Posts Tagged ‘iPhone’

65% Off – Celebrate the last Days of Winter with our latest Snowboard Hero Price-Drop!

Friday, February 17th, 2012

Thumbnail - Snowboard Hero - SaleHere in Hamburg the Alster is still frozen over (for the first time in 15 years!), but with temperatures rising to 6°C and more until the end of the week, it looks as if we finally got to say “Goodbye” to the winter and prepare ourselves for the arrival of spring. Soon the last mounts of snow will be molten and the first crocuses will crane their necks towards the sun. And our skates, sleighs and snowboards will be stacked in the attic for at least another 10 months. On your iPhone, iPad or iPod touch, however, the fun’s far from being over and all that separates you from the next action-packed ride down the slope is a handful of taps on your preferred device’s touch screen! With our fast-paced winter sports racer Snowboard Hero (winner of two prestigious IMGAwards 2011) you can experience the thrill of speed whenever you want and race down the steepest slopes and most spectacular alpine areas at breakneck speed![full] To celebrate the last days of winter, we have dropped the price of the game to 0,79€ / 0,99$ / 0,69£ for a limited time only! If you haven’t purchased Snowboard Hero yet, buy it now for an unrivalled special price and perform the most spectacular tricks and hazardous jumps on your smartphone or tablet!

Hamburg_Alster_Winter

For the first time in 15 years, the Alster is completely frozen over...

You can download Snowboard Hero from the App Store at http://bit.ly/sbh-us and check out the game’s official trailer at http://bit.ly/sbh-ipad-tr! Enjoy the ride!

Keith T. Maxwell returns in Galaxy on Fire 2 – Supernova

Tuesday, January 17th, 2012

Thumbnail - Galaxy on Fire 2 - Supernova (by Fishlabs)If the countless emails and comments we’ve received from Galaxy on Fire™ fans from all over the world in the past couple of months have shown us anything, then it is that above all else you guys want just one thing: to step into the cockpit of your Veteran fighter again and continue GOF2’s engrossing storyline in which you take over the role of the reckless space war hero Keith T. Maxwell and save the universe from all kinds of ruthless pirates, greedy bandits and devious alien menaces. And though we’ve been rather reserved on that matter in the past and didn’t leak too many hints or pieces of information, we’re proud to officially announce the next chapter of Keith’s epic struggle for the freedom of the galaxy today! Yes, that’s right, the production on Galaxy on Fire 2™ – Supernova, the brand-new add-on for the “[most] complete space game in the App Store” (according to 148Apps.com) has already started and we’re working hard to make it the most complex, most compelling and simply best instalment of the GOF-series so far[full]

Head Hunter - Galaxy on Fire 2 - Supernova (by Fishlabs)

Head Hunter - Galaxy on Fire 2 - Supernova (by Fishlabs)

Storywise, the add-on will focus on the long-lasting scuffle between the Nivelian Republic and the Mido Confederation and put Keith in a delicate situation: a devastating supernova is threatening the mere existence of vast parts of the Mido sector and there is no chance that Keith and the Deep Science society can evacuate all inhabitants of the trouble area in time unless they get support from the Nivelians. Will Keith be able to persuade the Nivelian leaders to save the lives of their detested foes? Will he and his allies find a way to avert the impending catastrophe? Will he be able to fight back the mysterious fighter squadrons, who try to prevent the rescue of the Midorians at any cost? And will he survive another meeting with his old companion Mkkt Bkkt without ending up completely wasted on neuro algae and other weird and slightly illegal substances? Well guys, as much as I hate to say it, but to get an answer to these and many other questions, you will still have to wait a little, because we’re currently planning to release Galaxy on Fire 2™ – Supernova for iPhone, iPad and iPod touch in the 2nd quarter of 2012. Until then, however, we will sure keep you up to date about the production and progress of the add-on with a whole bunch of blogs, developer diaries, interviews and all kinds of other features!

Mining Plant - Galaxy on Fire 2 - Supernova (by Fishlabs)

Mining Plant - Galaxy on Fire 2 - Supernova (by Fishlabs)

Gameplaywise, Galaxy on Fire 2™ – Supernova is going to introduce tons of new content, such as new systems, characters, mission types, weapons, commodities and ship models and classes, just to name a few! All in all, Supernova™ will offer at least 10 hours of action-packed gameplay and take twice as long to finish as its predecessor Valkyrie™.

Troop Carrier - Galaxy on Fire 2 - Supernova (by Fishlabs)

Troop Carrier - Galaxy on Fire 2 - Supernova (by Fishlabs)

For more info on the Galaxy on Fire 2™ – Supernova, stay tuned to the official GOF2 website (http://www.galaxyonfire.com), our forums (http://forums.fishlabs.net/en) and our social media channels (http://www.facebook.com/fishlabs and https://twitter.com/fishlabs).

Annual Review 2011 – Thanks for your support, guys!

