Space Whale Studios

Artscape Recap!

Posted on August 2nd, 2010, by Jordan Santell

Well, Baltimore rocked. We set up shop in the Betascape booth and had somewhere between 150 and 200 people play our game and give us awesome feedback. Our purpose there was pretty much to get our name out and see what people thought who’ve never played our game and don’t even know us. In addition to finding out what parts of our game were fun and which parts were not fun, or even frustrating, we also got several stamps of approval that we were on the right path whenever someone would sit down and play for 30 minutes. “One more level, Mom!”

Kids were laughing and cheering, some significant others stormed away when their partner wouldn’t stop playing, and there was some mad shit-talking going on during the multiplayer. And over a hundred email sign-ups to be notified when the game launches. I couldn’t be happier! Mad pix too.

Gamer: “So why are you guys called Space Whale?”
Me: “Well, what’s cooler than a Space Whale, hm?”
Gamer: “..A Space Whale with an axe.”

One of the best parts of this event was how much data we pulled in about people playing our game. While Zynga’s obsession with metrics to dictate their game design might draw a lot of hate from other developers, metrics can (in moderation) be very useful to a small company like Space Whale. That’s why we recorded as much information as we could while people played the beta version of Return All Robots! I’d like to share our findings here, as they provided us some excellent insight that will help refine our game for its final release. Check out the info that Andrew compiled!

Read the rest of this entry »

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Whales at Artscape!

Posted on July 9th, 2010, by Jordan Santell

So we got invited to display our work at this year’s Artscape, America’s largest free art festival! We’re gonna have some demo levels for attendees to play and some other goodies, in addition to interfacing with beautiful artists and developers such as ourselves. If you’re in the Baltimore area next weekend, it’s free, it’s going to have something like 350,000 people there, there’s going to be art bursting out of the ground and tearing forth from the sky, so, c’mon. We’ll see you there!

Artscape

Dates: July 16, 17 & 18, 2010

Hours: Friday: 12-10pm / Saturday: 12-10pm / Sunday: 12-8pm

Location: Mount Royal Avenue & Cathedral Street / Charles Street / Bolton Hill neighborhood & Station North Arts & Entertainment District

We’ll be at the BetaScape area, I’ve been told! Get all the deets on the Artscape page!

America’s largest free arts festival, Artscape features 150+artists, fashion designers and craftspeople, including DIY/new wave crafters; visual art exhibits on and off site, such as outdoor sculpture, art cars, photography and the Janet & Walter Sondheim Artscape Prize; incredible live concerts on four outdoor stages; a full schedule of performing arts including dance, opera, theater, fashion, film, experimental music and performances by the Baltimore Symphony Orchestra; family events such as hands-on projects, demonstrations, jazz vocal and combo competitions, children’s entertainers and multiple street theater locations; and a delicious, international menu of food and beverages available throughout the site.

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Cipher Prime’s “Fractal” goes live!

Posted on May 26th, 2010, by Jordan Santell

Local Philly badasses Cipher Prime‘s latest game, Fractal goes live today! The follow up game to their wildly successful Auditorium, Fractal is a.. well, I’ll let them describe it as “A fierce intersection of fractal gameplay, dynamic audio, and kaleidoscopic visuals, Fractal is the new musical puzzle experience from Cipher Prime. Combo, chain, and cascade your way through a pulsing technicolor dreamscape that reacts to your every move.” Pretty hot.

The Cipher Prime guys had a wild release party last weekend where friends, fans, gamers and developers gathered to celebrate, drink, and play, with Dain laying down some mad dance moves. Awesome dudes and an awesome game, check out the trailer below and give the demo a try and pick it up if you’re down with the MULTIBLOOM + EXPLODE + CHAINREACTION, because honestly, who wouldn’t be down with that.

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Models, Views, Controllers, Oh My!

Posted on May 13th, 2010, by Aaron Chapin

So, I decided to take a break from working, and write this short blog post on some of the back-end coding stuff that goes into Return All Robots. As you may (or likely don’t) know, Return All Robots is based off of a flash game we made at the 2009 Philadelphia Game Jam, called Shovelnose Screamer. The concept was essentially the same, but without all of the depth we’ve been adding in the XBox/Windows version. The programming team was really excited about getting a “second chance” with this game, because the Game Jam code had more hacks, kludges and band aids than any of us care to admit, and all programmers relish the opportunity to go back and do things the “right” way.

When we decided that we were going to do our game for XBox/Windows, we sat down and talked about how we wanted the game’s back end to run. There is a surprising amount of complexity, even in a “small” game, so it helps to have a game plan going into the game development process. So, as lead programmer, I decided that we were going to base our codebase off of the Model View Controller (MVC) design pattern. For the uninitiated, the MVC pattern splits every entity up into three main components: the model, the view, and the controller. Wonder where it got its name…

The Model is essentially all of the entity’s data about itself. In a game, it could be your health, position in the world, which weapons you have, etc etc. It is the authority on all of the object’s data.

