is a fun, fast paced puzzle game. Not exactly the epic, story driven game we had always dreamed of making, but we chose a small scale game to cut our teeth on. And thank the gaming gods we did.

This is, I think, the biggest lesson we learnt in our first year of business …. Start Small!

Conduction, the simple puzzle game, with only 2 game modes and a simple theme with simple graphics took over 7 months to develop with 2 full time programmers, a producer and 2 freelance artists. This was a much, much longer time frame than we had originally anticipated and unless the game became an instant success, just earning back the money for the amount of hours put in was going to be a push.

Imagine if we had decided our first game would be the giant, 3D, action adventure game we had (and still do) always dreamed of making, we would still be whittling away at it 15 months later with no chance of ever recouping costs. It may even have pulled the company under and our passion with it.

All I can say in advice is once again start small, especially if as a team you have never worked on a project together. Choose something that you think you could finish in 2 months because it will probably take 6 months. Also it will probably not be the masterpiece you were hoping. But the more you create, the more you learn.

Conduction, to date, has sold 125 units, making us essentially no money. What we learnt however, from the process of planning, starting, developing, completing, submitting and marketing the project, taught so many invaluable lessons that I look back with nothing but pride on our first creation as Screwtape Studios.

Screwtape Studios – The Beginning

Screwtape Studios is a new Independent games company based in Brisbane, Australia. The company was founded by best friends and lovers of great games Anthony Wood and Megan Summers.

The dream of opening and running a games studio one day, was cemented during our time studying a Diploma of Multimedia majoring in Games Development at the Southbank Institute of Technology. After the Diploma, Anthony went to uni to study a degree in Software Development, while I started as a Quality Assurance Tester at Pandemic Studios.

While learning in the industry and at uni our goal always stayed the same, in the next 5 years we would start our own company after gaining important industry and academic experience.

However the next 2 years saw a lot of change in the games industry both locally and globally. Major studios in Brisbane and around Australia shut down one after another as the console market dwindled and the smart phone and casual markets blew up! The opportunity for industry experience was getting smaller and smaller and the new question became ‘Now or Never?’.

The answer came much easier than expected, neither of us wanted to let go of our dream, and thus, Screwtape Studios was born.

The fledgling company started out in our living room, with Anthony working 30 hours a week at his day job and programming our first game the rest of the time, we knew we couldn’t last long with no income so I applied to the NEIS program (which I will go into more detail about in a later blog) and was accepted straight away.

With the help that NEIS provided with both Business Management training as well as income and business mentor support we saw ourselves in a great position to start making our first game, Conduction.

The Dream had begun and we were so happy to finally be on the ride…