Friday, December 23rd, 2011

German Game Developer Awards 2011Hello Fishlabs fans, the year 2011 is almost over and we’d like to thank our friends, community, business partners and media contacts for all the support you’ve given us in the past 12 months. The last year had been really successful for us and a lot of amazing things have happened here at the Fishlabs camp. All in all, we have released five new games (three own titles and two brand games) throughout the course of this year, won a couple of prestigious awards and ported our flagship title, the highly popular sci-fi shooter and trader Galaxy on Fire 2, to a whole variety of new platforms and systems.[full]

The year 2011 kicked off really nicely with our action-packed fun sports spectacle Snowboard Hero winning two IMGAwards in February and being officially released on the App Store in March. In April we then ported our popular sci-fi shooter Galaxy on Fire 2 to Android in an exclusive Xperia PLAY version and later on that month, the game’s first add-on Valkyrie saw the light of day as well. In June another Android version followed especially for Tegra 2 devices and in July we released the arcade hit Waterslide 2.

Snowboard Hero by Fishlabs

Snowboard Hero by Fishlabs

In August we moved to a beautiful new office building right in the heart of Hamburg city and in September we celebrated the very first release of a Fishlabs title on a non-mobile device, namely Galaxy on Fire 2 Full HD on the Mac—which is easily the best looking instalment within the Galaxy on Fire series so far.

Galaxy on Fire 2 Full HD by Fishlabs

Galaxy on Fire 2 Full HD by Fishlabs

In November we put out Sports Car Challenge, another successful ad-game for Volkswagen featuring highly detailed and beautifully rendered 3D models of the latest super sports cars from Audio, Bentley, Bugatti, Lamborghini, Porsche and Volkswagen! And in December we last but not least won the “Best Studio 2011” award at the renowned German Game Developer Awards.

All of this wouldn’t have been possible without your constant help and support and we’re eager to see what 2012 will have in store for Fishlabs. We’ve got a lot of plans and projects up our sleeves and will reveal the first spectacular news rather soon. Until then the whole Fishlabs team wishes all our friends, fans and partners a Merry Christmas and a Happy New Year! See you soon!

Sports Car Challenge by Fishlabs and Volkswagen (China)

Sports Car Challenge by Fishlabs and Volkswagen (China)

Fishlabs Timeline 2011

02/2011:   Snowboard Hero wins two IMGAwards 2011
03/2011:   Release: Snowboard Hero
03/2011:   Galaxy on Fire 2 wins the “Best Mobile Game” award at the German Video Game Award 2011
04/2011:   Porting: Galaxy on Fire 2 for Android (Xperia PLAY)
04/2011:   Release: Galaxy on Fire 2 – Valkyrie (Add-On)
06/2011:   Release: GTI Edition 35
06/2011:   Porting: Galaxy on Fire 2 for Android (THD)
07/2011:   Release: Waterslide 2
08/2011:   Porting: Galaxy on Fire 2 Full HD for Mac
08/2011:   The Fishlabs team moves to its new headquarters
10/2011:   Porting: Galaxy on Fire 2 HD for iPhone 4S and iPad 2
11/2011:   Porting: Valkyrie for Android (Xperia PLAY)
12/2011:   Release: Sports Car Challenge
12/2011:   Fishlabs wins the “Best Studio” award at the German Game Developer Awards 2011

Snowboard Hero v1.2 dashes onto your iPad like an avalanche!

Monday, December 5th, 2011

Thumbnail - Kurt - Snowboard Hero by Fishlabs EntertainmentRight in time for the winter season, we’ve released a major update for our action-packed fun sports racer Snowboard Hero – winner of two prestigious International Mobile Gaming Awards 2011 in the categories “Best Sports Game” and “Operator’s Choice”. So if you haven’t booked a trip to the Alps already and still want to race down the curviest slopes and steepest scarps on Christmas Eve, why don’t you just hop over to the App Store, download Snowboard Hero and take over the role of the laid-back Dude or one of his five hip and trendy colleagues on their challenging pursuit of new high scores and record times? Show no fear and laugh in the face of danger when you jump as high as the sky and perform spectacular tricks that only a true Snowboard Hero can land without breaking every bone in his body! Do you have what it takes to be faster, wilder and crazier than every other dare-devil on the piste?[full]

Dude - The one and only Snowboard Hero

Dude - The one and only Snowboard Hero

The new update 1.2 finally turns Snowboard Hero into a universal app for iPhone, iPod touch and now also iPad and furthermore enables the users to synchronize their save games via iCloud. For the first time ever, Snowboard Heroes from all over the world can now switch freely between their iPhones, iPods and iPads throughout the course of the very same career!

Amazing air time by Kitty

Amazing air time by Kitty

In addition to that, Snowboard Hero does now also support AppleTV Air Play and hence the users can not only experience the enhanced graphics of the game on the small display of their iPhone or on the slightly bigger display of their iPad, but also follow the action on the slope on the big TV screen in 720p (Wi-Fi) or Full HD (HDMI)!

The slope is yours, pals! But don’t forget to put on your scarves, gloves and bobble caps, because despite the game’s intuitive touch and tilt controls, which are easy to learn yet hard to master, you will most likely end up taking quite a few dives into the ice-cold snow before you land all your spectacular tricks at ease and grind along the craziest obstacles without losing your balance! So enjoy the ride, fellow Snowboard Heroes and keep in mind: winter time is snowboarding time!

