Posts Tagged ‘Fishlabs’

Sports Car Challenge – Enjoy the world’s hottest supercars on your iPhone and iPad!

Friday, November 25th, 2011

Sports Car Challenge - The new 3D premium racing game by Fishlabs and Volkswagen (China)If you’ve kept an eye on our releases throughout the last couple of years, you will have noticed that we have not only put out a variety of critically acclaimed original titles, but also produced a number of high quality ad-games for blue chip clients such Volkswagen. Since premium racing games such as GTI Edition 35 or Scirocco R 24H Challenge have enjoyed a huge success among the mobile gaming community, Volkswagen has now upped the ante even further and got five of the most prestigious brands of the Volkswagen Group, namely Porsche, Audi, Bugatti, Lamborghini and Bentley, on board for a new iOS racing experience entitled Sports Car Challenge! The production of the title took half a year and an enormous amount of hard work and effort has been put into the creation of a 3D premium racer, which is absolutely unrivalled on the App Store when it comes to state-of-the-art graphics, top-notch sounds and unprecedented attention to detail.[full]

Sports Car Challenge - The new 3D premium racing game by Volkswagen (China) and Fishlabs

Our sound designer Gero recording the powerful engine sounds of the Bugatti Veyron 16.4 Grand Sport

For the recording of the authentic engine roars, our sound director Gero has not only moved all around Germany but also visited locations in France and England and the console-level visuals allow photorealistic depictions of the cars, as well as the race track and its surroundings, thanks to highly detailed 3D models and special shaders for the cars’ individual paintworks, metal parts and surface areas! This already led the the UK’s prior mobile gaming website Pocket Gamer to praise the graphics of Sports Car Challenge as “extremely high-end” in a recent article on the game!

 new 3D premium racing game by Fishlabs and Volkswagen (China)

The making of a super sports car (Bentley Continental Supersports ISR)

Before you hit the track and get ready to set a new record, you can customize your car’s rims and painting in the show room and take high resolution screen caps of your finished work. As soon as the lights turn green and the race starts, however, you won’t have much time for such aesthetic shenanigans anymore, because the minute your engine screams and your tires squeak, the thrill of speed will totally suck you in and the adrenaline will rush through your veins like a flood! No matter whether you slide along the demanding track’s sharp curves via touch controls or accelerator, the game’s action-packed gameplay will always make for an outstanding racing experience and give you a thrilling feel of what it’s like to kick the pedal to the metal behind the steering wheel of the world’s fastest, hottest and most amazing supercars!

Sports Car Challenge - The new 3D premium racing game by Fishlabs and Volkswagen (China)

Kickin' the pedal to the metal with the Porsche Cayman R

Here at Fishlabs we are all extremely pleased with the finished game and the pursuit of new personal and in-house best times and track records has already started! The game is available for your iPhone and iPad for free, so you’d better hop over to the App Store right away and download this red-hot premium racer ASAP. The Sports Car Challenge is on, guys, and we’re eager to find out whether you got what it takes to master a powerhouse super sports car such as the lightning-fast Bugatti Veyron 16.4 Grand Sport or the marvellous Bentley Continental Supersports ISR!

Click the following link to download Sports Car Challenge on the App Store for free: http://itunes.apple.com/en/app/sports-car-challenge/id477469043?mt=8

Out now: Valkyrie for Xperia PLAY and Galaxy on Fire 2 for free!

Monday, November 14th, 2011

GOF2 Valkyrie for Xperia Play (Thumbnail)Mayday, Mayday… here’s Keith T. Maxwell speaking. I’m a former wing commander of the Terran Space Fleet and currently working as a gun for hire for the Deep Science research association. I’m currently on my way to Her Jaza system and I’ve just experienced a strange and rather peculiar abnormality in the time space continuum. Unexpectedly, my Hawk fighter was struck by a gleaming white light and a few seconds later, when I opened my eyes again, my on-board computer systems were all of a sudden switched to an operating system called Android. A little while later, I received a call from a certain Tim Harrison, who introduced himself as the Head of Content Marketing & Strategy at Sony Ericsson, one of the galaxy’s biggest and most advanced manufacturers of progressive means of communication and other highly developed technical assets and gadgets, saying that “Galaxy on Fire 2 was one of the earliest titles to launch on Xperia PLAY, and has continued to enjoy critical acclaim and great success across multiple platforms. So we’re particularly pleased to be bringing Xperia PLAY owners this stunning game for free – and offer the Valkyrie update exclusively – this holiday period.”[full]

This call was followed by another message from my old friend Michael Schade of Fishlabs Entertainment, who added that “Not only has the Galaxy on Fire series set new standards for the sci-fi genre on mobile devices, but also does our popular outer space adventure have its seeds on feature phones by Sony Ericsson. Back then our action-packed space trader had been fully optimized for Sony Ericsson’s K-series and it had been given one award after another by the mobile gaming press. Today, we still max out the hardware and the gaming controls of the PlayStation Certified Xperia PLAY to the fullest in order to offer all sci-fi fans an out-of-this-world gaming experience on a totally unique smartphone.”

GOF2 Valkyrie for Xperia Play (02)

An advanced Cronus vessel of the Deep Science faction approaching Mkkt Bkkt's floating den of iniquity, the infamous Kaamo Club!

