So, what’s been happening?

November 10, 2007

Well, a lot of things have been going on in my life the last couple of months. Those things kept me from updating the first couple of months, and later helpt me to learn what I really want to do with my time. Sadly, this blog is not one of them.

Writing this blog have been great fun for me. I have talked to great people that I admire, and to say that it has been great is by any measures met, a big understatement. Now, I have begun gymnasium (I won’t use the pure english translation, since I probably would’ve got it wrong), tested new things, and realised that games is not really want I won’t to do, and that programming isn’t really the thing for me. This takes a lot to write down, mind you, since I have been working with it for years now. Still, I feel like it is time well spent, I have met great people and learned a lot, not only about games and programming but also about life, and everything that comes with it.

Right now, I am mainly writing. I have a swedish website where I publish short stories, and I’m working on a larger fantasy novel as a long-term project. I am hoping that it can take me somewhere, but even if it doesn’t, it’s still great fun. Which is, if I remember correctly, the very reason to why I started creating games a couple of years ago.

Well, thank you all for this great time, and good luck. I won’t remove the website, since I feel that the developer interviews I have done can still be of use for future visitors. Now, go make some great games :)


Funkylabs.com - Groovy games for a groovy generation!

May 23, 2007

Click here to visit…

Yep, I am still going strong. I’ve had a break due to heavy pressure from my studies, but now, holidays are closing in and game development is back in focus. The website, as it is now, is just a temporary solution since my own titles still are in production, and not due for release for quite some time :) As of now, I am offering games from Reflexives huge selection on the website, so if you have some extra money to spend, please stop by ;) I am currently working on making the website a little more user-friendly and more good-looking.

Expect more updates further ahead…


WoW Connect

February 25, 2007

WoW Connect

This is a really addictive game, I can tell you that. It is basically a matching game with a World of Warcraft theme. I don’t play World of Warcraft, but i did enjoy this.


Masters of Doom

February 24, 2007

This book is documenting something that is a dream for most indies - making it, and making it big. The story about Id Software and their early years is a must-read, I tell you. I couldn’t put it aside once I started reading it.

Masters of doom on Amazon


RealArcade/Platypus 2 Rant

February 10, 2007

Some time back, i wrote about Anthony Flack and his games with clay graphics. One of them being Platypus, a awesome shooter with awesome graphics and a whole lot other awesomeness in it. Something i didn’t mention tho’, is the the fact that Anthony sold the rights for the game to Idigicon, a rather big player in games at that time - seven years ago. Yes, the game is really that old… not bad at all considering when it was made and that a single person developed it.

Well, as it turns out… RealArcade has released a sequel without any credit given to Anthony about it - they didn’t even let him know about it. They do own the rights to the game, but doing such a pure income-oriented business move is just wrong. I stronly believe that companies thinking with their hearts will survive the companies thinking with their accounts, and RealArcade is blacklisted in my book now.

Money isn’t everything, RealArcade.


Being busy

February 8, 2007

Yeah, i know. I was supposed to update the blog more often, but i’ve had an unfortunate lack of time lately, I’ve been working alot on the website not to mention school.

The website is practically done - and i am very pleased with it. It will be used as an personal website for now, and i am unsure if it ever will be anything else. I will primarily use it as a gallery for my artwork though, is a find it much more enjoyable to work with photshop rather than writing line after line in code.


Developer interview: Marcus Nilsson, Senior producer at DICE

January 29, 2007

Tell us about yourself, who are you and what are your assignments at DICE?

My name is Marcus Nilsson and I am the Senior Producer heading up the development of Battlefield PC titles. My latest project is Battlefield 2142.

Tell us about the history of your studio!

It all started in Växjö 1987 with a group of young guys who started to develop their own games, the Pinball series for example. The company Dice was founded in 1992 and in 2000 Microsoft asked us to develop a game for Xbox. Electronic Arts fully owns Dice since October 2nd, 2006.
Today Dice is one of the world’s leading game studios.


The series DICE are without a doubt most known for are Battlefield. Tell us about the development of Battlefield 1942, the first game in the series.

Battlefield 1942 was born from a game called Codename Eagle, actually the first game combining infantry and vehicle combat online. It was really a single player game and to be honest not a really good one. But it did become relatively popular in hardcore online FPS communities. For Dice it meant we had a foundation for building the engine behind BF1942. It was not a walk in the park to develop and it was also a problem convincing publishers and other people we could actually do what we said we could. In the end EA understood the innovation in what we did and signed a deal. Today, they are very happy for this. Development of 1942 was very much of the basement character. We did not know so much about game development and therefore we tried too much too late etc. We really struggled to get it into one piece and it told we not only have to think about scope but also the processes around making games.

You released Battlefield 2142 not to long ago. How long time did it take to develop the game?