Click the following link to download Snowboard Hero from the App Store now: http://itunes.apple.com/us/app/snowboard-hero/id413472707?mt=8

Galaxy on Fire 2 – Valkyrie Dev Diary Part VI: Attention to Detail

Thursday, April 21st, 2011

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - love for detailYou might think Fishlabs was very busy polishing Valkyrie in the last couple of weeks. You would be right. In all the commotion and deadline pressure, however, there was still time to pay attention to detail. Or better, we took the time. This chapter will illuminate some of the remarkable fine print among the otherwise prominent changes to the epic sci-fi game Galaxy on Fire 2. Size matters and so do small changes. These low-key improvements are likely to escape your attention when flying through the add-on for the first time. All those details in sum make the game experience much more pleasant. After all, a truly immersive gaming experience is what we are after and what a Premium iPhone game is for. [full]

 

When it comes to immersion the biggest small change is the zoom when you head towards a station and the planet behind it. Since the planets themselves are 2D, they used to remain the same size when you headed towards a station. The planets will now get bigger the closer you get. This adds to the impression of being right inside the scene.

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - Wraith heading towards a planet

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - Wraith heading towards a planet (2)

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - Wraith heading towards a planet (3) 

The asteroids have been reworked, too. Their surface is more elaborate these days. You might actually feel like standing on a galactic chunk of ore seeing the newly refurbished asteroid surface under your ship’s feet. To give the asteroid theme a new edge, too, the new systems in Valkyrie will feature far off asteroid fields. These are mere atmosphere, though, as you can neither reach nor mine them.

 

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - asteroid fields in the background

 

When you fly past the system’s sun in the background you will see a new lens flare effect. Will you notice the difference? A far more striking redo is the new explosion animation when you finish a ship. It will make the destruction of ships a highly enjoyable visual treat. We expect people to make good use of the Action Freeze tool and present ever more beautiful pictures of explosions in our forums.

 

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - a Phantom fighter destroying an enemy ship

 

The biggest bang in our portfolio of detail changes is set to change your perception of playing Galaxy on Fire 2 for good. The expanded field of view. You will see more and further into the distance- hence you will be able to operate more strategically with a wider view on what’s going on. At the same time, you need keep your inner focus so you don’t get lost when too much is going on. This fine change is both challenge and blessing and we are curious to hear what people say about game play with the effected field of view increase. Pictured below are both the old setting and the new one. Don’t be mistaken, the screenshots do not simply show a different position. Depicted is the exact same position with a different width in the field of view. What do you think about it?

 Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - the old field of view

 

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - the new field of view

Galaxy on Fire 2 – Valkyrie Dev Diary Part V: Feature Trailer

Friday, April 15th, 2011

Fishlabs iPhone Game Galaxy on Fire 2 add-on - Valkyrie The official trailer for the epic add-on Valkyrie™ is here. See for yourself what you’re going to get with the imminent update to our iPhone sci-fi game Galaxy on Fire 2™ and the contained in-app purchase Valkyrie™ to be released 28th April. I hope you’ll agree that the new content is worthy of a premium trade shooter! In a completely voiced story line Keith T. Maxwell has to face an enemy who, unlike the up front warring Voids, is a malicious snake in the grass. The darker than ever galaxy, despite the glorious defeat of the Voids, still is on fire. Keith remains dangerously oblivious to what is going on for almost too long. In the meantime his anonymous foe is relentlessly pursuing the selfish goals of his very own evil conspiracy by means of deception, manipulation and intrigue. The life of Keith and many other galactic citizens is threatened while they are fatally oblivious to the danger they are in. Will Keith prevail? In any case, Keith has some neat new technical features and splendid ships aiding him in the quest for galactic peace and liberty.

[full]

 

 

Now, when we say epic iPhone tradeshooter, we mean epic. Buzzing into a hive of intrigue and shooting his way out of lethal tight spots are just the right challenges for a hero like Keith. Yet, to prove that his heart belongs to a true hero he must set out on a voyage far more adventurous than his warp into the future. He must journey within. After all, what is the true price you pay for ever larger sums of money? If your only motivation is lots of hard cash, whom are you really serving? Like never before, Keith is torn between his intuitive gut feeling and what he thinks needs to be done. Will he know what is right? Will it be too late? Well, well, I’d love to tell you how it ends, but that would exceed the page capacity of our dev diary.

Galaxy on Fire 2 – Valkyrie Dev Diary Part IV: what’s new

Thursday, April 7th, 2011

Fishlabs' Galaxy on Fire 2 sci-fi iPhone game - upcoming update and add-onA good gimmick makes the gamers’ life enjoyable. Nuke them all? Take each one of them down with a single mighty laser shot? Or rather hunt them down in a suicidal yet glorious manner without armour and standard weapons? A premium iPhone game like Galaxy on Fire 2 gets a lot of kicks out of the possibilities and variations offered through varying weapons and item combinations. Even more so the Valkyrie add-on. Our dev team had a good time thinking up new items and weapons bringing a new edge to sci-fi iPhone gaming. The imminent update for Galaxy on Fire 2 will sport some amazing new features and new ships free of charge, while offering the Valkyrie DLC with a wider array of new features as an in-app purchase. In this chapter I proudly present to you my personal favourite features for the iPhone version of Galaxy on Fire 2 update and its add-on Valkyrie. [full]

 

The Kaamo Club in the imminent update for Fishlabs' iPhone Game Galaxy on Fire 2

A screenshot showing the Kaamo Club, the first station that can be privately owned in Fishlabs' award-winning iPhone Game Galaxy on Fire 2.