The View is how the entity is represented. In web application programming, it’s generally the interface through which users see the entity’s data. For our game, the View (which I called the “Representation”) is actually pretty robust. It handles animations, animation state, and effects/overlays, as well as keeping track of where the entity is on the screen.

Controller is traditionally how the entity is modified. Which actions can be performed on it, etc, etc. In our set up, the controller is actually pretty synonymous with it’s concrete counterpart: the controller. For players, the controller handles the keyboard or game controller’s input, which action corresponds with moving up, pressing “A” to do something, etc etc. The controller objects don’t actually modify the object (as they do in traditional web-based MVC), but they do tell the object what it is being driven to do (which I think actually is more “correct” with the term “controller”). The model itself, when told to update, is actually what handles the input. However, the input forms can be abstracted, so the same model can be tied to either a game pad, keyboard in single player, or even multi-player mode using the same keyboard.

Using our MVC-ish framework has been really helpful. It’s allowed us to be very extend-able, swapping around models, views and controllers at our discretion. One time, one of the programmers created a level where all of the chairs would respond to the player’s calls, and were also deadly. I’m pretty sure I’ll forever afraid of rooms filled only with chairs. Creating new entities is also very easy, because we can just create a new controller type for the new enemy, and reuse existing views and models.

It’s not all rosebuds and kitten petals, though. If everything was perfect, then I wouldn’ t be writing about it here, but hoarding it, so that no one else could steal the awesome away (just kidding). One of the main problems we encountered early on is that entities in the MVC are inherently independent. One entity usually has very little effect on the other entities. In a game setting, however, this is less true. Things are bouncing into each other, you need to deal with draw order, and they’re actually pretty involved with each other. We had to create a way to have entities contact other entities, for the game engine to contact entities, and for entities to contact the engine itself (perhaps to notify the game that the player was hit by a bad guy).

All in all, we’re pretty happy with how the MVC-ish framework has worked out thus far. We’re pretty close to finishing up all of the programming tasks, and even though there are still definitely things we would change, I can tell you that our next game will probably be based on the same framework. Not to mention including lessons we’ve learned this time.

Philadelphia Flyers = good game dev team. Lessons from hockey…

Posted on May 6th, 2010, by Mike Worth

Hi, everyone!

Mike Worth here; just throwing out an interesting observation that I just experienced.

So, I’m watching Game 5 of the Flyers/Devils playoffs (Go, Philly), and I’m irritated. The Flyers are not looking good. They’re harried, they’re spazzy, my favorite line (Briere/Hartnell/Giroux) can’t get any offensive momentum. And, it doesn’t help that my daughter keeps hopping up on my lap asking, “When are the good guys going to score?”

Finally, at one point, my (exasperated) wife says to the screen, “Jeez, Philly, just calm down, stop looking for quick spazzy fixes, and play your game! You have plenty of time to make this a win!” Sure enough, the Flyers heard (and listened) to my Sarah, and settled down to a smooth play style, and scored two goals.

When I started thinking about that, I realized that that is a pretty good analogy for proper game development. Right now, we’re in the middle of polishing and testing our title, and it’s a grind (or so I’m told, I’m not on the testing team right now). When you’re deep in the middle of those minutiae, and it seems as though you’re never going to get your game bugs ironed out, and the game feels soooo stale… a quick fix or an impulse to quickly try to close it out is very, VERY appealing.

Especially with all the games coming out on web-based portals (Kongregate, NewGrounds, etc.). It’s easy to look at a game that’s out there, say, “You know, it’s pretty close to our game, let’s just grab some ideas from it, finish this thing, and get it out there, making money!”

And that’s really, really dangerous. That’s “playing harried, playing spazzy”. A studio forms because the members have strong individual and group identities. It’s important to play to those identities, to “settle down, and play our game”, to allow our studio time to hash through our product properly, without jumping on the hottest thing to go for a quick fix.

Fortunately (sharing the cetacean love here), our dev team is very good about taking our time, making it thorough, and “settling down and playing our game.” Aaron and Jordan are very meticulous, and really understand the value, not only of polish, but also of making the game be a reflection of us, something unique, something memorable. That type of attitude creates not just a product that people enjoy, but a company that people can identify with, and get behind.

So, take some lessons from the Flyers. Take your time, work your strategy, and allow your game the time to “earn the win”.

Fly on, celestial cetaceans!

Mike

Philly Start-Ups

Posted on April 28th, 2010, by Jordan Santell

Space Whale Andrew Aversa was recently interviewed about the booming start-up community in Philadelphia, along with Burst Online‘s Damon Alberts on the Philadelphia Videogame Growth Initiative, and many other entrepreneurs by the Philly Daily news. Read the article for Philly luvluv!

