Thursday, 29 March 2012

Kumo Lumo





Yesterday we had a guest lecture. They said that they didn't want their name mentioned as they had not announced that it's their game yet (or something along those lines). It was a bit different from our usual guest lectures, as it was focused on an IOS game.

The project was called Kumo Lumo. It was developed in only 8 weeks. Its target audience was men aged 25 to 34, as this was the group that spent the most on IOS games, so it had large market potential. Making it for the iphone meant that it had low production costs (although later in the lecture they told us that it had cost them 40-60 thousand pounds). It was also made to test out their new engine.

Because of the relatively low production costs, they could be a bit more creative with the game and its art style. They didn't want it to become a vanity project though. They wanted it to be visually distinctive, so it could stand out in the crowd.

In the game, you play as a cloud. You rain on good things to make them grow, and you rain on bad things to make them go away. Pretty simple. 

First off they started with mood boards. Then they progressed onto thumbnails of how the game should look. After that, they had a rethink. Before they were trying for a kind of fuzzy felt style. After the rethink, they changed it to more of a sticker style. This was all after a week and a half. After that they worked on making the game and also they established the brand.

Marketing way really important. Mostly they used guerrilla marketing. This meant they started up profiles on facebook and twitter, and started to get people interested in the project. This is a really good way for small games like this to gain interest. Here's the link to the blog they set up:


It was really interesting to see the development process of a different type of game.
 

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