 

Let’s start with the coolest new feature. Own your own station. That’s right. No more bribes for corrupt security officers, no more selling your old ship when buying a new one and no more storage capacity limited to the cargo hold of your ship. Well, all of these aren’t completely obsolete, of course. But owning your very own station in the new system Shima is surely changing the game for good. And it is included in the free update. You can either buy it as an in-app purchase or satisfy the demands of the notorious Mkkt Bkkt who is offering his station Kaamo Club to you for sale should you choose to unlock it. Since he used it primarily as a party outpost attracting shady visitors it looks more like a space pub than your regular station. A more aggressive change of the galactic scenery is the introduction of turrets on Terran battle ships. Should you find yourself at odds with the Terran faction you better think twice about getting near those. Then again, you might love the challenge of taking all of them down.

 

A Terran battle cruiser in the soon to be released update of Fishlabs' iPhone epic Galaxy on Fire 2

The terran battle cruisers will not be the same after you updated. Turrets will make life a tough one for any enemy of the faction. The turrets will be introduced in the free update, which also contains the add-on Valkyrie as an in-app purchase.

The Phantom Fighter - the secret star in our iPhone game Galaxy on Fire 2

He has been called for loudly in our forums - the Phantom Fighter. Also included in the free update along with two other retro-ships from the first Galaxy of Fire title.

 

Alongside graphical improvements and the above mentioned features the imminent update will include three new old ships. The retro line makes not only the phantom fighter available, but also two more ships from the first Galaxy on Fire title. You need the update and decide to make the in-app purchase of Valkyrie for new weapon systems, new ships, new systems and items with a completely new functionality. Curious? Alright, imagine you are on your favourite trade route selling implants. Your diplomatic status is enemy of the Terrans. There are tons of enemies, your Ketar Repair Bot 2 can hardly keep up and the newly introduced turrets of the battleships don’t make survival any easier. You shoot down one Terran ship, and another one. But what is this? The ship dropped something after exploding, but this doesn’t look like loot? Baffled you zoom past the object, yet your new Octopus tractor beam collects it even from behind you. You found a signature! You kick in the new and much stronger boost flying to the next station and equip your ship with it. The Terran signature will make every scanner believe you are a Terran flying a Terran ship. What was a nightmare trade route crowded with enemies before now becomes a relaxed merchant’s walk in the park. But keep a low profile. If you attract too much attention by shooting a Terran your signature is useless. And you can’t buy them. You can sell them, though, in the black-market system Loma.

 

The signature item in Fishlabs' iPhone game Galaxy on Fire 2.

That's what a signature item looks like. Of course, there are signatures for the other factions, as well. They give those with a rogue status more flexibility and are doing honours to the reputation system of a premium iPhone game.

 

The great company Rhoda who brought us the ultimate shrinker, the Rhoda Blackhole, yet again shows its outstanding ability to capitalize on the anomalies in the laws of nature. And make great products employing hardly known phenomena. Being a marketing guy I’m sure that the aptly named Rhoda Vortex will be the latest craze in iPhone gaming. Curious? Alright, imagine you are flying along with a powerful sniper laser. You need that one shot. You need to aim that one shot perfectly. But more and more enemies start to show up. Shots from the left, from behind. Dodging maneuver, and another one, shots from the right, dodging, you fire bombs but there’s too many of them! What were you thinking equipping that sniping laser? Damn it! You need more time! Do you? Alright, employ the Rhoda Vortex and disrupt the galactic time spiral and time will slow down around you. In a convenient and focused fashion you can aim one shot after another while your enemies will hardly notice what hit them. What is slow motion to you is supernatural high speed to them. Good one, Rhoda! You capitalize on the phenomena of a disrupted vortex, apply it to the fabric of time and work it into a machine everyone can use by pushing a button. Fascinating.

The Rhoda Vortex - a simple yet marvellous feature Fishlabs' iPhone game Galaxy on Fire 2

The Rhoda Vortex, a simple item with a stunning effect. Sci-Fi iPhone gaming won't be the same now it is on the galactic market.

 

The weapons fanatics might appreciate the Rhoda Vortex the most when firing the new guns in Valkyrie. There is the much called for auto-firing turret, there are scatter guns, mines and a guided missile with more impact than the AMR Extinctor. Most notable to me, however, are not the new weapon types but the fire rate modifiers. Berger competitor Nirai proves to have both a heart and an ear for their customers by releasing the novelty models Nirai Overcharge and Nirai Overdrive. These allow the gunning pilot to modify his fire rate according to his needs or preferences. While the Overcharge will increase the damage inflicted and decrease the rate of fire per second, the Override will make your weapon outgun itself at firing – at the cost of lower damage per second. Nirai thus takes weapon customization to a whole new level and almost casually introduces a new product category Berger has not even anticipated. Now the galactic weapons market is definitely on fire, too. But with all the increasing fire power, weapon types, weapon combinations and modifications – doesn’t it seem prudent to think about defences, as well? An emergency system kicking in when only one more hit would kill you. You are then protected from all harm for the next ten seconds, which makes it a splendid choice of equipment in the fierce days of Valkyrie, the extensive add-on to our award-winning iPhone game Galaxy on Fire 2. 

