Smartphones Consolidate to Three Platforms

January 31st, 2011 by Chris Allen

Smartphone PlatformsJust last week Sony announced that they would be supporting Android applications on their new NGP (Next Generation Portable), the highly anticipated successor to the PSP. They also announced that they would be allowing content created for the NGP would be available on other Android devices, making the PSP games that developers have built available on a wide range of non-Sony devices. Sony is calling this feature the PlayStation Suite. Essentially it’s a store run by Sony for Android, where users can purchase PlayStation games for their tablets and smartphones. This is a bold new move for a company that in the past has stuck to their own monolithic platform over which they kept complete and total control.

Nokia also looks like they may be going with a similar plan. Rumors are everywhere declaring that Nokia will either be choosing Android or Windows Phone 7 to run on their devices. Nokia CEO, Stephen Elop was quoted saying “In addition to great device experiences we must build, capitalise and/or join a competitive ecosystem”, implying that they are looking to make a move. While it’s clear that Nokia hasn’t settled on Android yet, the very fact that they are looking for a switch indicates the industry is moving towards consolidating into three smartphone operating systems.

In other news, there seem to be reliable sources stating that RIM may be doing something similar with future Blackberry devices. If BlackBerry and Nokia run Android apps, and Sony devices do as well, this is very good news for mobile game developers. Why is that? Quite simply because there will be less platforms to port to.

Already a huge number of game developers are moving to Unity 3D, a game development platform that allows for easy deployment to iOS, Android, their own Web player, Nintendo Wii and xBox 360. Using Unity the developer needs to write one code base that will work across multiple platforms with relatively minor tweaks. The fact that Unity already supports two of the main smartphone platforms (iOS and Android) is a huge win for mobile game developers!

With Sony support for Android apps on PSP, and RIM and Nokia possibly doing the same, this just means more devices we as game developers can target. Of course with our sister company’s platform, Brass Monkey, we also are going to have more consumers that will be able to turn their devices into controllers, and that’s definitely a good thing for us. Will the consolidation of operating systems in the market help your business? Are you a mobile game developer and think this is good news too? I would love to hear your feedback in the comments.

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Big Games, Great Prices

September 30th, 2010 by Mike Oldham

For those of you who haven’t experienced the awesomeness of Star Wars:Trench Run, it’s on sales now in the App Store for $1.99 (originally $4.99). Don’t forget to download the Brass Monkey controller (in-app purchase) for a truly unique gaming experience that will blow your mind!

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FITC Mobile 2010

September 3rd, 2010 by Mike Oldham

FITC Mobile 2010

Back for its second year, FITC Mobile is one of the only events covering all aspects of mobile content development – jam-packed with presentations, demonstrations, and panel discussions. With some of the most interesting and engaging presenters from around the world, FITC Mobile is two days and nights that will leave you inspired, energized and awed!

This year Infrared5’s CEO, Chris Allen, will present the new cutting edge Brass Monkey SDK for creating cross platform experiences. Chris will open your eyes to the possibilities and how Brass Monkey fits into the convergence of mobile and web.

Don’t miss out on an outstanding lineup of speakers and sessions and buy your tickets before it’s too late. It’s going to be another great conference and I hope to see you all there! Be sure to register with the discount code: infrared5 for $50 off.

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Boston Game Loop Unconference Recap

September 2nd, 2010 by Chris Allen

This past weekend I attended Boston Game Loop, and I was really glad I did. Boston Game Loop is an independently run conference conference organized by Darius Kazemi and Scott Macmillan. The format of the event was unique and quite a refreshing break from the standard session format of most conferences.

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The morning started off with breakfast and then a large gathering of the whole group to pick the topics for the day’s sessions. I unfortunately didn’t make it down there for this phase of the conference, but when I arrived I was pleased that my fellow attendees had picked many interesting sessions that I wanted to attend.