It took us right about 18 months from start to end.

In what amounts was the budget for the game, and are the sales meeting your expectations?

I can not go into details about budget but the game is selling just fine and we have found a category of gamers none of the previous titles managed to capture. Also, a lot of the dedicated gamers playing BF2 are equally in love with 2142 and especially the persistence system. It’s important to understand that 2142 and BF2 are different products and they compliment each other, they are not competing.

What is your targeted audience with Battlefield 2142?

As I said, a new type of players that were never appealed by the previous titles but off course also all the players that have enjoyed our titles in the past.

Do you (personally) prefer Battlefield 2142 over the other games in the series? Why?

I do prefer 2142. It’s an updated engine, making it more visually impact. The soldier feels much more part of the world. The persistence system makes every round interesting and I have a clear goal with every round. Titan mode is a new way of playing and I love collecting lots of points defending or attacking the titan.

Anything else you would like to mention about the game?

The booster pack Northern Strike is on its way out the door. It brings some very interesting game play 2142; it challenges the players to develop new tactics and strengths. It adds more unlocks, these are earned though achieving medals. Northern Strike fits very well into the vanilla game.

Tell us about your current games in progress.

We are currently developing Battlefield Bad Company; this is an exclusive console game, due to come out on Xbox 360 and on PS3. It’s developed with our brand new Frostbite engine and will feature some extreme environmental destruction that radically will change the way shooters are played. More info on this project will follow soon.

How is it to work at such a mayor game studio?

It’s a dream coming true. I’m not lying. The industry is blooming and growing. We make great games that people look forward to. I love going to work on a Monday morning, what’s better than that…

Thanks for answering our questions. Anything you would like to tell upcoming developers?

Thank you! The game developing industry is a place where creativeness rules. Regardless if you’re into programming, art or design you have equal terms to succeed since you are all badly needed in this growing market.

Marcus Nilsson

Senior Producer

EA - Dice

Thanks to Marcus for answering our questions!


Apple TV

January 28, 2007

Haven’t read anything about this earlier…

Anyway, as it seems, Apple is taking over the world. No, seriously. I already have apple on my desk(Mac), i have it in my pocket(iPod) and soon my other pocket as well(iPhone), i know i’ll probably have it sitting next to my TV in no time. Excikting times, really… Though i’m really glad that Apple seems to be doing so good, maybe it’s time for another era in computers and technology - Apple is back.

So, how it works:

  • Download movies, TV shows and more from iTunes.
  • Sync wirelessly from your Mac or PC.
  • Watch everything on your widescreen TV.

Please, please, please Apple… bring me a gaming console, and i’ll have nothing but Apples on my wishlist this christmas, i swear on my Macintosh Classic.


Apple reinvents the… wheel

January 27, 2007

I have been following the development of the iPhone very carefully lately, and i am partly excited, partly intrigued.

First of all, the thing is a beauty. Apple is doing with the rectangle what Nintendo did to the cube with Gamecube. But of course, the iPhone is more than just a rectangle… anything else would be like calling it innovative to joke about the name of Wii.

Well, let’s get back to the point, shall we?

Right - the iPhone. Lets go down to the basics; the iPhone comes with:

A camera
MP3
A phone (essential, but hardly the most important feature anymore)
Messaging
Surfing
Movies
Games

I could make this a long list, but this is enough to state my point:

The iPhone doesn’t bring anything new to the market.
…Let’s take a break to slow down that heartrate of your’s.

It’s always entertaining to watch how the markets reacts when Apple releases a new product to the market, it practically starts to boil. It doesn’t really matter what they released, they could release a automatic toothbrush and it would still be all over the news, not to mention every online community existing.

Now, let me explain myself. Apple has hardly ever brought technology that have new features to the market. Where Nokia/Sony Ericsson/Microsoft and other companies has been aiming for improving the technical aspects for their products, has Apple been improving the design. Apple practically invented the expressions “Shiny” and “Glossy”. Take a look at any of their products, the computers, the iPod, or the new iPhone. None of them are really technically impressive - other companies has done what Apple has done in techonology for centuries, only better.

But the design part… Apple has always been a step ahead. When Dell, Compaq and Hewlett-Packard shipped amazing techonogy in grey/boxes, Apple flirted with people who wanted something that actually looked good on their desk. The Mp3 player iPod is pretty much the same, a clean, nice and practical design that has made product legendary. iPhone is just another product in the line - Apple have created a amazing looking phone, and that’s excactly what people was expecting and wanted from them.

By the way, i am definatley buying one… the iPhone is smoking hot.


Developer interview: Kevin Ryan at Top Meadow

January 27, 2007

Kevin Ryan is the lead coder at Top Meadow, the studio who recently released Puzzle Poker and Minigolf Mania. Minigolf Mania came at second place in GameTunnels Game of the year sports award.