At first I didn’t really know what to make out of this, but after I had connected the dots, it became crystal-clear to me that Fishlabs Entertainment had just released Galaxy on Fire 2™ – Valkyrie, the critically acclaimed add-on to their award-winning sci fi shooter Galaxy on Fire 2™, exclusively for Sony Ericsson’s PlayStation-certified Xperia™ PLAY smartphone. And that’s not all. To celebrate this long-awaited release, Galaxy on Fire 2™ itself will be offered to all Xperia™ PLAY users as a free download on the Android Market until 1/1/2012!

Now, if that ain’t a reason to open up a bottle of Behen Wine! Ever since its initial release on the App Store, the Galaxy on Fire™ fans have been asking for an Android version of the Valkyrie™ add-on as well and now it’s finally live and ready to be obtained via in-app purchase for U$ 4.99/ € 3.99/ £ 2.99. So board your missiles and burst your engines, gentlemen. The galaxy is waiting to be set on fire on your Xperia™ PLAY device!

GOF2 Valkyrie for Xperia Play (01)

In the new black market system Shima, all kinds of shady deals are being negotiated...

For further information on Valkyrie™ in general, and the Xperia™ PLAY version in particular, please check out the following links.

Official GOF Homepage: http://www.galaxyonfire.com/en/galaxy-on-fire-2/game/addons.html
Official Fishlabs Homepage: http://www.fishlabs.net/en/games/galaxy-on-fire-2-valkyrie/
Official YouTube Trailer: http://www.youtube.com/watch?v=FANWV_kWW4Q
Official Sony Ericsson Website: http://www.sonyericsson.com/play/
Download GOF2 on the Android Market: https://market.android.com/details?id=net.fishlabs.GalaxyonFire2

Red-hot: Galaxy on Fire 2 HD sets the iPad 2 and iPhone 4S aflame!

Friday, October 14th, 2011

Galaxy on Fire 2 HD by Fishlabs EntertainmentGalaxy on Fire 2™, the award-winning sci-fi epic featuring everybody’s favourite space adventurer Keith T. Maxwell, continues its cross-platform conquest with today’s release of Galaxy on Fire 2™ HD for iPad 2 and iPhone 4S on the App Store (http://bit.ly/gof2hd). Highly optimized to take full advantage of Apple’s powerful A5 dual-core chip, the latest instalment of the popular space saga looks more stunning than ever on a mobile device and its breathtaking visuals set a new standard for sci-fi shooters on handheld consoles! The completely re-worked 3D models feature four-times as many polygons and a texture resolution, which is four times as high as that of the normal version of the game. Hence, the more than 30 space ships and 100 space stations, as well as all the other in-game assets such as jump gates, asteroids and space debris, do now contain a lot more details and look even more realistic than before.[full] Due to individual texture sets for diffuse, normal and specular maps on the one hand and new OpenGL 2.0 shaders on the other, the surfaces of all space crafts and other objects in the game do now enthuse the gamer’s eye in never-before-seen quality as well. Furthermore, the highly enhanced special effects (lasers, explosions, smoke, etc) and additional light sources round off this truly spectacular HD gaming experience in and make for a visual fireworks that is absolutely unmatched.

To get an impression of how stunning Galaxy on Fire 2™ HD looks, check out the brand-new gameplay trailer and dive right into a colourful hotchpotch of action-packed space battles, complex trading operations, adventurous intergalactic explorations and high-risk space ship manoeuvres!

Besides the amazing new graphics, the HD version of Galaxy on Fire 2™ will also give the gamer the chance to freely transfer his save games from iPad 2 to iPhone 4S and vice versa not only via Open Feint, but also via iCloud. As soon as the add-on Valkyrie™ is out in HD and Full HD (presumably in the first quarter of 2012), an update will follow which will enable the users to synchronize their save games across all platform boundaries. Hence, a game that has been started on the iPhone 4 could be continued on the Mac and finished on the iPad 2, for example.

In terms of gameplay, the developers have listened to one of the most urgent calls of the community and integrated the Full HD version’s throttle control—which allows you to regulate your ship’s speed from full thrust to complete halt—into Galaxy on Fire 2™ HD as well. This new feature will give the user the chance to navigate his ship more freely and win the upper hand on even the most persistent space pirate in one of the game’s many hard-fought dog fights!

More info about the Galaxy on Fire™ franchise in general and Galaxy on Fire 2™ HD in particular can be found at www.GalaxyOnFire.com, the brand-new website, which will henceforth be your #1 source for all things GOF! If you haven’t done so already, check it out and take a look around. And make sure to sign up to receive our newsletter as well. If you do so before next Thursday (October 20th, 2011), you will even take part in an exclusive give-away and have the chance to win one of five promo codes for a free download of Galaxy on Fire 2™ HD!

Listen up, Space Heads! It’s time for some Galactic Rock!

Wednesday, October 5th, 2011

No doubt about it, the original score of Galaxy on Fire 2™ is really damn awesome in itself. However, there’s still a couple of occasions when I switch my iPhone to mute and listen to some cool tunes over my headphones instead, while racing from star system to star system with all guns blazing. One such occasion, for example, is when I play the game in the subway on my way to work and don’t want to penetrate the other passengers’ ears with a spray of engine bursts, laser blasts and explosion roars… however, to get into the right mood for space racin’, I’d still like to listen to science fiction- and outer space-related songs in just cases and hence I’ve compiled a list of my favourite galactic rock tunes, which I’d love to share with you here on the blog! Of course, I know that this is just a tiny fraction of the huge variety of futuristic music out there, so please help to expand the list by posting your favourite space tunes in the comments. I’m really curious to find out which essential songs I’ve forgotten or which recommendable titles I have totally overlooked so far.[full]

Tankard “Space Beer”
(from the album “The Meaning Of Life” released in 1990)

“The aliens from all over space,
Will come to earth to get a taste,
A new idea, great innovation,
Future beer, it’s a sensation!”