I got there just as the second sessions were starting, and I decided to check out the demos to see what other game developers were creating. I also put my name on the list to present Brass Monkey to the group, which I was able to do at the very end. We saw quite a variety of games during the meeting ranging from RPGs to, Flash based side scrollers and puzzle games. One of the big standouts for me was Elude, a side scroller game that was intended to make the player understand the effects of depression. The mechanics of the game were pretty standard, allowing the character to run, jump on to platforms (trees in this case), and had some other little mini games like seeing how high the character could jump (think, the mini cloud jumping game in the iPhone hit Pocket Gods). Although the game was rather conventional in many respects the key part that made this an interesting game was that the powers of the player character were directly tied to how happy or depressed he was. When the character become horribly depressed he couldn’t jump, or move too quickly, and the environment changed to be very dark and foreboding and eventually he falls into a literal pit of despair and the game is over. While I don’t suffer from depression, I’ve definitely had days were I was in a pretty bad funk, and this game really did get you to relate to how severe depression would make you feel.

At lunch I sat down with Scott Payne of Amherst College and had a really exciting discussion on MMOs, Unity 3D and the role of education in gaming. Scott is a really great guy, and extremely knowledgeable into the techniques of learning and how it applies to games.

As I’ve been really interested in game design lately, I decided to attend the session on Narrative Design next. The moderators did an excellent job on moving the discussions forward and on topic. The group discussed the role of the narrative and story telling in games. Most of what was talked about was very insightful, but focused mostly on large scale console based first person shooters in the apocalyptic style, think Bio Shock and Massive Effect.  This made sense as many of the people in the room either designed one of the games, or had been mostly focused in this space. With that, I still did find the talk very useful, and loved hearing these people talk about the role of choice to affect a narrative, and how the use of cut scenes aren’t necessarily the way to create the story in a game. I’m personally not a huge fan of the cut scene myself. Another interesting aspect discussed was how changing the perspective from 1st person to 3rd or even 4th gives the player a different feeling and changes the narrative for the user. If you are immersed in a first person perspective game for example, you can allow yourself to really imagine yourself in the game; when you put the perspective in a more top down style, then it gives the player a more controlling god like feel.

Next I was going to go to Scott MacMillan’s session on marketing social games, but I got side tracked and jumped in the middle of an interview that Dave Bolton from Bostinnovation was conducting with Yilmaz Kiymaz and Elliott Mitchel about the Boston gaming community. We ended up having a great conversation and came up with a little game concept of our own called the Dog House. The Dog House is a game where your goal is to stay in your significant-other’s good graces by answering questions that this AI driven character would ask.  Conferences like Game Loop are really great for networking, and one of the biggest values to me is that it allows for game developers to get together and have impromptu brain-storming sessions like this.

For the next session I went to the one on side projects run by Darren Torpey. The discussion went into how to make a side project a success, and there was lots of talk about how to pick good collaborators, how to keep up momentum and how to maintain positive morale when folks aren’t necessarily getting paid for the work they are doing. We also covered how to run a project with people in different locations and busy schedules. I got to talk about how we made Red5 a success and ultimately launched Infrared5. It was cool to reflect on how our company was essentially founded based on a successful side project. Of course our latest side project to turn into a real project is Brass Monkey, and while most of the conversations focused on individuals running side projects, it was great to be able to talk about how a company can fit in a side project and make it a success as well. Overall this session was insightful, and hopefully I helped inspire some of the other game developers that were there too.

For the last session of the day I attended Predicting the Future that was led by Ben Sayer. This was essentially a round table discussion on what we would bet would happen in the games industry within one year. I was pleased to find that one of the things that was brought up and unanimously agreed would happen is that connecting mobile devices as controllers for games would be a big thing by next year. Someone else in the audience actually brought up Brass Monkey as the catalyst of this movement. I sure hope they are right, as this spells a sure success for our product. Other predictions included Zynga would go public or be acquired within a year, Nintendo’s 3DS product would be a huge success, 3D TVs will be a flop, 38 Studios wouldn’t actually move to Rhode Island and more than likely wouldn’t launch a game by next year, HTML5 would be used to a lot more games by next year and a whole lot more. I look forward to seeing which predictions come true at next year’s Game Loop.

