Archive for the ‘Strategy’ category

Penguins: Power in Numbers!

August 26th, 2010

Smashing Ideas and Nickelodeon  just launched the last in a series of four mini-games for The Penguins of Madagascar!  The final game stars Penguin Kowlaski and features up to five missions in the mini-game that’s never the same twice!  Players try to match Kowalski’s smarts through an exercise in molecular physics of explosive mathematics.  Like all the Penguins of Madagascar mini training games,  Number Power ties in to the Penguins of Madagascar Clubhouse Experience where players rise up through the Penguin ranks and earn awards by completing special game and trivia missions.  The site was built using Flash and incorporates hundreds of unique missions creating a collaborative Meta experience across all games.     

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Mega Music

August 18th, 2010

Just launched: Moose and Zee lead little maestros through the Nick Jr Mega Music Game.  Players make all the creative decisions to build their own Mega melodies with their favorite characters.  Featuring The Fresh Beat Band, Dora the Explorer, Team Umizoomi, or Ni Hao, Kai-lan, players pick a theme song and make it their very own.  They can speed up the tempo and volume, select which voices and instruments they want to use, sing along with lyrics on the bottom of their screen and really customize their Mega music experience!  The site was created using Flash as well as Adobe SoundBooth for the time-stretching tempo adjustments.  “Do do Dora, do do do Dora – hooray!”

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NickJr_MegaMusicGame_GameScreen

Aloha Pokémon World Championships!

August 12th, 2010

Pokémon fans unite this weekend for The Pokémon World Championships™!  Pokémon TCG and video game players from around the world come together to showcase their gaming talents in fun filled weekend of intense competition at the Hilton Waikoloa Village in Waikoloa, Hawaii.  Smashing Ideas partnered with The Pokémon Company International (TCPi) to design and build  2010 Pokemon World Championships website.  This is the biggest event of the year for Pokémon and the site will provide competition updates direct from the event, including news stories, photo and video galleries.  Smashing Ideas utilized Flash for the animated header on the site, wrote the site in CakePHP, and tied into TCPi’s existing CMS for most of the content.  We’re excited to follow the results of the championships on the site and wish all the players Maika’I pomaika’i, that’s “good luck” in Hawaiian!     

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The Last One Percent

August 6th, 2010

Today’s Smashing Ideas Blog Post concludes our three part series  from Senior Designer, Chris Hannon, and his thoughts on this year’s Seattle Casual Connect. 

I thoroughly enjoyed game producer Matt Johnston of Pop Cap Games talk: Polish: the last 1% is the hardest.  The final 1%  is often the area that can be most overlooked.  But Matt’s main point was this: the game with the most polish is the game that will stand out most in a flooded market of competitors. Why? People like quality, even when they are not consciously aware of it. Like any well developed and polished product, many of its best attributes are in fact the ones that you DON’T have to notice. It makes you competitive.  I’ve condensed his rules of thumb and my takeaway from Matt’s discussion:

Care about everything:  Even if you’re not a programmer on your project, care about what’s happening in your coworkers domains of expertise. Often, we all get too close to what we are making and a set of different eyes and opinions will always improve the end product.  PLAY YOUR OWN GAME. Sometimes months can go by between stages of development and a lot can change. It seems obvious but replay, re-evaluate.

Iteration Iteration Iteration:  Given tight development cycles, this concept can be easy to want to ignore, but it is the key to bringing everything in your game up to the bar you set.  If you hit that bar, maybe you need to push it further. Basically, as the title says, repeat iterations of quality checks, refining details and stepping back to look at the big picture are how polish goes on: layer by layer.

Make it (polish) part of the process:  If the team doesn’t subscribe to this idea of polish, or worse, the company culture doesn’t, then figure out how to implement it.  If you make everyone on your team responsible, give them the ownership of the quality standard, then the whole team signs off on there the bar is raised to.

Allow for failure:  It has to be one of the oldest saying that never goes away for a reason. Failure is the only teacher of success. It’s no different here, apply what has failed with each iteration.

Where’s the appeal?:  Develop the skills to now where the important points in the game that the customer will focus (UI, Help screen, Audio)…make those areas your prime focus until you can’t figure out how to refine them further. Audio for example, is an area that is largely ignored till the last moment in game development. And yet it makes up for a HUGE part of the experience if done well. George Lucas once said that sound was 75% of the experience of his films. 

 Know when to quit:  “It’s not a quitting point- it’s a quality point.  I thought this was a great way to keep everybody on the same page. Early research of games you like early one can help you set/raise the bar to where it needs to be, and keep the team consistent in its goal. Need more time to hit the mark? Justify it up the chain by telling the truth: a more polished game sells better.

A great example of being acutely aware of these points would be the original game  Polar Bear Payback  Smashing Ideas released for Adult Swim.  The game is based on a concept by writer/director Jack Perez (of Mega-Shark vs. Giant Octopus fame) and boasts a display of  arcade action, is visually stunning, darkly humorous, and features rock solid game play that stands with some of the best Flash brawlers on the web.  What are your thoughts about the final 1%?  Share them here and thanks for reading my posts! 

-Chris Hannon 

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Learning From Mistakes

August 3rd, 2010

Today’s blog post is a follow up to last week’s post about Game Narrative.  Smashing Ideas Senior Designer, Chris Hannon, reports on his takeaway from Seattle’s Casual Connect.

I learned a lot from Andy Moore of  Steambirds.  What was awesome about Andy’s talk was his thinking behind what Steambirds really is: a study in what went wrong.  One of his very first forays into game making, Fantastic Contraption, was a huge success, which elevated his interest in developing games, but left him without some of the necessary failures that forces game designers to critical thinking and understanding of what constitutes great game design.  The next few attempts however, quickly forced him to use all the tools he had to understand why they flopped in comparison to Fantastic Contraption.  This list as follows incorporates Moore’s basic lessons for building a successful game and are excellent reminders for all of us in this industry who want to build great games! 

Lack of character identification:  Put some time and develop a reason for your character’s motivation. Andy keeps his back story in Steambirds short and concise, but it provides key insight into your motivation as a player in this game.

Lack of game direction:  Use narrative to give the game a story/objective arc.  Don’t let your game wander otherwise you have just created a programming exercise. Read: What is your context?

Weak core mechanic:  Sometimes, in our effort to see how far we can push an idea, we forget to step back and ask ourselves “Is this really fun,” or perhaps more importantly “Would I spend a couple of bucks on this?”  Ensure the core mechanics are there. 

Not enough user testing: Test, testing and more testing.  It’s crucial to building a great game.

Some of these lessons might be obvious but it’s always good to be reminded about the obvious! 

-Chris Hannon

Senior Designer, Smashing Ideas

 steamBirds