Sure, these German fun thrashers have not exactly incorporated a whole lot of sci-fi feeling into their songs, however, a loud and rowdy up-tempo number like “Space Beer” is good fun to listen to while you’re on your way to Eanya system with a cargo hold full of Union Beer.

Scanner “Warp 7″
(from the album “Hypertrace” released in 1988)

“Still it feels like home, still I am a son,
But I can’t return though I’m the chosen one,
If I touched the ground, I’d lose all might,
Better enter space and dive into the sky!”

Like Tankard, Scanner is another German metal band from the 80s. Ever since their foundation in 1986, the group has put a lot of emphasis on their futuristic image and gimmick and their debut “Hypertrace” is considered one of the pinnacles of science fiction-themed speed metal by many fans and critics all over the world. The opener “Warp 7″ is a catchy, riff-ladden anthem that deals with a genetically enhanced space soldier on a dangerous mission far away from home… this is certainly good stuff to listen to while entering the Voids space and fighting the unknown enemy amidst the nebular vapours of his mysterious home system.

Thor “Megaton Man”
(from the album “Thor Against The World” released in 2005)

“20,000,000 years from the furthest star,
20,000,000 miles in a rocket car,
Glide through the ozone in your time machine,
Ride to other planets on your laser beam!”

Canadian super rocker Jon Mikl Thor has always had a weak spot for fantasy and science fiction and hence he has made these things an important part of his stage shows and music videos ever since the early 70s! His powerful sci-fi rock hymn “Megaton Man” tells the story of an intergalactic saviour in a comic-like, tongue-in-the-cheek kind of way. Being super-catchy, this underrated jewel, which conveys a perfect outer space atmosphere by the use of futuristic synthies and all kinds of other spaced-out effects, will definitely not leave your ears anytime soon once you’ve listened to its memorable verses and hymnic chorus!

Voivod “Forgotten In Space”
(from the album “Killing Technology” released in 1988)

“Hydrocarbonic smog, methane ice crystals,
Ultraviolet rays in the galaxy core,
Rotations and orbits of somebody,
Atoms and molecules through my body,
Just half an hour, not too much oxygen,
You’re forgotten in space… in space!”

Canadian cyber-thrashers Voivod have been around since the early 80s. Over the years, the band which features Jason Newsted of Metallica fame on bass, has gathered a huge cult following and become well-known as one of the world’s most eccentric and unique thrash metal outfits around. Their cold, mechanic and ultra-heavy tunes often tell unrelenting tales of ill-fated technology turning against its makers and the pitch-black “Forgotten In Space” is no exception to this… the next time you meet a shady alien criminal in a Quinerosian space bar and agree to blow up a convoy of Terran jail ships for a good amount of credits, you might wanna give that song another listen and gain a bit more sympathy for the poor souls captured inside the heavily-armoured carrier’s storage areas.

Iron Maiden “Satellite 15… The Final Frontier”
(from the album “The Final Frontier” released in 2010)

“I’m stranded in space,
I’m lost without trace,
I haven’t a chance of getting away,
Too close to the sun,
I surely will burn,
Like Icarus before me or so legend goes!”

England’s oldschool metal heavyweights Iron Maiden have already send their iconic mascot Eddie into outer space several times in the past (most notably on the cover of 1986′s all-time classic “Somewhere In Time”), however, one of my personal faves of Eddie’s journeys into foreign galaxies is “Satellite 15… The Final Frontier”, the opener of the band’s critically acclaimed fifteenth studio album “The Final Frontier”. After the long and slightly odd intro “Satellite 15″, the energetic title track kicks in and immediately catapults the listener into the endless reaches of vast space, where a nameless pilot is stranded amidst the blackness of intergalactic nothingness. The lyrics are really powerful and I’m pretty sure that some of the thoughts expressed by the song’s protagonist have also been present in Keith T. Maxwell’s head the moment he woke up at the far end of the galaxy in the beginning of Galaxy on Fire 2™.

Slough Feg “High Passage / Low Passage”
(from the album “Traveller” released in 2003)

“I am a space pirate, you know my name,
Asteroid mining is a dangerous game,
Imperial navy can’t keep up my pace,
Chasing a rock into Zhodani space!”

Some eight years ago, San Francisco’s Slough Feg have released a concept album called “Traveller”, which in my humble opinion marks the finest example of sci-fi themed heavy metal ever brought into existence to date! Telling the tragic story of the space war veteran and freelance mercenary Baltech Budapest (a guy not unlike a certain Keith T. Maxwell), who is set to save a doomed universe from the reign of terror of a mad professor and his army of genetically enhanced (or worsened) alien minions, the album is a true jewel and absolute must-have for every science fiction fan out there! Stellar musicianship, outstanding creativity and an exciting, action-packed back story leave nothing to be desired and make “Traveller” the perfect album to listen to while fighting back a seemingly unstoppable supremacy of Voids invaders in a war-torn galaxy ablaze with alien terror and extraterrestrial assaults.

