Games Done Quick

1-800-Monsters Title Menu

I have to admit it, I love speed.

Most creatives I know cower before the idea of an impossible deadline, but for some strange reason, I actually seek it out. That’s why I’m drawn to events like the 48 Hour Film Festival and the Ludum Dare Game Jam. The idea that you can create something from scratch in the same amount of time it takes to binge-watch a TV series is a rush unlike any other.

So, last weekend (after various permissions were secured) a team of three from Ponywolf stepped up to the plate and built an entire game in three days.

If brainstorming, designing and developing a game in a weekend doesn’t sound like fun, rest assured, there are thousands of game creators that love it. In this latest iteration of the Ludum Dare (LD33 for short) nearly 3,000 games were submitted. They fell in two main categories, 48-hour solo projects and 72-hour team projects.

The event is global and begins with the reveal of a crowdsourced theme that each game will need to incorporate. Voted on by the entrants, the theme is often a spin on a common game design trope—as it was with this year’s, “You are the Monster.”

After a Friday evening of brainstorming and mind-changing and sketching and re-sketching, we settled on the basic concept that our protagonist would be a costumed mascot named Jimmy. It wasn’t until Saturday that we decided that he would entertain at kids birthday parties with exploding castles and fireworks.

What are you waiting for... get it here!

What are you waiting for... get it here!

By Saturday afternoon, the basics of the game functioned and we were able to do a short demo for some other local developers at a gathering of LD33 teams. We had stumbled on a game that played like setting up and knocking down dominoes. The puzzle had become pushing parts of the castle into place so the chain of explosions would destroy all the pieces. We had a long way to go, but our concept and engine were as strong as our team was sleepy.

Sunday everything came together. We got a late start and worked separately (both of which you don’t want to do in quick turn game) but with each new feature the game started to take shape. Our working title, 1-800 Monsters became our actual title and a quick logo, title card and menu system were built. Tutorials were added to help the player learn the gameplay and we started to weave in story elements.

The toughest part of these game jams is knowing when to stop. Should we add cake? Yes. Should we add kids? You bet. What about that bit where Jimmy overheats in his suit and has to take a break? Well, maybe not.

After leaving some good ideas on the coding room floor, and with a few hours before the submission deadline, 1-800 Monsters was published for PC and Mac. We also created a quick teaser trailer on YouTube and screenshots to entice prospective reviews.

The final result is without a doubt one the best game jam projects I’ve ever worked on.

Try your hand at 1-800-Monsters here if you’re feeling like blowing some stuff up and taking the cake too.

IDGD Branding

A new brand for a great organization.

The Idaho Game Developers is a local group for anyone looking to network with others in the gaming industry. Beginners and industry professionals share ideas, techniques, and collaborate with others. 

Ponywolf is a proud sponsor and this spring we updated the branding along with the organizations social media presences.

IDGD Rebrand by Ponywolf

Tools and Glue

I presented Tools and Glue to the Boise Graphic Design Group this week at the US Bank Building in downtown Boise, ID. Great crowd as always, and as promised, the slides from the talk are below.

Tools and Glue covers the nuts and bolts of how graphics get prepared for games and how developers pack so many visuals into the tiny footprint of mobile games through level design and the thought process behind graphic pipelines and organization. 

Simply said, how do we design through device limitations and open a graphically rich world so large it can capture our imaginations, yet so small that it fits into our pocket?

Bad Company Party

Every year at Drake Cooper we like to get into the holiday spirit by giving back to the community. But we couldn’t do it without a creative twist now could we. This year we’ve gamified the annual company get together so you take the reigns and turn the booze filled, table dancing, office gossiping company party into something good for others.

Click here to play in your browser!

Click here to play in your browser!

For every share of Bad Company Party, Drake Cooper will donate $1 to the Idaho Food Bank up to a total donation of a $1000 between now and December 31st, 2014. Make sure you use the social links at the beginning of the game so your share gets counted and money goes to help those in need.

Fraud Tycoon Global Launch

Developed through a partnership between Kount and game-based storytelling company Ponywolf, Fraud Tycoon is designed to educate everyone about the tools and techniques fraudsters use to commit crimes that impact businesses, consumers and our economy.

“Don't be mistaken – this isn't a 'how-to guide' for would-be fraudsters, but a wake up call for retailers and consumers alike,” said Don Bush, VP of Marketing at Kount. “Large criminal organizations are constantly looking for weaknesses in your payment systems. By putting users into the mindsets of these criminals, Fraud Tycoon provides a unique opportunity to create awareness of fraud through game-based storytelling. Our goal is to educate people about the evolving nature of fraud and what we battle every day to keep businesses and customers safe.”

Click here for more info on Fraud Tycoon

Click here for more info on Fraud Tycoon

Using puzzle-based gameplay, Fraud Tycoon takes users behind the scenes of criminal organizations that prey on online businesses that have vulnerable security. The game asks players to step into the shoes of a criminal and compete for the fake currency "Bytecash" to purchase stolen credit cards and actual fraud-enabling tools to build their criminal enterprise.

"Delving into the world of online fraud was an eye-opening experience. Fraudsters experience many of the same emotional states as gamers by accumulating risk while looking for reward,” said Michael Wilson, Ponywolf President and former Independent Games Festival Finalist. “The collection of tools, personal and financial information has a strong correlation to game mechanics found in popular mobile games. We wanted to show the hidden story of how a security breach is monetized without making it a training tool – and part of that is highlighting the addictive nature of risk and reward."