The emergency system featured in Fishlabs epic sci-fi shooter Galaxy on Fire 2 Valkyrie.

This is the emergency system as seen on a picture taken using Fishlabs' exclusive Action Freeze screenshot tool for the trading shooter iPhone epic Galaxy on Fire 2.

Snowboard Hero Dev Diary part IV – Audio Design for an iPhone Game

Thursday, March 31st, 2011

Snowboard Hero is live on the AppStore now and you can see for yourself how it plays. Accordingly, we want to disregard visuals for now and dedicate this chapter to audio design for the 2011 double winner at the IMGAwards. For a start - imagine you are deaf. Try again. It’s really hard to do, isn’t it? We being devs we want to give you some background on a very important aspect of smartphone gaming and entertainment in general. We can close our eyes, but we can never close our ears. Which is probably why we don’t really notice the sounds in our environment too much. They are there all the time, yet hardly ever come to our attention, unless there is something noisy or disturbing. Sounds create moods, they are the vibes we feel. Like the sound in a Hollywood Blockbuster, the soundtrack and sound effects in Snowboard Hero have been elaborately designed, produced and implemented to make the overall experience sensually immersive. As long as Apple doesn’t feature smells emanating from iPhones and iPads the audio layers will remain one of the most important aspects in gaming. Listen up for a short background story. [full]

When the decision was made to bring Snowboard Hero to iOS our one and only Audio Director Gero Goerlich took on the challenge. That challenge basically consisted of understanding the vision of the Creative Director, translating it into sound and implementing it into the game’s programming. When Gero gets his briefing he will talk to as many people involved as possible in order to get a clear vision of what style the game will have and what actions will take place that require sound. For Snowboard Hero there are four basic audio categories – menu sounds, sound effects and character-specific themes and voice overs. All these sound layers are intended to give the player feedback about what he is doing and what is happening. For example, the actual height from which you fall to the ground will influence what it sounds like when you land on your buttocks. The programming will register the event “crash” as low, middle or high and play the sound that was put into place for that event beforehand. Each event is registered with five sounds, so it doesn’t get boring. Can you hear the difference when Kitty is falling from different heights?

“Powder for the people”, that’s our slogan for this game. Yet how does it sound when your board is cutting through the snowy white? Even the slightest change of angle is reflected in the sounds you hear. Gero pays detailed attention to any ‘physical’ changes in the game and makes sure you can hear what is happening. Passing by an icy wall? Suddenly there is an echo where the snow had absorbed all sounds before.
What makes Snowboard Hero special among iPhone games with regards to sound development are the music themes for each character. That means on top of the voice acting each character has its very own score for boarding downhill. To get that right Gero worked together with composer Marc Rosenberger. The two stuck their heads together discussing what each character is about and how his stlye and personality might best be underscored with music.

Fishlabs Snowboard Hero iPhone game - Monica with her default boards and clothing

Monica with her default boards and clothing. She is a 27 year old Italian crazy for snowboarding and, as Gero puts it, "a fashion beast with a very funky style on- and off the piste." She is now live to play along with 3 other playable characters in Fishlabs' Snowboard Hero iPhone game.

How would a style like her’s translate into a theme? Listen to the fine piece of music that Monica enjoys on her fast-paced rides down the mountains. Can you get a feeling of her already? Now that Snowboard Hero has gone live we’ll stop the teasing already and keep this entry short. If you have any specific questions regarding the sound design in this game leave a comment and I’ll make sure you get your answer!

Galaxy on Fire 2 – Valkyrie Dev Diary Part II – Concept Art

Thursday, March 10th, 2011

Fishlabs - Galaxy on Fire 2 Valkyrie - Deep Science Ship finalLet’s start this weeks entry with a little exercise. Try to imagine epic sci-fi universes like Star Wars or, for that matter, epic sci-fi games like Galaxy on Fire 2 without space ships! Try again. You see? But inanimate scenarios without vacuum-born transportation and war machines are not the subject of this week’s chapter on concept art. On the contrary, it’s all about space ships! They are the indisputed stars of Galaxy on Fire 2, anyway. Being visible most of the time in-game they also get the biggest part of attention in the game’s forum. That’s why the choice fell on ships readily when pondering over what visual object should featured for the concept art chapter. Fair enough, given that the ships are means of transportation for goods and characters, are weapons in themselves and allow you to show off your status. ”How can I get the Void X?” must be the most frequently asked question in the minds of GOF2 players and our forums respectively. Seeing the importance of the ships for a sci-fi space shooter you might wonder how exactly the act of creation looks like. Well, I did. And here’s what I found. [full]