Jean-Michel Jarre “Oxygene Part One”
(from the album “Oxygene” released in 1977)

Legendary French composer and performer Jean-Michel Jarre’s instrumental album “Oxygene” is not science fiction-related per se, but included in this list nevertheless, as the broad, atmospheric compositions convey a perfect feeling of cruising through the endless nothingness of space, where the next planet or space station is still far out of reach and light years ahead. While the fast paced, hard rockin’ tunes mentioned before are good examples of kick-ass music to listen to during hazardous dog fights and space battles, Jean-Michel Jarre’s vast soundscapes are the perfect soundtrack for your next journey to the furthest outskirts of the known galaxy.

Pink Floyd “Set The Controls For The Heart Of The Sun”
(from the album “A Saucerful Of Secrets” released in 1968)

“Witness the man who raves at the wall,
Making the shape of his questions to heaven,
Whether the sun will fall in the evening,
Will he remember the lesson of giving?”

“Set The Controls For The Heart Of The Sun” has first been released on “A Saucerful Of Secrets”, the second studio album of the British psychedelic/art rock masters Pink Floyd, and, just like Jean-Michel Jarre’s “Oxygene”, it marks another marvellous piece of music to listen to while exploring the vastness of known space… just make sure you don’t close your eyes and dive into the hypnotic soundscape too deeply when you listen to this track or you might awake in shock when your driverless vessel all of a sudden crashes into an asteroid…

Hawkwind “Master of the Universe”
(from the album “In Search Of Space” released in 1971)

“I am the centre of this universe,
The wind of time is blowing through me,
And it’s all moving relative to me,
It’s all a figment of my mind,
In a world that I’ve designed,
I’m charged with cosmic energy,
Has the world gone mad or is it me?”

Of course, such a list wouldn’t be complete without the inclusion of at least one song by the undisputed masters of space rock, Hawkwind. This truly epic tune makes you want to kick the pedal to the metal and blaze from star system to star system with full throttle! If Keith had a stereo installed in his space ship’s cockpit, I’m sure this is what he’d listen to while activating his Khador drive and setting course for the Unknown!

David Bowie “Space Oddity”
(from the album “same” released in 1969)

“Though I’m past one hundred thousand miles,
I’m feeling very still,
And I think my spaceship knows which way to go…”

Yeah, you got me! David Bowie’s “Space Oddity” is a more than obvious choice to conclude a list like this, but who cares!? This is most likely the most popular and iconic science fiction-themed song of all time and a track that every space pilot out there should blast through his speakers whenever he sets out on another long and cumbersome trek to distant worlds and foreign stars…

Well guys, that’s it… my personal little sci-fi playlist! Thanks to all of you who helped me come up with cool titles on Facebook! As honourable mentions, I’d also like to include a number of other tracks you mentioned, such as “Spaceship Landing” von Kyuss, “144,000 Gone” von Agent Steel, “Beyond The Black Hole” von Gamma Ray, “Universal Migrator” von Ayreon, “Abductors” von Judas Priest, “The Tenth Dimension” von Blaze, “Sunshine (Adagio In D Minor)” von John Murphy, “Starman’s Son” von White Wizzard und “Derezzed” von Daft Punk, just to name a few. As always, I’m sure that there’s a million other songs that could have gotten a mention here as well, so don’t be shy and post your personal faves in the comment section!

by Tobias Piwek

Snowboard Hero iOS Dev Diary part II – Graphic Design

Thursday, March 3rd, 2011

Fishlabs Snowboard Hero - Achievement GracieHere comes chapter number two giving you insights on the graphic design in Snowboard Hero. Specifically, I’d like to share with you the stages female snowboard heroine ”Kitty” went through before coming into 3D play. As a part of that the somewhat underappreciated discipline of screen design shall get its limelight, too. The latter is about the visual and conceptual design of on-screen elements such as buttons and icons while obeying the good old “form follows function” rule of design. If it didn’t follow that principle, our games would not sport their intuitive simplicity. [full] 

What is it that makes good screen design what it is, then? Jost Schweinfurther, the man behind the graphic in-game assets in Snowboard Hero, makes it clear: “Screen design is basically about visual gimmicks illustrating whatever stands behind an icon or button. The visual style and theming must match the overall tone of the game”. The thing about buttons in particular is that they should be easy to identify as something you can press at first sight. A button that doesn’t look like one isn’t awefully useful. But let’s stick with achievement icons for now.

 

Fishlabs Snowboard Hero - achievement icon before and after 

In the above example you see the before and after of a character specific achievement Jost made for “Gracie”. She has “a slight Vodoo touch about her mixed with a horror-witch shaman quality”, Jost explains. If you want to call that a quality, that is.Once you know what the character theme is about, though, it becomes obvious why he opted for the symbols of a werewolf and the classic vodoo doll as Gracie’s achievement icons.

 

Fishlabs Snowboard Hero - achievement icon Gracie before and after

 

In the very beginning Jost brings his ideas to paper in the old fashioned way. Pencil and paper. His draft is digitized by scanning it and converting it into an image file. The respective file is processed using Photoshop and a handy tool called Wacom Intuos 4. It’s a pen tablet practically allowing you to draw on-screen and in-file with a number of effects. Providing a frame  of equal proportions for all achievements aids in recognizing them instantly as what they are. Once Jost is happy with his dawing he goes on to add layers of colour and other effects which are secrets of his craft that shall not be revealed. So much for the production of in-game assets. What about character design? I figured featuring a hot blonde might spice things up a bit. So, here we go.

 

Fishlabs Snowboard Hero - rough scribbles Kitty

 

Beware to think that graphic design for games is merely about dreaming up beautiful girls and doing impressive scribbles. Bringing a character from scratch to final character design can be a long and winding road. Different variations are tried and many sketches drawn to find the direction you want to go with a character in 3D. In the case of this blonde beauty the objective was depicting a 19 year old Australian who used to be a ballet dancer and looks good in tight suits. You tell me if that worked out.

