Posts Tagged ‘html5’
29th Jan 2013
Back before Christmas (you remember Christmas don’t you? it seems so long ago now) we finished an HTML5 mobile browser game for the agency BiteCp as part of a Christmas campaign.
In Yeti Dash you choose from 3 characters: a Viking, a penguin or a snow leopard and control them across a horizontally scrolling snow bound level all the while being chased by a Yeti. The level is full of ice to speed you up, fish for you to throw at the yeti to slow him down and various things to avoid. And should the yeti catch you.. well, you have to endure some yeti smooching (yes, for real).
23rd Jan 2013
We are pleased to announce that our 4th HTML5 mobile browser game for the BBC pre-school channel CBeebies is now out. Based on the brand new show Old Jack’s Boat, staring Bernard Cribbins, Helen Lederer and Freema Agyeman, it allows little adventurers to peer into the depths of the sea and uncover the colourful characters living down below.
“Old Jack’s Boat is a brand new show on CBeebies and features Children’s TV legend Bernard Cribbins as ‘Old Jack’, a retired fisherman who lives in a little village on the North Yorkshire Coast. Helped along by a cast of colourful characters, ‘Old Jack’ tells tall stories from inside his old fishing boat. The series is a mix of live action and animation which allows Old Jack to wander along the seabed, visit tropical islands and fly high in the air on balloons always accompanied by his faithful dog, Salty.”
As with all CBeebies projects we have to take a very different approach to the design and implementation due to the age ranges involved. For example buttons use iconography, not text, and the game needs to cater for ‘inaccurate’ touch events and other random elements that 3 year old’s can inflict upon your mobile device.
Point your mobile browser at http://bbc.co.uk/cbeebies/ to find the fish.
27th Sep 2012
I had the pleasure of giving a presentation at the onGameStart 2012 conference in Warsaw, Poland. The title of my talk was “Insert Coin to Continue”. A gentle nod to the fact that lots of game developers do actually need paying in order to carry on creating great games! I wanted to share my experiences and results of working in the HTML5 game sponsorship market. The Flash world is well served by sites like FGL and blog posts detailing income and strategies. But very little exists for HTML5 games, hence the choice of topic for my talk. This article will cover most of my presentation for those who weren’t able to attend.
Client games vs. Indie games
As a company we develop HTML5 games for both clients and ourselves. The reason is both financial and practical. Client work simply pays better right now. And the more of it you do, the more doors it can open to other bigger and more interesting projects. In my experience this is no different to any other platform. But there are obvious benefits of making your own games:
- It’s your own IP! There is value in establishing a brand and common IP even in the relatively small scale sponsorship world.
- You can make anything. This is important – no matter how awesome your clients are you are always working within set brand guidelines. They’ll never really allow you to do truly anything you want. But when you build for yourself this restriction is removed. You have to be careful of course, as great as Dinosaur Chicken Rock III might sound to you, if you want to get sponsors it needs to appeal to the wider market too.
- There is the very real chance of long term income. I’ll cover this later in the article, but ad revenue and ‘game rental’ can build up substantially over time, where as most client work is a one-off payment.
The benefits are obvious. As well as getting to flex your design muscles in your own way there are significant long term benefits as well. Lots of companies started out by mixing client and indie work only to find that the income from their indie endeavors was enough to leave the client side behind (Nitrome are a good example of this). So let’s explore how you turn this passion into income.
14th Sep 2012
Color Crush is our new mini puzzle game. After the rush of client games we’ve been blogging about recently we felt it was time to show something that we made just for ourselves It will be one of the launch line-up games on the new AOL Games.com mobile portal, but essentially was just something put together because I’ve always loved this style of game.
Needless to say if you’d like to license this game for your portal then drop us a line.
10th Sep 2012
We’re very pleased to announce that today saw the start of the McCoy’s “Darts Pro’s at your pub” campaign. McCoy’s are a very popular brand of crisp (potato chip) in the UK. This on-pack campaign allows players to challenge a virtual darts professional to a single or triple throw contest. Winners get entered into the draw to win Xbox 360s and other prizes.
The web side of the campaign was run by local agency Activation Digital who contracted us to build the game. Over 50 million packets of crisps have been printed with the QR code and URL on them, so if you fancy a bag of cheese and onion be sure to look out for it
All about Photon Storm and our
HTML5 game development services
- We're hiring: Laravel4 and Web Audio API developers
- A defiant and deadly Phaser 2.0.6 "Jornhill" is released
- A first look at what iOS8 means for Phaser and Pixi.js (hint: bunnies, LOTS of them!)
- Lands of Lorez - our 32x32 pixel dungeon crawler
- Flash to Phaser JSFL Script
- Phaser 2 and our plans for the future
- Phaser 1.1.4 ("Kandor") released. Check out the new features and roadmap.
- Phaser games in Ludum Dare 28
- Advanced Phaser and TypeScript Projects
- How to use Phaser with TypeScript
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