20.02.2012 Zürich, Kaspar Manz
Porting your games to other platforms can not only open up new markets, it can also give you the opportunity to collect more awards – as bitforge found out, when their game Orbital got nominated for the Best Windows Phone Game of the Year 2012 by Pocket Gamer – an award they already won in its silver version for their iPhone version of Orbital. Nice one, guys – we keep our fingers crossed that you will actually receive that award!
With digiDingo a new Swiss developer entered the playing field – and is off to a great start! The puzzle game for iOS, featuring a lovely, cuddly creature called Grooh exploring a castle made it into the first place of paid apps in Switzerland. Go, help the creature exploring and blow up some floor tiles!
And close on digiDingo’s heels is SevenOnly, a small crew of developers hailing from the italian speaking part of Switzerland. They’ve just released a whacky racing game called jAggy Race on the iTunes App Store.
No longer a newcomer, Nothing can look back at a whooping 10 years of game development. A lot of the accumulated knowledge of these years has been consolidated into a framework called Nebula. Read all about its background over at Nothing’s blog.
A great opportunity to show off your work is not only the GDC that’s looming on the horizon, but an initiative of the GameCulture programme and the Geneva University of Art and Design HEAD. At the Olympic Games in London, the House of Switzerland will feature a Game Lounge – and your creations could be part of it! Check out the requirements and hand in your game in order to be featured at the Olympic Games in London – showing the World Swiss creativity, style and innovation.
12.02.2012 Zürich, Kaspar Manz
Not even chapter news authors can count on being free of bugs – and a rather difficult one to debug kept last weeks news bulletin from appearing. Sorry for that!
Things can go awfully wrong in games whenever reality gets the upper hand – which is exactly what happens with the Tetris Machine by and-or. Blocks do not just disappear like they do in the original version – they actually drop out, right on the floor. Now look what a mess you made! Tetris Machine has been presented at Filmwinter in Stuttgart this January. Unfortunately, as previously said, reality has a way of messing things up, and the servos used in the machine couldn’t take the heat and broke after the second day of the exhibition. Guess we’ll have to wait some time to see the machine in action in Switzerland.
Continuing this weeks apparent topic of Swiss-made gaming hardware (as opposed to software, which is usually the case), GameCulture also made us aware of a Swiss company called SplitFish that offer specialised gaming hardware – foremost mouse/joystick combos for consoles which should allow you to get ahead in all your favourite FPSses in, like, no time.
Meanwhile, in western Switzerland, L’Avenue Digital Media are adding a special twists to politics with their advergame for the FDP/PLR. Everdream Soft, on the other hand, just signed a contract with a distributor in China for their successful trading card game Moonga.
Now, should you be in need of relaxation (due to exhausting debugging sessions, nerve-wracking FPS gaming or excessive card collecting), you might consider Blossom, a relaxing game set in an asian ambiance. Chris Polus is responsible for the music – check it out!
Up next
In an attempt to connect more game developers in a casual network to exchange ideas, answer questions and learn new stuff, Dragica Kahlina and Aurelio Lucchesi are organising gamespace. The first meeting will be the next Monday, 20th February, 19:00 at the MechArtLab. Pop in and say hello!
29.01.2012 Zürich, Rote Fabrik, Kaspar Manz
Clearly, the most defining time the past week must have been the Global Game Jam this weekend. With almost 50 signed-up jammers, many of them present the whole 48 hours at Dock18 and six games that resulted officially and a whole more game sketches that can’t be found on the site, this second jam was clearly a success. Whoever didn’t make it missed an opportunity to exchange ideas and opinions on games, learn a new programming language or game engine and generally having a blast. Check out the awesome games of the participants over here, connect with @SwissGameJam over at Twitter to see what has happened and connect with the participants.
That is not to say that nothing else has happened the past week. Not at all. Mario von Rickenbach’s success with Mirage prompted a nice article over at 20 Minuten, right beside an article on Hollow Grounds, the new game by Jeremy Spillmann (which, unfortunately, is not online).
NZZ, which has quite different target audience compared to 20 Minuten has been writing about games as well – specifically games for the elderly. One of those has been produced at the ZHdK as a research collaboration with the University of Zurich and wants to find out whether gaming actually improves the cognitive performance of the player. With gamers of the first hour getting older and older, making games for the elderly has to be a winning strategy – better start now!
Getting attention for your app is always good, and winning an award for your hard work is a great opportunity go get such attention. The Swiss App Awards, held on March 21st 2012, will do just that. Upload your app over at swissappawards.ch until February 17th, have it judged by the panel and receive glory and fame!