 

Fishlabs Snowboard Hero - final character design Kitty

 

Fishlabs Snowboard Hero - Kitty turnaround graphic

 

The final character design as pictured above is then translated into the turnaround showing the character from behind, from the side and the front. It will be blueprint for the 3D artists render the character into a full blown 3D model. Once the 3D model is finished and worked into the animation program characters come to moving life on-screen and in-game. 3D modeling of characters and the in-game environment is a subject that deserves an entire chapter on its own and that’s what the next part of the Snowboard Hero dev diary will be all about. Good to see you around! 

 

 Fishlabs Snowboard Hero - Kitty on screen

 

Galaxy on Fire 2 comes to iPhone, iPad and Nokia – Developer Diary Part 2

Friday, April 23rd, 2010

In the second part of our Galaxy on Fire™ 2 Developer Diary Lead Programmer Hans-Christian-Kühl tells us more about the production process and the teamwork involved. In addition, HCK shares his personal favourite features of the upcoming version of GoF 2 with us.
For all the sci-fi junkies among you, who still haven’t played the first part of our space saga yet, FISHLABS offers GoF at a 50% discount starting today. The weekend sale ends on Monday – so make sure to quickly lay your hands on the Betty or one of the many other ships of the GoF universe and enjoy premium 3D-space-action for just $ 2.99. [full]

Part of the porting of GoF 2 has been major changes in the design and artwork. Why was that?

That happened, because we did not have so much room for the original Java version. Back then, the entire version could not be larger than one MB. At the time, we used the trick of not building the ships completely as one object, but rather like a ‘Lego’ ship put together from individual modules. Ultimately, there were 30 different modules that were used to create roughly 40 different ships. But there were essentially the same ships for the different races, varying only in the colours and textures. Now, we have a lot more possibilities and can create a set of unique ships with their own textures for every race – because now we have the necessary memory. The same is true for stations. Previously, they were put together from modules. Now, we can create unique stations for every race, which of course is a lot of work, but looks really good.

What is the process in developing the new 3D ship models?

Marc Nagel, our Art Director, doodles the ships from three sides with a rough texture template. Then the 3D artists get a specification from me what the maximum size of the texture can be. Then they get started, and constantly look it over and say where the geometry has to be fiddled with, the size changed, or other changes have to be made so that everything fits together. After all, the models also have to fit the design specifications that are already there from the Java version, such as weight, speed, or armaments of a ship. If we were to completely rebalance all of that, we would be working on the port even longer. Therefore, we try to use the original data as much as possible and ‘only’ change the graphics.

You also have someone on the team who is only responsible for the different space stations, right?

Yes, Jeremias Hohn is our lead 3D artist. Jerry is currently only doing stations, but he has to be finished with them this week, so that we can try them out in-game. Be he can explain much better about what he is currently working on.

Who coordinates the project when it comes to the balancing?

At FISHLABS, we work in very small, flexible teams, that are always being reformed as needed. So of course, there has to be someone who always has an overview of the whole project. As Lead Engineer, I am not only responsible for the programming, but at the same time, I am also the project manager and concept developer. In the end, I look everything over and say if things should go more in one direction or another. Apart from that, we frequently sit down with Marc or Uwe Wütherich, our creative director, and of course with Michael Schade, who considers everything once again from a marketing perspective. Naturally in particular cases, it depends on the department. One good example is the interface.Fredrik Überle, who works on the interface as 2D/3D artist, loads the latest skyboxes and new 3D models for his work in Photoshop behind his current interface, so that he can see right away if it fits with the style, look-and-feel, and brightness.

What role do the production meetings play?

Of course, the production meetings are becoming much more important at the moment, since we are working with more and more people on the project. In the initial phase, it’s enough for someone to come by and look at the current status and adjust it. In the current phase, where more than 10 people are involved in the project, we have to coordinate more closely, which is only possible through regular production meetings.

How will GoF 2 be tested?

First, I test the game until it makes sense to give others access to it. In the next stage, we enter a new project in our test tool and inform all FISHLABS employees by e-mail where the game is, what needs to be done, what to look out for, and what should still be disregarded in this phase. Then we ask who wants to test the game. But of course, there are also people in the team who have to test the game. We also like to get feedback from outside and, for example, invite students in. Here, we work with questionnaires a lot, particularly to get a feel for our balancing and find out what the testers especially like and if the game is too hard or too easy.

The new version of GoF 2 offers more room not only for 3D models and textures, but also for more characters and plot threads. How do these new content options affect the development?

Previously, we didn’t have as much room for text. In GoF 2 for Java, we had a total of just 1000 strings, that is character strings from one word up to about 10 lines. Now we can add as much content as we want, for example, a description for every solar system or piece of equipment. That is why we also plan to work with professional authors. One example: we need an alien race. Aha! What are they called? OK, they’re green, and what else is there about them? The new smartphone platforms give us the opportunity of providing a lot more information and backgrounds. In the future, for example, the characteristics of the different races, systems, planets, and characters will be better developed, so that the whole universe will have more depth and vitality.

That sounds as thought the new options are both a blessing and a challenge for the developers?

Naturally, we have to adapt. If GoF 2 is going to become even better known and suddenly we’re facing a port to platforms such as the PC, XBLA, or other major consoles, you could quickly create a universe that may not have been properly thought out, but which continues to be used, and then suddenly you are confronted with unsolvable contradictions. Therefore, we have now reached a point where we have to go over the prior content, so that there is nothing in the way of a future expansion of the GoF universe.

