On this episode of Indie Dev; Matt, John, and Ben give you the hottest tips and tricks to make the next great 2D RTS in just under 48 hours. Also, we welcome Das Cube to the Graphite Lab family of games we’ve made, read steam greenlight comments, talk about PAX, and much much more.
Zack Smith joins the podcast to talk about how much he loves Goat Simulator, also Matt Stevens has now been replaced by a CG version of himself. Beyond all that, there’s a lot of talk about Mazda spiders, level editors, PlayMaker, Star Wars, and plenty of other wacky stuff.
Join the gang at Graphite Lab for the final episode of Indie Dev. APRIL FOOLS!!! In all seriousness the podcast is back in full force as we discuss Hawken, expansion packs, scruming-it-up, and the thousand April Fools announcements by Blizzard.
ANNOUNCING THE HIGHLY COVETED SUMMER INTERNSHIPS AT GRAPHITE LAB!
Graphite Lab is reviewing candidates for summer 2014 internships! The program runs from May 12 – August 15th. General hours on site are from 10AM – 4PM Monday through Friday, but will be negotiated around school schedules.
We’re offering 2 ART spots, 1 PROGRAMMING, 1 GAME DESIGN, and 1 WEB DEVELOPMENT internship.
Matt Raithel returns from a full week at the Game Developer’s Conference, and he comes bearing stories of San Francisco bums, busted planes, heart attacks, Adult Swim parties, and maybe a few informative tidbits about professional QA. This podcast has been David Greenfield approved.
Resident spaceman Matt Stevens joins the podcast crew to regale us with stories of orbiting the sun, space debris, Castlevania, SpriteLamp, and getting down and dirty with Diablo 3. Also, Alien Swarm?
This week, crazy things are afoot as Matt Raithel becomes a trivia show host, Zack Smith talks about Resident Evil 4 (the REAL 2014 game of the year), and John Mikula becomes the Lord of Shadow 2.
The Graphite Lab Goons reconvene to talk about giant robots, the 2014 game of the year Steel Diver 2, Ben Sever’s love of procedural death mazes, “stealth”, and the many big updates for Hive Jump.
Welcome to Graphite Lab’s first ever Podcast! Things get EXCITING this week as we discuss the launch of our first ever Kickstarter, the big Flappy Bird fiasco, St. Valentines Day plans, and feature creep emails.
Starting with Unity 3D
When we started work on the My Little Pony storybook we’d first considered using Unity 3D as the game engine. We were in concurrent development on another Hasbro app at the time (Play-Doh Create ABCs) and believed working on both projects in the same engine would increase the speed of our technical learning and create efficiencies when implementing features that would apply to both products (like Flurry Analytics).
A Partnership with PlayDate Digital
We first began talks with the partners of PlayDate Digital at GDC in 2012. As a younger studio, they wanted to match our experience in developing apps for kids with their experience in promoting products to the same market. With Hasbro Publishing as the first licensing partner in our collaboration, our team at Graphite Lab began working on concepts for a My Little Pony app for kids in late 2012.
Who throws better parties or more parties than Pinkie Pie? Having just finished off one celebration, Pinkie Pie sets off to invite all of her favorite ponies to a NEW party, but suddenly every pony seems to be QUITE busy. What’s going on? Join the investigation as Pinkie Pie visits her My Little Pony friends looking for clues.
Bold graphics, bright colors, and lots of animations make Party of One an enjoyable and engaging way to be entertained and learn reading skills. Perfect for My Little Pony fans and beginning readers.
Crafting the Characters
The different objects in the app really bring life to the experience and were an important part in making the connection between letters kids are writing and the objects they represent. Our team had a lot of fun working with many of the existing sculpts that Hasbro provided, but also had the challenge of creating some completely new objects such as the Gorilla, King, and X-Ray. So, we got our hands dirty and generated a bunch of different types of each object passing them through a review process at Hasbro to get them approved for use in the app.
The Engine Under the Hood
Early on we developed a proof of concept to evaluate the animation potential of Play-Doh sculpts using Flash and the Starling framework. The demo came together just a few short weeks and we had the basics of a drag and drop stickerbook to share with the client. However, when it came time to decide on an engine to deliver the entire product we knew we would need more flexibility and support from the chosen engine. We selected Unity3D which required some 2D plugins to deliver the complete product. While there were some drawbacks to this choice, overall it provided the proper foundation on which to build the application, as well as preping us for a cross-platform release on both iOS and Android.
A Partnership with PlayDate Digital
We first began talks with the partners of PlayDate Digital at GDC in 2012. As a younger studio, they wanted to match our experience in developing for a younger audience with their experience in promoting products to the same market.
With Hasbro Publishing as the first licensing partner in the collaboration, our team at Graphite Lab began working on concepts for a Play Doh app for kids. Given that Play-Doh is such a flexible product, we wanted to both educate kids as well as work in the unique properties of the modeling compound. Over time, a focus on letter writing surfaced, leading to the focus of the app being the creation of ABCs with virtual Play-Doh.