After the sessions ended the majority of the group went over to the Cambridge Brewing Company for drinks and dinner.

Overall I thought Game Loop 2010 was a great success. I know there’s been a lot of talk about it being too big this year, and it was a bit too unorganized with so many folks involved. I do think there’s an element to truth in that, but the end result for me was still a valuable experience. One suggestion I would make to the organizers is to have the planning session for the event the night before. This way for people that are fine with attending the sessions that others have picked, they could skip this step and just show up the next day. The people that really want to set the agenda can attend the planning part. The planning session could then end and turn into a night of socializing and getting to know the other attendees. Then everyone comes back fresh and ready to attend all the sessions they planned for the conference in the morning. Another suggestion is to group the sessions on the board by topic, so that people can more easily focus on the areas they are interested in.

Did you attend Game Loop this year? What did you think, and how could it be improved for next year? I would love to hear your feedback!

7 Key Ingredients for Designing Addictive Games

August 27th, 2010 by Chris Allen

As we are a small company, we often wear many hats here at Infrared5. While I’m the CEO, I often play the role of Software Architect, Salesman, IT Support Person and even Dishwasher from time to time. Another role that I end up doing, or at least assisting in, is that of a Game Designer. Game Design is an art form unto itself, and involves the ability to know intuitively what’s going to be fun, and perhaps more important, figure out what’s addictive. I’ve been giving a lot of thought to the addiction of games lately, as I find it a very interesting subject, and is at the core of making the best games possible for our customers.
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Red5 – Past, Present & Future

August 19th, 2010 by Dominick Accattato

Red5 is not Infrared5. Many have confused the two or assume it is one entity. Infrared5 was started by some of the original Red5 team, and does focus many services on Red5 development. However, that is where it ends.

Red5 is an open source media server that delivers live video/audio/data to a client application. In most cases that client happens to be the Flash Player, however there isn’t anything stopping a keen developer from streaming to other endpoints, i.e. Java, Silverlight, HTML5. Since the server is licensed under the LGPL, companies have the liberty to use Red5 in proprietary products. The main restriction placed on Red5 is that any modification to the original source code must be donated back to the project. This ensures that the project continues to thrive with patches and helps us deliver a more stable product to the community.
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Trailer: Star Wars Trench Run 2.0

August 4th, 2010 by Mike Oldham

Star Wars: Trench Run 2.0 Trailer from THQ Wireless on Vimeo.

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Star Wars: Trench Run 2.0 & Brass Monkey Launch

July 21st, 2010 by Mike Oldham

Many of you may have gotten small tastes of Star Wars: Trench Run 2.0 and the Brass Monkey game controller from recent videos and articles. It’s literally been months of anticipation, but the moment we’ve been waiting for has finally arrived. We are pleased to announce that Trench Run 2.0 and the Brass Money controller have finally gone live in the iTunes store and on Starwars.com.
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Brass Monkey Interview with Boston Innovation’s Kyle Psaty

July 7th, 2010 by Mike Oldham

Big thanks to Kyle for coming out and putting together this great video! Check out BostonInnovation for more information on local start-ups.
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The Future of UX – The Convergence of Mobile and Web

June 25th, 2010 by Chris Allen

The convergence of mobile and the web is a topic that we’ve been giving a lot of thought to lately here at Infrared5.That is in part because we do development both for RIAs and games in the web browser, as well as for smart-phone devices like iPhone, iPad and Android, but of course this is also because we’ve created a new SDK to allow developers to control an experience residing in a browser using their mobile device. For those that haven’t seen it yet, it’s called Brass Monkey.
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