Has the system of alliances and factions in the GoF 2 universe been further refined as part of this development?

Originally, there were only two factions: the Terrans and the Vossk. If you have done a lot of missions for the Terrans, you will eventually be out of favour with the Vossk and have to pay money if you want to land on their stations. Meanwhile, we have four factions: Terrans, Vossk, Midorians, and Nevelians. Now the reputation system oscillates between the Terrans and the Vossk, as well as the Midorians and Nivelians. If you do something for one side, that has an effect on the other side – even if all you do is fly out and attack some random ship. In extreme cases, there are diplomats where you can buy your way out, if your reputation has reached a critically low level. Unlike in GoF 1, there is no simple division into friend or foe – in GoF 2, every faction is innately neutral toward the player. Only once you cross the threshold of a certain number of points, will the entire faction be hostile to you and its members will shoot on sight.

What parts of GoF 2 have turned out particularly well so far and what are your favourite features?

You can just fly out and do whatever you want! There is a tutorial in the beginning, which explains the basics of the game, but after that, you are soon given a great deal of freedom. Another favourite feature is the abundance of items. We have approximately ten times as many items as in GoF 1. Then, of course, you can design your ship however you like. What weapons do I install? What are their characteristics? Or should I use the slot for more cargo space, or install a better scanner? Another favourite feature is definitely that you can now communicate more with your environment. Previously, there was only the mission board, always with the same text. Now, there is a personal address, which varies. That makes it more lifelike. At the same time, we now have virtually unlimited character portraits. Here, we used the head generator we had already used in our title Deep.

That almost sounds like we can expect a completely different game under the old names with GoF 2?

Naturally, the core and the story remain. But compared to the Java version of GoF 2 and the GoF 1 version for the iPhone, the new version of GoF 2 will clearly stand out and represents a major step in development. The original GoF 1 was very limited in terms of the freedom you had. The universe was already open, but you could only leave the stations as part of missions. Now, I can just leave the station and decide for myself if I want to complete missions or just fly around and mine ore, hunt pirates, use maps to discover new systems or stations in the growing GoF universe.

Next will be Marc explaining the art redesign in Galaxy on Fire 2 for iPhone…

What is FISHLABS up to with smartphones in 2010?

Monday, April 12th, 2010

We started the new year with a bang: Our most successful iPhone ad game, Barclaycard Waterslide Extreme, has cracked 10 million downloads, Rally Master Pro™ will be released –  for free (!) – in an extra high resolution Symbian version for Sony Ericsson Satio™ and Vivaz™ in a few days, and we recently launched a new iPhone game for Volkswagen: Volkswagen Think Blue. Challenge. This iPhone promotional game we are particularly proud of, because usually promotional games are inferior to regular commercial games for reasons of budget, and the subject of fuel saving is rather uncommon in games. Nevertheless, we were able to turn all that into a high-quality, exciting game, as even the folks at toucharcade declared (a great honour!). You see, promotional games can be quite entertaining, and so you can look forward to at least two more free  casual games, that will be launched by this summer. [full]

Fresh games for iPhone, iPad & friends

Of course, this year, we aren’t just developing ad games for iPhone and iPad and revamping existing iPhone games for other smartphones; we are also working on several completely new titles. With a racing game that has music as an essential component, we are entering new territory. We can’t tell you too much, but the first playable version caused quite a sensation both in-house and with marketing partners.

Along with our iPhone and iPad developments, we also want to put out feelers towards Android this year. As with the iPhone before, we will first port our casual games, like Burning Tires™, to get a feel for the new platform. If the effort proves worth the trouble, we will definitely follow up with more titles. Beyond that, we are working on a AAA title closely together with Nokia featuring OpenGL ES 2.0 graphics for a large screen.

Reunion with Keith on iPhone, iPad and Nokia Smartphones

It’s been at least a year since we ported our most important brand to the iPhone: Galaxy on Fire™. Our 3D space shooter with open gameplay and RPG-like equipment options for spaceships is still unchallenged in the AppStore. But despite heavily pepped up graphics and crisp sound, GoF on the iPhone cannot deny its Java origins and its five-year old design. Sci-fi action fans will be glad to hear that we have been working on converting Galaxy on Fire™ 2 to the iPhone and other smartphones since October.

The sequel to the space epic has set standards in the Java field similar to Part 1 and, thanks to the even more open game design, offers significantly greater potential to be a megahit on the iPhone. So you can look forward to seeing Keith and other acquaintances from the first part once again later this year and play the Alien part for the first time in the Mission Pack in summer. And to keep the wait from being all too boring, we will keep you up-to-date with the status of the development with a regular developer’s diary.

Become a fan of FISHLABS on Facebook for instant updates on all current projects.

FISHLABS joins Casual Connect with three topics around iPhone Games

Wednesday, February 10th, 2010

Casual Connect in Hamburg, from 10. – 12. February 2010 right at the front-door of FISHLABS

We are very pleased to attend Casual Connect with three topics on the second day. Casual Games Association Events are the premiere events for the casual games industry with over 3,500 professionals attending Casual Connect Events each year. Casual Connect Europe brings together the most talented and knowledgeable experts in the casual gaming field to further the casual games industry with the best of networking and learning.

