Remar here, ready to tell you about the joys of Nintendo 3DS development! Today Gustav found that the largest factor in our loading times was the loading screen itself, and our new QA guy has recovered from motion sickness after playing our game. Apparently a medical history of motion sickness and stereoscopic 3D don’t mix…
In the graphical department, Anton and I discussed the best way to set a rotating chainsaw on fire. We can’t have clusters of them flying through the air with the fire coming out the wrong end – that would just be embarrasing. For some reason there’s also been an increase of frogs in our concept art and games lately.
During lunchtime and after work, Anton, Mattias and I play assorted fighting games and argue over the superiority of MK9, SSBM, GG:AC, and MvC3, not to mention arcade sticks vs gamepads. It’s the nerdiest time of day, and I think the more “serious” companies in the corridor wonder if we ever work at all. Every time they walk by our room, I happen to be staring at the screen or stretching my arms (such as right now), which probably doesn’t help.
Anyway, developing for the 3DS means a fine balance between interesting use of graphics and plain gimmicks, and in some cases opinions differ. We don’t really “think in 3D” considering that both of our games are 2D, gameplay-wise, so we rather use it as an extra feature. Same with the stylus, it’s just another way to navigate the menues. I may be oldschool, but I think buttons often work best.
Why did we include an Xperia Play in a 3DS post?
That’s it for my introduction – next time I’d like to go more in-depth with one of our games. “Designer” is a fuzzy job title, so I might also just talk about what I do here at Ludosity, and what you can expect if you want to work at a small game studio.
As some of you might know, Ludosity Interactive has teamed up with Daniel Remar of Iji and Hero Core fame, to bring Garden Gnome Carnage to new platforms, starting with Flash.
Me and Daniel go back since we first met at uni 4-5 years ago, and we have worked on several games together. We entered Yoyo-Games winter competition with Garden Gnome Carnage and won 2’nd place! (Beaten by Frozzd by Jesse, who I later made Shoot Stop Lollipop with)
Now we have brought Daniel into our offices to build GGC for flash and it’s already progressed really well! Hopefully we’ll have some vids for you up soon. It’s super fun to work on these fun, small titles, and we hope that it’ll hit the interwebs very soon and blow your minds =)
We are currently working on some new projects that we can’t tell you so much about. When the time has come we will publish it for all you guys. But earlier I wrote about Global Game Jam and I can say that it was really fun! I had a blast reviewing the games here in Skövde and Joel said to me that he had a great time at the Nordic Game Jam in Copenhagen. Hopefully we can publish Joels and his friends game soon when it is more ready.
And for you guys who havn’t seen the Bytejacker show for a time now, let’s watch it! (Yes, we are innit :))
Currently we are configuring our website to host a forum and a blog (that’s what you’re reading right now).
Here at the blog you will be able to read what we have to say about ongoing projects, events and happenings. From time to time, developers like me will voice out about stuff that we think are cool for you as a player and a fan to read about.
At the forum you can voice your own opinions, talk with other players and get to know the guys behind the scene better. We listen to requests from players, be it some awesome feature you’d like to see in our next game, or maybe you want to see something new on the website? You are in the center of our mindset, and our ambitious goal is to create the games that you want to play.