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PAX East Recap!

Posted on April 2nd, 2010, by Jordan Santell

I’m still exhausted. Much love was shown from the gamers, geeks and devs, both from the area and all over the country, and we all had an awesome time. We wanted to roll up with WHALE PRIDE and inadvertently enjoyed ourselves like the [not-so] closet geeks we are.

Experimental game dev, Ted Aronson, our Philly bro, but Boston native, showed us around his lovely home turf. I was like, “Ted, I’m in Boston. MAKE ME FEEL LIKE I’M IN BOSTON.” So we imbibed much Harpoon and Sam Adams. I don’t do chowder. F that S. Hitting up several of the parties that Boston offered us the weekend, including Made in MA, we got the chance to meet up with Boston’s talented developers, storytellers and publishers. Truly a humbling experience.

Had a chance to test out some games from Boston, including Fire Hose Games‘ multiplayer madness Slam Bolt Scrappers, the dimension bomb Miegakure, and Waker from the Singapore-MIT GAMBIT lab, which used path creation based off of velocity which blew my mind and illustrated how bad I am at the maths. Also, we got our hands on some tabletop gaming; a tester from Plaid Hat Games showed us their game, Summoner Wars, and gave us a tutorial which ended up with us totally digging their badass tactical card game. (PS I kicked Aaron’s ass in it)

Friday night, Aaron convinced me it was more important for us to go to the Kotaku party and I ended up missing The Protomen, and from the videos, it looks like they are still the kings of the Megaman rock opera (not too sure how contested this title is, however). I was pretty torn up about missing their show and almost made Aaron sleep on the couch, but luckily, via my brag-worthy Twitter-fu, I caught word they were doing an impromptu jam in the public jam room, so ran up there and caught them doing two of their songs, closing with “Total Eclipse of the Heart”. Did I mention our game is littered with Megaman references and easter eggs?

Speaking of totally face-rocking music, Space Whale Andrew Aversa (or Zircon, as you OCRemix super fans may know him by) was on the OCRemix panel on Sunday, showcasing what they’ve been up to, all of their crazy contests and competitions from the past year (Grand Robot Master Remix Battle?) and a live “name that tune” game, as incredibly obscure video game songs were played on a flute. The OCR guys were interviewed for machinima.com and also did some jams for MAGFest, jamming out some classics like “Still Alive” from Portal and “Dr. Wily Stage 1″ from Mega Man 2, the “Freebird” of video game music.

We met the energetic dudes from WoW Insider and I’m not sure what happened, but there were jello shots, karaoke, the ruining of a girl’s birthday by singing Lady Gaga, and then somehow a video of us being The Backstreet Boys was posted on WoW Insider. Ain’t nothin’ but a heartache, man.

Inspiring and gorgeous weekend. I’m still try to shake the Ash Ketchum and Sexy Pikachu cosplays from my dreams, though. Until next year, Boston.

xoxo
J

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Dream-Build-Play: Lessons Learned

Posted on March 24th, 2010, by Mike Worth

We have had a fantastic last 7 weeks! Our first title, a top-down action-puzzler titled Return All Robots!, has reached alpha; we submitted a nice playable demo to Microsoft’s Dream-Build-Play competition, and we are on track for a full game release to Xbox Live Indie Games by the end of 2nd quarter, 2010.

So, we just had our Space Whale Super Space Meeting (©), and have mapped out the next set of sprints. Basically, we’re creating final art and audio assets, and fleshing out the levels to have a fully playable game.

That’s the good news. The bad news is; we did a lot of things wrong during our alpha sprint. And, I mean, a lot. We did not communicate as well as we should, we didn’t manage our asset version control well, and our testing was… well, it wasn’t quite as robust as it should have been.

But, coming through this spring, our studio learned a hell of a lot about how to manage our pipeline, and how to produce a title. And that was the single best experience our group could have had! I thought I’d share with you a couple of lessons that I personally learned from creating your own project and driving a team through it.

1. Just do it. We could have spent hours planning and probably over-planning how to get to our alpha (ask Aaron, I’m legendary for over-planning). But, at the end of the day, we learned more by just jumping in, visualizing our goal, and getting the goal done while making lots of mistakes. But that’s okay! Because in just 7 weeks, we learned more about working together as a studio than 7 months planning for every contingency. As long as you keep your eyes open, and observe what’s working, and what’s not… there’s nothing wrong with jumping right in and creating something!

2. Welcome the feedback, and make changes to improve at the next go around. Our leads (Jordan and Andrew) took the feedback head on, and put into play a fantastic centralized web information system for all of our communication. This information storehouse is solving every single one of our issues that were brought up at our sprint post-mortem. If we hadn’t taken the initiative to fix the issues, we’d still be in the same place, project management-wise. But, because of our steps, we are approaching our final sprint with high morale, confidence in our workflow, and increased trust and communication. Win-win, in my book!