This year FISHLABS is among the front runners: With 10 iPhone Games and more than 21 Millionen downloads we are now ranked as one of the top players worldwide.[full]

At Casual Connect we are attending three panels:

What’s the Smart Choice in Smartphones?

Attendees:
Alex BUBB, Senior Partner Manager, Media and Games Nokia
Joe NEALE, Head of End User Programs Symbian Foundation
Michael SCHADE, CEO FishLabs
Moderator:
Chris JAMES, Founder Pocket Gamer

Smartphones are the new black in the mobile content world, but who are the main players and which of the many new platforms and accompanying app stores should you be supporting? Our expert panel of platform representatives and publishers offer an invaluable guide from Android to Windows Mobile.

Case Study: Ad-Funded Games

Speaker: Michael SCHADE, CEO FishLabs

Smartphones are on their way to become the most engaging media in everyone’s life. Millions of downloads with hundred thousands of hours game time make ad games on smartphones like iPhone, Android and other new mobile platforms the Trojan horse for brands to cut through the daily media noise. Learn from best practices with Volkswagen and Barclaycard how to engage with consumers on a global level in a long-lasting and lean-forward experience.

Business Models & Pricing – Making Money on the App Store

Attendees:
Nicholas LOVELL, Director GAMESbrief
Michael SCHADE CEO, FishLabs
Christopher KASSULKE, CEO HandyGames GmbH
Moderator:
Tim HARRISON Founder The Mobile Consultancy

The iPhone has well and truly shaken up mobile games pricing, enabling a wide variety of new business models. This session examines these models and key pricing trends from the initial rush to the bottom to the emerging premium bracket along with micro-payments, lite and free versions, subscriptions and asks the simple question…which models are making money?

Of course there will be enough time for chats and discussions after and in between the panels and we look forward to many inspiring conversations.

Sony Ericsson strikes back: Satio and Xperia X10 got even more steam for games than iPhone 3GS

Friday, November 27th, 2009

Sony Ericsson has been known for its outstanding 3D gaming performance on Java phones for years now. It all started back in 2004, when Sony Ericsson introduced the first mass market Java phone that could render decent 3D graphics on a 176×220 pixels screen. We had been early on and released our first 3D games Motoraver, featuring 3D driving physics in a fairly large sandbox-style city at night, and Robot Alliance, a proper first person shooter in full 3-D (!) with smoothly animated 3D characters, all within 350KB of data.[full]

Continuously, Sony Ericsson improved their hardware and, even more important, the Java Virtual Machine it was running. The crown of 3D enabled java phones still belongs to the K800i, the game experience felt close to the Playstation 1, even if it was not as fast and on a smaller screen. And Fishlabs has to give Kudos to Sony Ericsson. Without this great performance we could never have created mobile games of such high quality like Blades & Magic, Rally Master Pro, Snowboard Hero and Galaxy on Fire 2.

From music to photos to games

In 2005 3D gaming was hyped very much but could not break through as the carriers always forced developers to support the lowest common denominator and the majority of handsets could only render 2D graphics. Sony Ericsson did right in focusing on music instead and introducing the Walkman brand to mobile with great success. A year later Sony Ericsson repeated the success story labeling their photo feature phones with the popular brand Cybershot. With all those millions of Walkman and Cybershot phones sold, sharing a consistent Java platform and decent 3D rendering capabilities, Sony Ericsson’s strength in mobile gaming started as the best kept secret of the industry and led into ruling the mobile gaming business: in 2007, Sony Ericsson was the fourth largest manufacturer of mobile phones worldwide, seven out of ten games downloads were happening on Sony Ericsson phones in Europe and emerging markets like Latin America and South East Asia. Until today, Sony Ericsson has released over 50 models supporting proper 3D rendering and has an installed user base of approx. 200 million devices (Fishlabs’ estimate). Not a bad thing for developers like us, focused on 3D mobile games, if only the ecosystem was right.

iPhone – the mobile games game changer

Nothing is constant but change. It was not Nokia, with its great ambitions in mobile gaming, finally introducing N-Gage as a service, or Vodafone with more than 300 (?) million subscribers who literally changed the mobile gaming business over night. New kid on the mobile block Apple swiped away all competitors with a mobile phone featuring a game experience beyond Nintendo DS and close to Sony PSP. With the latest installment of iPhone 3GS and iPod touch 3rd generation featuring OpenGL ES 2.0 even beyond PSP. In combination with the App Store integrated in iTunes, a fair business case for developers (70/30 revenue share) and a low entry barrier (get started for less than $299 with an iPod touch and the iPhone SDK) for everyone mobile game developers were flocking to this new exciting platform.

Satio – ramping up for the fastest mobile gaming device?

It took Sony Ericsson a while to find an answer to the unexpected competitor coming from the computer area backed by a loyal customer base addicted to superior user experience – which is exactly why Apple is so stunningly successful with the iPhone. Although, feature phones based on Java had been a great success for Sony Ericsson and were the preferred mobile phone for gaming by tens of millions users, the future in mobile gaming lies in smartphones. However, any half-hearted attempt to stand up against the leader of smartphones will fail. But Sony Ericsson has sent a decent device stuffed with the latest hardware to the race. The Satio features the same 3D-Chip PowerVR SGX  as the iPhone 3GS running Symbian on an even more powerful CPU ARM11 clocked at 600MHz. Furthermore, it comes with plenty of memory and with a bigger display than the iPhone featuring 640 x 360 pixels resolution.

Lots of horsepower – what is it good for?