One of those apps might well be Pingwin Adventures by Feinheit, a Zurich graphic design and web agency. In the well known tradition of flying penguins you have to collect fish by jumping over and under icebergs. Perfect for enjoying a chilly winter from within your cozy living room.
Up next
Whether you have been part of the Global Game Jam or not, don’t miss the opportunity to try out all games at the GGJ Play Party on February 3rd 2012, again at Dock18. Not to mention the fact that music will be provided by Cäsèr L. Böndelöder. In case that name made you curious, you might find out more over here …
22.01.2012 Zürich, Kaspar Manz
Jeremy Spillmann, currently a Master’s student at ZHdK, just released his new iPhone game Hollow Grounds. Follow the adventures of the tiny cartographer Piri through the caves of Planet Ella. Get the beautiful adventure on the iTunes Store now!
Giants Software not only joined the Twitter crowd, they also announced the Nintendo 3DS version of their Farming Simulator. It will be available at the end of March.
And of course: don’t forget about the Global Game Jam this weekend! It’s not too late to sign up at the Swiss location and join the jammers for a weekend full of game-making! If you intend to follow the proceedings on Twitter, you might want to have a lookout for the hashtags #ggj12 (for Global Game Jam 2012) and #ggjch (for Swiss Game Jam 2012). See you there!
16.01.2012 Zürich, Kaspar Manz
First of all: kudos to Mario von Rickenbach for being a finalist at the IGF 2012 with his game Mirage, competing in Excellence in Visual Art. A well-earned achievement, we think!
Millform, the makers of Gbanga have landed an interesting contract. Teaming up with 400asa, they will create an alternative reality game called “Der Polder” playing in the streets of Zurich. The story is not yet set in stone, and 400asa are still looking for contributors in the open workshop at Perla Mode. Go check it out!
The weekly paper SonntagsZeitung devoted an article to women in the game industry – and mentioning also, apart from the usual example of Jade Raymond (Assassin’s Creed), Sarah Celebioglu, who recently graduated from the ZHdK Game Design course. Yes, there are women doing game design, and they’re not just in ever increasing numbers doing a bachelor’s degree at the ZHdK, they could just as well add a master’s degree to their CV …
08.01.2012 Zürich, Kaspar Manz
Well, news have a bit slow during the holidays, with most of the people rightfully so occupied with getting in touch with family and friends again – I hope you all had a good time! And of course: a happy new year! And with that, let’s jump right back in what the new year has to offer!
What has happened
As a reaction to the the discussion of last time whether computer games need support or not, listen to IGDA.ch president Matthias Sala talking on SRF why not all games are able to recoup their production costs.
Jeremy Spillmann created a Facebook fan page for his upcoming iOS game (and master’s project) Hollow Grounds. Go join his page – and enjoy the truly colourful pictures that are sure to drive the winter blues away!
Unity 3D released a beta version of their engine, allowing game authors to export their games in Flash. While something similar has been possible before with Unity’s own browser plugin, the Flash Player plugin is (still) one of the most installed players, allowing users to jump right into your game, without having to install yet another plugin.
To promote their beta, a contest has been held, and several Swiss game developers followed the call. Check out the entries of Gregor Falk (“Planck”), Kobold Games (“Rise of the Wisp”) and Mario von Rickenbach (“Rakete”). Anybody else out there?
Chris Solarski of Gbanga takes a look back at the past year and what it has brought in regards of mobile games – and what the next year will likely bring. His predictions? Better touch controls, more emotions, but most of all? More experiments. Definitely looking forward to that!
An occasion for such experiments could be the Global Game Jam on 27th-29th of January this year. Just like last year, jam space will be provided by Dock 18. Want to see what experiments might result from such a jam? Look no further than this. Will you be there?
19.12.2011 Zürich, Kaspar Manz
What has happened
This weekend the LudumDare challenge was on – an you can find all games that have been created within 48 hours over here.
Speaking of creating games in very little time – it is entirely possible to create games within 24 hours. Sebastian Tobler did just that thing with his (aptly?) named Imbalanced, which is available for both Android and iOS. Using a simple one-button control scheme and procedural level design, the game is better to be understood as an iterative process, with additional features coming as time goes by.
Who says you can’t make a game in bärndütsch? We didn’t. And we give you “Herbert, the misathropical fly” for the iPhone.
Speaking of iPhone games, there is also a new one called Spinning Top Adventures, in case you feel all nostalgic. Which, obviously, only applies if you actually played with a spinning top as a child.
People who want to develop their game making skills further might consider applying for the Master of Arts at the ZHdK in Zurich. There are still places open for next year – so you better apply now!