Tell us about the history of your studio!

Top Meadow was founded by Brian Supple and myself in 1998 when we started work on our first game. Very soon after we released that game my son was born with severe medical problems that lead to a liver transplant among other operations and my family and I spent the next 7 months living a few hundred miles from home in San Francisco. Since then there have been many month long hospital stays and Top Meadow work was either on and off; or pretty much on hold. A couple of years ago my son had a brain surgery that solved his last problem that was causing many hospitalizations. Life calmed down and I’ve been able to work with the only interruptions being short overnight hospital stays. Expect to see many more Top Meadow games from Brian and myself in the future.

Before founding Top Meadow I had worked in the game industry for many years. I was one of the owner/partners of Dynamix along with Jeff Tunnell, Damon Slye, and Tony Reyneke before Sierra bought us. I’ve created somewhere between 20-30 games — apparently my most well known design is The Incredible Machine. I’m always surprised when I hear that people have heard of it or played it.

Where did you get the inspiration for Puzzle poker?

I was working on a game called Minigolf Mania that was getting close to being finished and I wanted to take a break from it. Garage Games had released a new engine (Torque Game Builder) that I wanted to check out. The first day I created a simple match-3 type of game for my son, Aidan. I wanted to do something different than the typical match three items and using cards occurred to me which lead to “hey, maybe try matching 5 cards into poker hands.” Torque Game Builder turned out to be very easy to use and I was able to get the prototype completed the first day. Then it was just a matter of refining and crafting.

Tell us about the game, what are the objectives?

In Puzzle Poker you are dealt 25 cards in a 5×5 grid on the board. The goal in Puzzle Poker is to form as many poker hands as you can on the game board by sliding cards around. You earn more chips by creating better poker hands. It really is very simple and people seem to get it
right away. I added pop up hints to the game to help when people are playing their first ten hands. I continue to have the hints show up if their average score is low.

Was it difficult to develop a game where you didn’t have any real examples to follow design-wise?

It wasn’t really that hard. I’ve been doing this for over 20 years now and I’ve gotten used to doing this stuff. And thinking about it I doubt there is any gameplay element in Puzzle Poker that I couldn’t find dozens examples of in other games.

What was the most challenging part of development?

Probably thinking about online and community elements. This was probably harder because it was added later in the development process than thought about up-front.

How long time did it take to create the game?

The first prototype took just a day in late November of 2005. I spent December playing around with layouts, menu flow structure, and different surrounding overall game types. In January I had most of the game design down and I then wrote all of the core code. Alex Swanson of Garage Games came on board in February to do the Art Direction and also the actual artwork. The look of the game is all Alex. In March we decided to amp up the GUI with more interactive elements and I also worked on adding more online/community elements. It was pretty much done by April and shipped near the start of May 2006. A couple of weeks after shipping the first version I updated it to a new version that has new/much better music created by Matt Sayre.

How large was the budget for the game?

Close to $0. The only thing that money was spent on was tools that will also be used in future games. Jeff Tunnell of Garage Games was the producer and so I worked closely with them.

What are your targeted audience?

After I finished the first version, Jay Moore, Garage Games marketing person at the time, became seriously hooked on the game. And then I heard that Jeff Tunnell’s teenage daughter was hooked on the game too. My Mom, who is in her seventies, has become hooked on Puzzle Poker too - which is a first for me. My Mon wasn’t really into some of my earlier games like driving tanks in the Antarctic and shooting aliens (Arctic Fox) or flying around in space shooting aliens (Skyfox 2). So, anyway, the target audience was in a sense everyone, although I do think Puzzle Poker is a little more cerebral than the typical match three type game.

Are there any other things you would like to mention about the game?

Give it a try: www.topm.com/puzzlePoker

Tell us about your current game/games in progress.

The game I just recently finished is Minigolf Mania. It is available for Windows and the Mac and it uses the Torque Game Engine so it is 3d. It currently has three 18 holes courses with a new 18 hole course just recently finished and available for free download. It can be download from this page: www.topm.com/minigolf. It has 60 minutes of free play so give it a try :-)

Right now I’m working on three different projects. One is the first match three prototype game that I created the day before making the Puzzle Poker prototype. Brian Hahn, who did the artwork for The Incredible Machine, will be doing the artwork this game. Another is a game I’m doing with my oldest son that we will be releasing late this summer. And what I am spending almost all of my time on right now is a game project with Garage Games that I can’t talk about.

Oh, and I am also spending a surprising amount of time doing various marketing tasks for Minigolf Mania.

To wrap things up, thanks for answering our questions. Anything you would like to tell upcoming indie developers?

For those that haven’t finished a game yet. Finish it. Ship it. You may make some money. And for sure you will learn a lot.

Thanks to Kevin Ryan for doing the interview!