It is one thing to stuff a lot of nice hardware into a mobile phone. It is another story to make all this power available to the developer. Sony Ericsson did an amazing job here. We have ported Rally Master Pro from iPhone to Symbian featuring almost the same functionality on Satio (only automatic acceleration when using touch controls due to single touch on Satio and no multiple simultaneous sounds due to lack of layered sound capabilities). Although the resolution of the Satio display is quite higher compared to the iPhone we experience a stable frame rate of 30 frames per second on both devices running identical game code and graphical assets. Thanks to the better screen resolution of Satio, it is stunning how much more details can be rendered in the scene (the original iPhone textures were designed with some head room for larger screens).

Xperia X10: Mobile games on the big screen

Today a prototype of the latest Sony Ericsson smartphone has arrived at our studio: A shiny Xperia X10 and we have to convey it looks stunning, indeed. It is still a very early proto but navigation on the capacitive touch screen feels great and fluid and the whole menu is much more inviting and intuitive to play around with than it used to be with previous smartphones from Sweden. As the X10 is an Android based phone it will take a while until we have our first game running on it. But one thing is for sure: The big screen is a great, great plus. You can see our website in full 800 pixels width and everything is crystal clear. Even the small fonts can be read with ease. Equipped with a whopping 1 GHz Snapdragon Chip supporting OpenGL ES 2.0 it promises high-end smartphone gaming on the big screen.

iPhone Device and iPhone OS Statistics

Monday, July 27th, 2009

Statistics of how many iPhones and iPod touches collected from Barclaycard’s Waterslide Extreme DownloadsApple has just announced its most successful non-Christmas quarter ever with incredible 5,2m iPhones and 10.2m iPods sold. Since launch, that’s about 45m iPhones and iPod touches and users have downloaded 1.5b applications from the App Store so far. That’s 33 applications per iPhone or iPod touch user. Congrats to that and we could not be more happy about Apple’s success as we are making close 60% of our revenue with iPhone games so far. However, there were a lot of talks about the new iPhone 3GS and OS 3.0 might drive fragmentation which could be a serious threat to the developer community and the success of the App Store in the long term.

Since there is hardly any reliable data available how many devices and which operating system is used we thought we share some figures based on Barclaycard’s Waterslide Extreme, developed off the back of the iconic Barclaycard ‘waterslide’ ad, based on a concept by Dare Digital and developed by FISHLABS (obviously).[full]

Since Waterslide Extreme is a casual game appealing to a broad audience and currently the most downloaded app in pretty much every country (more than 2m downloads within 5 days) we think it gives a pretty good overview of the current installed base.

How many iPhones? How many iPod touches?

Let us start with the iPhone and iPod touch statistics. Most of you know already there are slight differences among the iDevices. As a developer, you want to know how many potential users you might lose if you optimize your app (game) to the more powerful devices like the iPod touch 2nd gen and especially the iPhone 3GS, of course. Respectively, you might consider providing different sets of graphical assets, for instance.

Statistics of how many iPhones and iPod touches collected from Barclaycard’s Waterslide Extreme Downloads

All data records have been collected anonymously, no back-tracking to individual users possible

As we can see clearly, iPhone 3G and the iPod touch 2nd gen are the most popular devices with pretty much identical market share around 38% each. The iPhone 3GS is around 12,5% and given the short time it is available that’s a pretty remarkable chunk, already.

We at FISHLABS optimize our upcoming games for the performance level of iPod touch 2nd gen which give us a great game experience on close to 90% of the iDevices (iPod touch 2nd gen, iPhone 3G and iPhone 3GS) out there. For the first iPhone and iPod touch 1st gen we reduce some of the graphic features, like disabling vertex coloring or reducing the viewing distance accordingly. On the other hand, it is just too early to come up with a dedicated high-end version supporting the OpenGL ES 2.0 for iPhone 3GS. Even more critical if you think about an app (game) that relies on exclusive iPhone 3GS features.

How many iPhones and iPod touches with OS 3.0?

Most developers are very excited about the new iPhone OS 3.0 features like in-app purchasing, push notification, Bluetooth multiplayer and many more. But when is the right time to launch apps, and games in particular, utilizing these new features. Check out the next chart for your consideration.

Statistics of installed iPhone OS collected from Barclaycard’s Waterslide Extreme Downloads

All data records have been collected anonymously, no back-tracking to individual users possible

If you are up for an app (game) with the new iPhone OS 3.0 features you face about 60% of the total potential user base. Still quite a lot people you can reach out to but it will be very hard to rise to the top 25 if your thrust of downloads is cut by up to 40% (some may upgrade for killer apps, though) compared to any competing OS 2.x app. For sure, Apple will promote apps (games) with OS 3.0 features to compensate that. Seems like risky business once the promotion has ended, though. We haven’t decided yet when to launch our first iPhone game utilizing OS 3.0 features. Perhaps launching a game with OS 2.x features first and when the hype is over running an update with OS 3.0 features is a good idea. Of course, this won’t work for apps (games) that rely on OS 3.0 features completely.

Success or failure of each and every iPhone app (game) won’t be based solely on the considerations above but for sure the right strategy when to support new features of iPhone OS 3.0 and/or iPhone 3GS will be fundamental. Given the dynamic in the App Store we will know soon what approach was good and what was not. Just that Apple will have sold another couple million devices in the meantime and the rules of the game will be changed once again. Which keeps it all exciting.

Alright folks, hope that helps when planning your next app / game. You may quote these figures above. Of course, a link to our blog would be most appreciated: http://www.fishlabs.net/en

Game on!

Michael Schade