But then again you might also be interested in getting a leg into the industry. In that case it could be a good idea to go over your portfolio and check whether you’re not falling into some common pitfalls, as described in this article over at GameCareerGuide. Yes, that might mean letting go of those scantily clad elves …
And since you all are of the winning kind, here is some special opportunity: in return of 10 minutes of your attention, the makers of Krautscape have a signed poster up for grabs. Check it out over here how you can get in on the fun.
Finally, if in need of some intellectual stimulation: thanks to Adrian Stutz who found this gem, you might also want to check out the arte feature “Into The Night”, which is pairing Chris Crawford with Jason Rohrer and letting them discuss game design.
12.12.2011 Zürich, Kaspar Manz
What has happened
A discussion many thought over has erupted again. SwissCulture, an umbrella organisation of Swiss culture and media associations claims that Pro Helvetia should distribute its funds differently – namely, not supporting video games. The reasoning for that can only be guessed at. Maybe it is time that IGDA becomes part of SwissCulture, to change their minds about that?
In case you have no bubble wrap available to release the accumulated stress such news causes you, Plopp HD might come in handy. Newly released by games2be for the iPad, the colours and soothing sounds and the endlessly popping plopps should calm you down in no time. For risk and side effects – oh well, you know the drill. Plopp is, by the way, not to be confused with the similarly named but slightly older Plobb! by Nothing, which is available for Mac and Windows and worth trying out as well.
Alkacom, another Swiss game developer, having just released a new iPhone game called Catch the Stars, is celebrating by giving their previous game, an arcade racing game for the iPhone, away for free. Time to check out something new.
In case you are feeling particularly patriotic instead, there is now (after all that time) a Tell-themed game on the market. Pixcube Animation Studios introduced Legend of Tell, retelling the famous story as having consisted mostly of jumping and running. Without the Gotthard tunnel, there had to be more jumping, I guess, back then. Get it for your iPhone over at the App Store.
You have this insanely great idea for a game and you need funding, to get just as far as those guys above? Check out this list over at startwerk.ch (in German). They collected all the available contests where you can compete against others for funding. Worth having a look – maybe there is some regional contest you haven’t even heard about? [via LinkedIn / Silvain Gardel]
And in case you already got your funding and a finished game, it might be time to alert the press. In which case this little how-to on what to include in a press kit might come in handy. [found via /r/gamedev]
What's next
Feel the need of a challenge? What about creating a game in 48 hours? (Of course, for some people, even 48 hours is too much – but more on that in the next issue). The concept is called Ludum Dare, and the next competition is held on the weekend of December 16th. You are given a theme, and your task is to create a game based on that – all solo. Taking up the challenge in Switzerland is Tobias Baumann. Wouldn't that be something for you as well? Joining is easy, informal and still possible on the Ludum Dare site.
Everything else
Want to make sure your input gets heard? Complaints, ideas, suggestions? You can tell my by Twitter. You can write a mail at kaspar@xeophin.net.
Also check out the list of Swiss Game Developers I’m curating on Twitter – and make sure you get added!
08.12.2011 Zürich, Kaspar Manz
Yes, this is something that has not yet appeared here on this website. It is an experiment, of sorts, that might change form as time goes on. If and how largely depends on you, dear reader.
It is supposed to be an overview of what’s currently happening in the Swiss game developers scene: who is doing what, where the interesting articles are and where people meet.
And for that, I need your help, too. Tell me what you are doing. Tell me what games you release. Tell me what talks you give. And most of all: tell me what matters to you.
This is how all of us, as the Swiss game developers community, will profit the most.
So, let’s jump right in, shall we?
What has happened
Highlight of the past week, of course, has been the IGDA chapter meeting on Monday, the 28th of November. Not only have we been introduced to Paysafe Cards, but we also got treated to a nice presentation on game sound design by Chris Polus – who then went on to battle against Red Ochsenbein in a battle of epic proportions. Check out their web-sites, if you have business for them!
Gbanga introduced a new side quest called Priceless Information, upping the number of available side quests to seven. Priceless Information fosters collaboration, with a secret letter (priced at initially 1000 CASH) that has to be passed on from player to player. Will the players be able to work together? We’re looking forward to the statistics …
Fitting the upcoming onslaught of christmas, Bitforge released a new advergame for Coop called Starflight. Their first 3D game produced entirely in-house has you catapulting an angel into the sky and letting it collect stars. Starflight is available for iOS and Android.
If you prefer a more critical view on the world, you might consider Buy!Bye! by Stefan Spieler and Marc Gruber, currently students at the game design programme at the ZHdK. Defeat your opponent in this fast-paced 2-player iPad game by having more dexterous fingers – therefore becoming part of the 1%.
