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.
No comments:
Post a Comment