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Highs and Lows from GDC and gamescom 2012, Cologne

Bendik and I are just back from four long and content filled days, primarily at GDC but also half a day of wandering the halls and booths of gamescom.

Starting with the highs, GDC was one long high of relevant, high quality sessions one after the other. Mostly we split and followed separate tracks and probably covered 20 plus sessions together. Rather than delving into each or some of them, let me instead try to share some general trends that seemed to cut through the whole event. First, the gaming industry has never been more exhilarating, promising and confusing than in its current creative destruction of everything just recently seemed tried and true. The future never looked more promising. The gatekeepers of the old order, both the platforms and the publishers are no longer the only game in town. They have to change and they know it. Power that first shifted to the developer, now clearly is moving towards where it ought to have been all the time, to the gamer. But the gamer is also changing. The stereotype of yesterday is there, but is now a minority. Large new groups of players have expanded far beyond the young male demographic and this is where the growth and action is currently. Zynga was bashed both in the creative and business sessions, yet grudgingly it was admitted that the social gaming and free to play mechanisms perfected by the likes of Zynga mainly are responsible for this phenomenal player growth. Who are these players, and what do they want in the future? Hardly another FarmVille, most agreed. But they want choice, they want free to play, or at least free to try, and they will vote with their wallet, but most of all they want to be entertained, and they will pay for quality and sustained entertainment value.

As for independent developers such as us, the bonanza of the early iOS period definitely is over. The competition is fierce and the marketplace is maturing with the big players muscling in on these new platforms. Yet this is where the action still is. If you had to sum up GDC 2012 in two words it would have to be mobile and free to play.

Than you to GDC and to all the speakers, no one mentioned, no one forgotten! Great job! We’ll be back! You confirmed our belief: We are in the best industry ever!

Photo: Koelnmesse

As for gamecom 2012, I am sorry to say that, on entering the first hall, pangs of doubts hit me, literally, in the stomach, with ear-splitting immediacy: Is this juvenile testosterone driven megalomania the same industry I just professed I loved? Will it ever grow up? Seriously, are the booth babes still necessary? And why do these mega displays all look the same, hall after hall of continuous sensory rampage? Is this what we want to be known for? It is certainly something not deserve being remembered for.

Or is it just me getting too old?

 

March 2012 has been Pretty Awesome for SnowCastle with multiple Prizes and a Major Development Grant

March represented a new high for SnowCastle Interactive. It began with the announcement on March 1 that our new game project Festival of Magic had been granted NOK 1 million in development support from the Norwegian Film Institute. Just days later we were named the Most Promising New Norwegian Developer at Gullstikka, the annual Norwegian Game Award Show. Bendik had just completed his little acceptance speech when he was called up on the podium once again to receive the second award, this time for Best Artistic Achievement in a Norwegian Game for Hogworld: Gnart’s Adventure. So here is to you, Gnart, for a pretty amazing trophy shelf in your short life!

There was lots more in March as well: Bendik and Eivind attended GDC in San Francisco and came back inspired by great workshops and meetings with their pockets stuffed with calling cards. Erik travelled to Italy, where he was one of the speakers at the Tools of Change Conference, part of the Bologna Book Fair. His talk to the book publishing industry on how game developers bring a new perspective to interactive storytelling was well received and quoted in the Italian press.

Oh, and while we are at it: Our good friends at Virtual Game Worlds also received a grant from the Norwegian Film Institute for their new title, Company of Mammals. I menton this because, the credits for both concept art and direction in Company of Mammals go to SnowCastle artists Fredrik and Fridtjof!

So, not a bad month at all.

Announcing Festival of Magic

We at Snowcastle Interactive are proud to announce our next production called Festival of Magic!

Festival of Magic aims to innovate and combine tried and true game design in a visually stunning world. Follow Amon, a young hero in the mysterious town of Ragland and his captivating adventure in the city’s many exciting environments!

 

 

USA Today has a great review of Hogworld: Gnart’s Adventure

Columnist Jinny Gudmundsen gave Hogworld: Gnart’s Adventure a 4 stars out of 4 rating in her weekly column Kid’s Tech in USA Today this week. The column titled Five Amazing Apps for Kids ends its review of Hogworld with the following:

“With stunning 3D visuals, a varied soundtrack, great voice acting and interactions that are seamlessly incorporated into the story, kids will be transported into another world. It is one of the most sophisticated yet accessible book apps published so far.”

Wired.com has Published a Great Developer Profile about SnowCastle

Daniel Donahoo, a regular contributor on the GeeekDad blog at wired.com has written a great developer profile on SnowCastle Interactive. Check it out here.

Wired.com absolutely loves Hogworld!

Hogworld: Gnart’s Adventure is an adventure game app for children aged 4 to 8 years, and it is brilliant. It is effectively an interactive storybook like none we have seen,” begins GeekDad alias Daniel Donahoo, in his glowing review on wired.com today. And he also really gets what SnowCastle believes is true interactive storytelling. But enough from us here at SnowCastle Interactive. Read the full review here: Hogworld: Excellent Adventure Storytelling for Kids

 

 

 

Hogworld: Gnart’s Adventure is Live Worldwide!

Finally, the rest of the world can experience Hogworld: Gnart’s Adventure, the children’s app that made it to #1 top-grossing app in Norway.
Not a book, nor a game, this application occupies an exciting new hybrid category somewhere in-between; a territory Norwegian game developer SnowCastle calls “Interactive Stories”. This is storytelling the adventure game way.

Hogworld Official English Trailer Released

Finally the rest of the world can see why Hogworld went right to the top and became the #1 App in the Norwegian App Store.

“The exciting atmosphere and beautiful graphics grip them (the children) immediately. As a digital children’s story this is a big and welcome step towards more interactivity,”

Norway’s largest newspaper, Aftenposten

Hogworld is an interactive story about the adventures of the timid little hogbunny, Gnart. He has to get to the dentist by sundown, but to get there he has to pass through some pretty scary places. On his way, Gnart makes several new friends and confronts his fears. The story is a true interactive experience that makes full use of the iPad touch interface. Beautiful artwork enhanced by semi 3D effects and animations as well as music, sound effects and voice makes this a unique app somewhere between a book and a game. You may want to follow the story and then go back to explore the environments, which are full of beauty and surprises. Or you can pause to explore at any time.

Hogworld is intended for children 4 and over, but we do think quite a few adults may enjoy the app also. Available in iTunes app store in a few days!  Sign up here to be among the first to know when the app is released.

Glitch Is Live for Everyone!

The much anticipated massively multi-player online game Glitch with contributions from our very own Art Director Fridtjof went live for everyone a few days ago. The company behind it, Tiny Speck,  was built by core members of the original Flickr team including co-founder Stewart Butterfield, Cal HendersonEric Costello and Serguei Mourachov. Glitch is not the kind of game you play to win, but more something you want to play in, to be part of. With support from Silicon Valley heavyweights such as Andreessen Horowitz and Accel, the development of Glitch has been followed closely, and at launch the game had 27K users and “hundreds of thousands” of requests, according to this article in TechChrunch.

Unite11 conference in San Francisco September 2011

 

Hey guys!

We’re sending two of us over to the Unite11 Unity3D conference in San Francisco. The conference is from September 28-30, and we’d love to say hi to other Unity3D devs while we’re there.

Bendik our fearless leader, and Alf our lead programmer will be there for the duration.

Drop us a mail unite@snowcastle.no if you want to meet up and talk games and interactive stories, have a look at our current project which will be there on Bendik’s iPad or just hang out and have a beer or three!