And 20 Minuten ran an interview with Yann Le Tensorer (article in German), managing director at Ubisoft Thalwil, who is currently building up the core team, discussing some of the reasoning for opening shop in Switzerland and how he hopes politics will foster the development of the game industry in Switzerland.
Everything else
Want to make sure your input gets heard? Complaints, ideas, suggestions? You can tell my on Twitter. Or you can write a mail at kaspar@xeophin.net.
Also check out the list of Swiss Game Developers I’m curating on Twitter – and make sure you get added!
22.08.2011 Brighton, Chris Solarski
Develop Conference is largely an event aimed at bringing together the UK community of triple-A studios and indies, although there were developers from all corners of the world in attendance. The event's smaller size relative to Game Developers Conference (GDC) gives it a more intimate feel, making it a great setting to exchange ideas, meet old friends and make new ones.

I was at the Develop Conference with a dual role: one-half representing Gbanga and the other half to give a talk on my up-coming book about classic drawing and design fundamentals for game art. It was an exciting chance for me to present my ideas, which explored the components of visual grammar and how an understanding of traditional art theory can help visual artists design stronger emotional experiences and more varied gameplay.
The dominant theme at Develop Conference this year was on cross-platform development, emphasised by EA's Senior Vice President of Worldwide Development, Andrew Wilson. Andrew stressed the importance of brands having a pervasive presence across all platforms at a time when customers are empowered to choose when, where and how they want to consume. If a brand is based on a Playstation 3 franchise, for instance, it's important to additionally engage players on Facebook and mobile platforms, where there's the potential for distraction from rival brands. Rather than see these emerging platforms as secondary, developers should create rich and rewarding content to extend their brand.
Andrew discussed the proven formula of CONNECT-BUILD-PLAY-SHARE around which to design games and drive social interaction. In support of this approach he suggested including comprehensive customisation features allowing players to create unique online identities and tools for players to measure their identities and success against friends.
Andrew Wilson also cited Schumpeter's law of creative destruction as a call for developers to continue innovating, using the success of Amazon and Netflix as examples of companies that developed revolutionary business models in their respective industries whilst continuing to innovate.
It was a pleasant surprise to see Gbanga appear in a talk by game journalist Stuart Dredge titled, 45 Games in 45 Minutes: A Brisk Guide to Mobile Gaming Innovation,highlighting the most inspiring mobile games to have emerged in the past year. Notable games that appeared in Stuart's talk included Sword & Sworcery, Wiki Golf and Tiny Tower, for iPhone and iPad.

Left to Right, Kareem Ettouney, Alex Evans and Mark Healey from Media Molecule discussing development
of Little Big Planet (image courtesy of Game Kudos)
Former Executive Vice President of Sony Computer Entertainment Europe, Phil Harrison, chaired an interesting discussion between Media Molecule's founders, Kareem Ettouney, Alex Evans and Mark Healey, on the phenomenal success of Little Big Planet. The team discussed the trials of building a big franchise and the importance of starting out with a strong core team whose collaborative strengths cover all disciplines. As Little Big Planet evolved, Alex Evans believed that it was this core team that helped the them develop with confidence whilst the overall team size increased at a deliberately slow pace. On the same topic, Alex Evans recommended a presentation viewable on YouTube, by Ed Catmull of Pixar titled, Keep Your Crises Small.
The panel discussion on Storytelling for New Platforms also delivered some useful insights from industry veterans, Charles Cecil, Adrian Hon, Alexis Kennedy, Patrick O'Luanaigh and David Varela. With regard to dealing with the limited attention span and short playing times inherent in mobile gaming, the panel suggested creating bite-sized stories that fit within a larger story arc but have a satisfying conclusion in their own right. Each bite-sized story should finish with a storytelling hook to entice players back for more and give them direction on where to go next.

Iain McCaig revealing artwork from his current feature film in development during his keynote at Develop Conference 2011 (image courtesy of Edge Magazine)
My personal highlight of the conference was an inspiring keynote from artist Iain McCaig whose prestigious portfolio dates back to illustrations for the Fighting Fantasy series of books as well as concept art credits for films such as, Star Wars: Episode I - The Phantom Menace, for which he designed the characters, Darth Maul and Princess Amidala. Iain invited members of the audience to draw, hand-picking some participants who nervously got on stage to continue adding ideas to a drawing where the previous volunteer left off. The drawing demonstrated the process of collaborative creativity and imagination in developing characters for movies and game development.
All in all, the conference was filled with many more useful tips and insights into the tricky process of game development and I hope to return next year for more.

Chris Solarski
Creative Director at Gbanga and writer for Watson-Guptill Publications
http://twitter.com/solarskistudio