As for the question ”who did it?”, the answer is easily found at Fishlabs. Art Director Marc Nagel is responsible for the creative process of Fishlabs’ visual assets and I asked him some questions about his work on the ships in Galaxy on Fire 2 – Valkyrie.  Marc being the starting point of the creative process I wondered where he starts. First of all “I’m making clear what direction the design shold take and what objectives we are having. For Valkyrie it was especially important, that the new ships would clearly distinguish themselves from those of other factions. We wanted to deliver something all new. That’s why from a design perspective the new ships should be some 20 or 30 years ahead of other ships in the galaxy”, Marc explains. General coolness is a factor, as well. You should feel the strong desire to fly around in one ot those ships. Design should help an object to look great and do much more. It should communicate characteristics beyond words and fulfill a given function. “Anyone seeing the marketing materials such as the teaser should be able able to realize there is something completely new and special about Valkyrie before reading any explanations”.

Once the basic parameters have been laid out inspiration comes into play. For the DEEP SCIENCE ships in Valkyrie Marc turned to the space ships of good old terran NASA for inspiration. “DEEP SCIENCE is a scientific organisation with the mission to explore the vastness of space. The link to NASA is rather obvious”. Specifically, the colour scheme of the DEEP SCIENCE ships is based on that of NASA space shuttles: black, white and tones of grey. The idea to hide the cockpit and leave the pilot without direct sight of his surroundings came from the unmanned drones of the U.S. military. Some inspiration was drawn from japanese scfi-fi animes, “yet only small details such as the characteristic antenna and some hull attributes.”

When it comes down to designing business scribbles and sketches are the starting point of a ship’s way into the game. Once conceptual drawings are digitalized Marc will provide the 3D-artists with a  turnaround view of the final design concept. If it is necessary Marc adds notes explaining what functions and details the 3D -artist should pay attention to. “As a rule I’m trying to give the 3D-artists as much freedom as possible” in order to give creativity some air to breath. His own digital work on the concepts he carries out using mostly Photoshop. Although he has often been looking for an alternative already “the variety of functions and possibilites is second to none. Plus, I find new areas of application all the time”. Sometimes he’s using vector programs like Flash to quickly create visual items such as the faction signs you can see on the space stations in Galaxy on Fire 2.

Bottom line? The design of the DEEP SCIENCE ships tells you “they are highly developed, experimental technology with a different take on things than all the other ships out there. You might call them the iPods of space travel, while all other ships are traditional. The DEEP SCIENCE ships are the figurehead of their organisation and its scientific mission.”

Galaxy on Fire 2 Developer Diary Part 5: Cinematic Trailer = Cinematic Gameplay?

Tuesday, September 14th, 2010


In the previous Chapter of the Galaxy on Fire 2 Developer Diaries, “The Sound of Galaxy on Fire 2“, we met with Fishlabs Sound Director Gero Goerlich and Jan Werkmeister, Managing Director of periscope studio. Music and Sound Design of GoF 2 were covered – aspects that are still being neglected in many iPhone game productions.[full]

The current chapter was innitially supposed to be called “Making of the GoF 2 Cinematic Trailer”. However, it quickly became evident that the interview was about more than the Cinematic Trailer. Suddenly it became a whole discourse about the reciprocal influences of games and film: Cinematic Trailer = Cinematic Gameplay?

The interviewed were Michael Schade (CEO Fishlabs), Gero Goerlich (Sound Director Fishlabs) and Peter Lund (Geschäftsführer eachfilm).

Galaxy on Fire 2 Cinematic Trailer HD

Kai: How did you come to hire eachfilm?

Michael: We produced all of the trailers for our Java games in-house. Because of the low resolution, they only needed a couple of MB. Now the trailer on iPad resolution is 450 MB compressed and a full 2.5 GB uncompressed. A totally different order of magnitude. That was one of the main reasons we said we could never pull it off internally, if only just because we don’t have the hardware for it. The other point is that everything is becoming more and more cinematic with increasing performance on iPhone 4 and iPad. Even though we have published very substantial titles, GoF with its game depth and complex storyline is something different. The trailer is extremely important, because that is where consumers see the completed game for the first time. That is why we said, ‘Let’s talk to the pros about how to make a good trailer!’

Kai: How did Fishlabs come into contact with eachfilm?

Peter: We met for the first time in Barcelona, at the Mobile World Congress and were introduced there. We talked about a cinematic trailer for Galaxy on Fire 2 for the first time at the MLOVE Confestival.

Michael: Peter showed me then on his iPhone what eachfilm had already produced for other companies: music, fashion, etc. I really liked the imagery.

Kai: What was the exact distribution of jobs in the cooperation with Gero in the sound department?

Michael: The transition was rather fluid. When I proposed the job, ‘We have to create a cinematic trailer!’, Gero said, ‘I’ll think of something!’ And at first I thought, ‘Oh great, now the sound guy is doing film. But, OK, let’s see.’ I didn’t have any concrete expectations, and then Gero came up with a really good storyline and an initial layout for the trailer. I was very positively surprised that Gero is actually not just an outstanding sound designer, but also had such a good feel for trailers. It was so good that I didn’t even notice that he provided the voice for Keith himself.