3. Forgive yourself, and focus on the successes. Yeah, we didn’t manage our testing scripts as well as we wanted. Yeah, we pooped on Aaron and had him do audio implementation (I owe him a beer for that). But, every single project will have its’ share of “oops’ies”. You know what our studio did do? We finished our alpha on time, and to spec, and submitted it to Microsoft. That’s a pretty @#*&$%*& big success, if you ask me! Don’t forget your victories, even as you shore up where your defeats occurred.

Okay, that’s a good “feel good” blog post. Now that we’re producing final assets, we’ll start posting more art and audio. Jordan, Aaron, or I will also post a bit about the production process, as we’re going through it so you get to see how our twisted minds operate, as well as some teasers for the game! :)

Swim on, Space Whales!

Mike

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Space Whale BadDudes stepping up to the IGDA

Posted on February 12th, 2010, by Mike Worth

Boldly going where no Galactic Beluga has gone before…

You folks may not know this, but Philly is not exactly a hotbed of game development. When the total number of developers in every Philadelphia studio can’t fill a motivational speaker’s keynote room (sorry, Avish!), you know it’s an “intimate” industry.

And yet, maybe because of the harsh professional conditions (sometimes, it feels like we’re the Fremen, and we’re in Arrakis), the studios that do exist kick ass! Cipher Prime’s first game, Auditiorium, is phenomenal. Won all sorts of awards, got some top publishing deals. Final Form Games consists of industry vets who worked on America’s Army. AMI Entertainment does over 1 billion dollars of business doing bar-top touch screen games. And, Burst Online has recruited lead talent from the Stargate: Worlds team.

Basically, the people that are here are talented, smart, and great game devs. And, our Space Whale team wants to take that attitude and help other game devs get better at building and selling their games, so they can do what they love.

So… two of us are running for the International Game Developer’s Association (IGDA) offices! Mike Worth (me) is running for the Board of Directors [my candidacy statement]; I’m going to help game developers run their studios better, build games that can help them build revenue, and develop their careers so that they can do what they love for as long as their organs hold out! Also, two other awesome east coasters, Coray Seifert and Darius Kazemi, are running for a position on the IGDA board of directors as well, so check out their candidacy statements!

On the Philadelphia level, Jordan Santell (the other me) is running for Philly IGDA office. He’s going to continue to develop and connect the game development community, create professional education meetings and get-togethers, and be a voice for the Philly studios to Philly government.

We’re doing this because we believe in giving to our game dev community. We’ve learned a lot of lessons from building our own studio; lessons that will make many game devs better at what they do. And, Jordan and I want to help other game professionals make, sell, and live games better!

We’ll keep you in the loop as we move along with our candidacy, but for now, long live IGDA, and fly on, Space Whale Fans!

Mike and Jordan,
Celestial Cetaceans

P.S. All the candidates are awesome, and we ask you to review all of their statements!

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Space Whale Studios in IGDA Perspectives, January 2010

Posted on January 16th, 2010, by Jordan Santell

This month’s IGDA Perspectives eNewsletter has an article from the Philly Game Jam Coordinator, Dan Hettrick of IPKeys, about the intense 48-hour event that Space Whale Studios, as well as a handful of other teams and studios, competed in.

Game developers are simply the greatest people in the world. If you ever doubt that for a moment, I invite you to spend some time watching a game-building marathon such as the Philly Game Jam. Daniel Hettrick, Philly Game Jam Organizer

Aaron made a computer backpack out of cardboard and duct tape. Legit.Artists going insane after 8 hours EXTREME DESIGN.

Check out the article, because Dan explains the love story, in all of its caffeine-enriched, sleep-deprived, and curiously-masochistic glory, better than I ever could. So I’ll just post some pics I found on my phone from the weekend instead.

The teams creatively interpreted that theme, mixed it with some love, and rendered it out as some truly amazing new games. Honors for Most Innovative Game went to the Drexel Game Developers Group participating as Team Reverie. Their game was a stylistic side-scrolling platformer where you play as a solar powered robot hero. Team TCNJ Yellow took home the honors for Best Theme Game with a visually stunning offering to bring color back into a dreary landscape. Team Space Whale Studios brought home the honors in this year’s new prize category, Judges’ Choice, with a lighthearted 2D puzzler.

Daniel Hettrick, Philly Game Jam Organizer

Congrats to all teams!

On a side note, the website is coming along and some features will be implemented soon and some features will be fixed (DAMN YOU, LIGHTBOX), but our primary focus is on getting our first product out in a few months, although we’ll have some more blog posts, dev diaries, behind the scenes, and ridiculous promo videos coming down the pipeline.

Space promise.

XOXO,
J

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