Kai: What happened next and what was eachfilm’s assignment and the work process?

Peter: The structure of the trailer was already good. Then we considered together with Michael and Gero zusammen what scenes would still have to be recorded in order to create a cinematic trailer. Our initial job was to find out what additional scenes could be recorded, how to add them to the story, and how we could bring out the special features of the iPhone game even better with skilled editing techniques. Because the iPad simulator provides just 3 images per second, Gero recorded about 50 additional scenes in real time directly from the game using a PC version of GoF2 and a special video card. He played the iPad version of the game in a variety of perspectives on the PC and thus recorded scenes from a variety of angles. We got these scenes from him on an external hard drive and imported them to our Avid system over night, so that we could then access the high resolution film material in real time during the editing. Since there was already a layout trailer, this was imported into the editing software and then we first though primarily how we could improve the flow of movement from the game in the edit.

Kai: How is the trailer laid out?

Peter: There is a very action-heavy part and a very quiet bit at the beginning of the film. In between, there is a brief moment where the interface is shown and roughly how a jump gate leads to the action part. The most difficult for me was integrating the variety and depth that’s in Galaxy on Fire 2 neatly into the story along with the action.

Michael: I noticed that our project was significantly different from the film projects you make otherwise. Your question was always, ‘Can we stick another spaceship in here? Can you deliver the graphic assets individually?’, so that we have the background, the space station, and a ship and can make something great out of them. But we didn’t want to do that. The trailer shouldn’t show anything that doesn’t exist in the game. We wanted to emphasise the cinematic aspects of Galaxy on Fire 2 without exaggerating. We didn’t want to fall into the usual overpromising/underdelivering that you see in so many trailers. The rendering is terrific and they look great, but they don’t have anything to do with the actual game. Of course, Peter’s approach to trailers, which does not come from the gaming field, is different. There, you pretty things up with some new elements and pack even more elements in so that the desired effect can be achieved – Peter calls that ‘packing the picture’. We wanted exactly the opposite approach. What the game offers in images – we have to make do with that footage. We had to conjure something really terrific out of that in order to convey in just 2 minutes what Galaxy on Fire 2 stands for and what all it has to offer.

Peter: This approach was really exciting for me. Essentially, viewers can experience the scenes they see in the trailer on the iPad. Then when they play GoF 2 and get into the game, they’ll think, ‘Hey, they promised something and actually kept that promise!’Of course, we had to understand that first. The trick then was to find out where elements in a scene could be additionally emphasised. We enhanced the nuances without giving the feeling that something had been tacked on later.

Michael: In the second production meeting, we reached the point where we had to deal with the composition. Peter went into the individual scenes and worked with speed ramps to make the cuts smoother. Of course, that’s something that doesn’t happen in the game, so that all at once the frame rate increases or the game is suddenly slower. With artistic postproduction techniques like that, we not only fit the cuts exactly to the music, but also certain scenes, such as mass explosions or a dramatic tracking shot, were more heavily accentuated overall through the composition.

Kai: What sort of problems or unusual occurrences happened during work on the trailer?

Michael: What I found really remarkable was that requests from the film production fed back into the game. For example, we had situations where we unanimously thought, ‘We don’t have enough spaceships here! There’s not enough going on! We need more enemies, there has to be more action, sparks need to fly!’ After meetings like that, Gero went to HCK and asked if we could have 20, or even better 40, spaceships at once in a scene. That wasn’t planned, because we never thought the iPad could handle that. But then we implemented it and suddenly saw, ‘Wow! Everything still runs smoothly!’ This way, we wound up with mass battles in the trailer, where it’s just crawling with enemies, and this found its way back into the game. In another example, Gero placed the camera right in front of the cockpit, so that suddenly there was a first person view. That wasn’t actually planned for the game, since it would be impossible for us to build more than 40 cockpits with animated instruments and so on – and that is the only way we would have wanted to implement that. But we liked that very simple view, with just the head up display, so much that we said to HCK, ‘the first person view has to go in.’ Now it’s in the game.

Kai: That underscores a bit what you hear more and more in the games industry lately in terms of games competing with the classical media as an art form, especially film. GoF 2 seems to be a good example of games being a medium in which all these elements converge, sound, storyline, cinematic assets, and moreover there is actually an artistic influence from the player.

Gero: If you start making a game, for example a first person shooter, where the camera follows along from above only for film purposes, then when you make a trailer, it may be that you suddenly consider having the camera from the side or the front for the trailer. When you realise, ‘That’s cool!’, it comes back into the game, and suddenly you have a new perspective in the game that was actually made for the trailer and not the other way around. The work with film literally gives a whole new perspective.

Peter: After I saw the teaser and the rough version of the trailer, I really wanted the game. It spoke to me personally. After transferring Gero’s scenes, I thought, ‘Yes, that’s really good, but will that work in our cooperation?’ The first step was sorting the action scenes, so that all of the movement directions of the spaceships were sorted: all the spaceships fly downward, they all fly to the right, etc. Through this selection, I suddenly spotted an overarching visual logic in the game that I hadn’t seen before. When the first rough cut was finished, the music could be clearly heard, suddenly I thought, ‘…I destroyed the galaxy!’ I was totally overwhelmed by the effect.

Michael: …you’re the boss!

Peter: …and then I thought, ‘I can’t tell anyone about this! How could I explain it, with all the gigantic explosions, the destruction of huge battle cruisers in front of suns, planets, and nebulas?’The pure visual mass spectacle. ‘That is totally wicked.’
Then we went into more detail. The advantage in this project was that we already had a super dedicated soundtrack from Gero in advance, giving us specific timing: quiet, disruption, and acceleration. We placed the images to the music, so that the movements in the game are supported by the music.For example, when the camera slowly turns around the space cruiser while umpteen fighters fly through space around it, and it all fits perfectly to the music, then you have the feeling that you’re right there in the scene.

Michael: …By the way, that with the camera that tracks around the space cruiser at that point is also a function that we didn’t originally have in the game. Until then, it was always the case that you flew after your enemies in third person view following your own ship and blew them away more or less from behind. When they were after you, you could switch to the turret view, but that was fixed to the rear. When we recorded the trailer, we realised that we simply needed more camera angles to convey the enormous scope in GoF 2 and thought, ‘Oh, wouldn’t it be cool if we could do all of that in the game.’ That’s where the feature comes from where, in the external view, you can rotate the camera freely around your ship with the touch display. We call that cinematic gameplay in Galaxy on Fire 2.You approach a cruiser with your wingman. You fire your primary weapons from every tube and toss in three or four more heavy rockets. In the last turn, you switch to the orbit camera, fly away from the cruiser and – as though you were cameraman and director in one – position you and your wingman in the foreground, with the cruiser behind you bursting into a thousand pieces in front of a purple star. What a screenshot – it doesn’t get any better!

Kai: Would Galaxy on Fire 2 work on a big screen?

Peter: The game works on both big and small screens. The combination of reaction and interaction is impressive. The camera movements in GoF 2 are like those in a big budget, American space saga production. It is those camera moves that create tremendous dynamics and thus an orientation in space. It is those movements that pull the player so deeply into the game – just like in a film!

Michael: Funnily enough, it was after repeatedly watching the cinematic trailer that we realised what the term really meant. We have to do a launch event for GoF 2 – in a cinema! Even on the big screen, the trailer looks so great that you can say, ‘Everybody sit down and fasten your seatbelts!’, and I guarantee, people will be blown away!

Peter: Something has occurred to me while we were talking about this. Essentially, the game is even fun when you’re watching. Because GoF 2 is so cinematic, people who view it from the outside can still experience it.

Kai: Is GoF 2 a space shooter whose aesthetic only appeals to men, or do you think that women will also get into Keith’s adventures on their iPhone or iPad?

[long pause]

Gero: [coughs] Errrmmm…

[All laugh]

Peter: It would probably have to be more the ‘warrior’ type. It would need to be tested. That would that be an interesting study, wouldn’t it, Michael?

Michael: We think they’re great! But GoF 2 is very martial and very technology-heavy. We indulge in the cult of weapons and are happy with how cool our spaceships, gadgets, and equipment are – we guys like that! Keith is the cocky but still lovable sort. Like we’d all like to be…

Kai: …So, a bit ‘where men are men’ and we replace the western horse with a spaceship…

Michael: Exactly. If GoF 3 – or whatever it will be called – really is multi-player, the community aspect would naturally be expanded. A lot of journalists have asked recently, for example, if you can customise your spaceship, give it your own look. I think when you get into this area, it looks completely different. If in GoF 3 it is not just spaceships that are the heroes, but you actually see characters who, in turn, wear individual clothing and with whom you can identify, then suddenly it is the person on stage and no longer just the technology. If it then has more to do with individual character and personality as a result, then more women will also be interested in GoF.

Gero: Nevertheless, you shouldn’t forget that GoF 2 already offers more than flying around shooting things. For example, there is a complex trading system and ore mining. But to deal with the game…

Michael: …you have to press the fire button…

Gero: …Definitely. You can’t get by without it. But you also have the opportunity to do other things and to discover other aspects of the game. Trade and mining are just two examples.

Michael: Well, you certainly aren’t going to win first prize in political correctness with a title like this, but that was never the goal.

Peter: What I really liked was the concept of the jump gates. In GoF 2, there is a technology that makes it possible to bridge more than space. I found this aspect totally exciting, because it expresses a kind of magic, namely that the universe in which we find ourselves is simply infinitely large…

Kai: …and we don’t leave it…

Peter: …Not to mention that the jump gates just look cool.

Kai: OK, our time is running out. Any last words?

Michael: I really can’t wait for people’s reactions when the trailer finally goes on-line. Maybe something like, ‘Is it really like that in the game!?’

Kai: And? Is it really like that in the game?

Michael: [laughs] Even better!

Peter: Our intern Basti, who missed the editing and production of the trailer, saw the trailer for the first time after his holiday. His reaction was exciting. He immediately asked when the game was coming out.

Michael: Yeah! Mission accomplished.

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