Spider: The Secret of Bryce Manor Now Available for iPad

Spider: The Secret of Bryce Manor Now Available for iPad is a post from: Best Iphone Apps Review Website

Tiger Style’s hit iPhone action game Spider: The Secret of Bryce Manor has been upgraded and released for the iPad as Spider: Bryce Manor HD ($4.99).

Voted as the “Best iPhone Game” at last year’s Independent Games Festival Mobile competition, Spider won many fans for its fluid gameplay, which challenged players to spin webs in order to trap and devour nearby insects.

The new HD version of Spider is “fully optimized for the iPad,” boasting high-resolution graphics and support for both portrait and landscape orientations.

Spider: Bryce Manor HD includes all content from the iPhone version’s “Director’s Cut” update (featuring 38 levels in all), along with an iPad-exclusive “Sidekicks” cooperative multiplayer mode.


Road to the IGF Mobile: Spider’s Randy Smith

Road to the IGF Mobile: Spider’s Randy Smith is a post from: Best Iphone Apps Review Website

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[In the next in a series of Road to the IGF Mobile interviews with 2010 Independent Games Festival Mobile finalists, FingerGaming speaks to Randy Smith of Spider developer Tiger Style, whose game is currently competing in the Best Mobile Game category, having won the IGF Mobile award for Best iPhone Game.]

As pastoral as it is eerie, Tiger Style’s elegant Spider: The Secret of Bryce Manor ended 2009 heralded as not only one of the year’s best iPhone games, but one of the best on any platform.

Having recently won the IGF Mobile Best iPhone game award, FingerGaming spoke to industry veteran and Tiger Style head Randy Smith about the studio’s stunning debut heading into the IGF.

What is your background in game development?

I’ve in the games industry for 12 years, primarily as a designer / director. I worked on the Thief series with Looking Glass and ION Storm, and consulted with Arkane Studios, Ubisoft, and others. My most recent gig before starting Tiger Style was a creative director at EA on one of the projects with Steven Spielberg.

Can you tell us what development tools you used to create Spider?

The iPhone SDK, xCode, Photoshop, and various other visual/audio/music creators and editors.

How long was the game in development?

8 months.

How did the initial concept come about?

We solicited the team for short, 1-2 sentence game concepts. Of those, we selected a small handful and did treatments of them – about 20 pages of PowerPoint that got into more depth of what the game would be about and how it would work.

Spider’s treatment attracted the most attention within the team. Originally we envisioned it as more of a slow-paced spider simulator, but during the pre-production and prototyping phases we refined our movement controls and web-building mechanic which in turn pushed the game into the form you see today.

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Detractors of the platform always bemoan the lack of “real” games on the iPhone, citing examples like Rolando and Spider as something more substantial. Do you think there’s more that can be done to bring more traditional, progression-based games to the iPhone?

The iPhone is very capable gaming platform. We’ve been enjoying deep, high quality games on similar platforms such as the DS for many years (think Zelda, Metroid, Mario Kart), and there is no technical reason that iDevices can’t offer similar experiences.

In fact, Tiger Style was originally drawn to the iPhone because of its unique hardware — the high degree of connectivity, the GPS, touchscreen and accelerometer, less traditional inputs such as camera and mic, its omnipresence, etc. — lots of cool stuff to experiment with.

This could be a revolutionary gaming platform, and we also believe the demographic is very open-minded and willing to try new things. We want to see the iPhone realize its potential for the better of gaming in general.

Market pressure is the major reason we don’t see more of this kind of experimentation and deeper, higher production quality games. The App Store is flooded with very cheap games. It’s hard for a consumer to know why one game is worth 5-10x more than another, and it’s hard for a developer to prove that their game is worth more than the rest.

This creates enormous risk, and the best way around that risk is to join the crowd who is aiming low and selling cheap. This doesn’t leave much margin for high quality development.

How important was the ambient narrative you employed in defining Spider? You had a lot of feedback as to what players wanted, or expected, that narrative to be heading into your work on the “Director’s Cut”.

Spider tells the story of an abandoned mansion and the fate of the people who used to live there, but our first emphasis was on the “action drawing” gameplay, getting that right. The narrative came into existence as we more carefully considered and built out the locations in which this gameplay would occur.

Once we realized an abandoned house was our ideal set for the game, we crafted a means of being involved with that story that made it important that you were a spider, you saw the story in a way that only a spider would see it.

By design, the story was ambiguous and left a lot to the imagination, but in some ways it left players wanting more than we intended. So we polled our fans for their interpretation of the story and which levels they liked best, to get a sense of what had worked and what had not worked. Going into the design of Director’s Cut, we gave the players more glimpses of the underlying story to help them patch the holes in their understanding.

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Do you think the “Director’s Cut” and the release of the Hornet Smash mini-game were successful endeavors?

We think they were very successful. Our plan had been to reinforce Spider’s presence as an important iPhone game and give something back to our fans while also trying out a new way to release a “Lite” version of a game – Hornet Smash is an entire free game based around Spider’s popular hornet-tackling gameplay that also happens to contain a Lite version of Spider.

This three-pronged approach gave Spider more attention just in time for the end of the year Best Of lists, in which we did outstandingly well, beyond our expectations. The holiday season was fabulous for us financially, and we’re humbled and pleased by all the praise. This gives us extra time and motivation to do our best with the development of our next games.

If you could reset and start fresh on development of Spider, what would you do differently?

Honestly, probably nothing. There were ups and downs, but it’s hard to argue with this kind of success – we made something we love, it sold reasonably well and was well-recognized, and we had a great time doing it. Hopefully, we took away some important lessons that will help it be less of a death march next time around.

Have you played and enjoyed any of the other IGF Mobile finalists?

Yes, lots of them, especially in the iPhone category, and I look forward to checking out the ones I didn’t know about yet.

What do you think of the current state of the indie scene, particularly in relation to the mobile space?

I think the most obvious comment here is that the App Store has been a huge, huge boost to the indie game development scene, one which we are just now seeing the beginning of. The App Store (and its future clones) has centralized indie gaming and given it more legitimacy.

Before, if you wanted to release an indie game there was no single, obvious venue, and similarly the audience had no “go-to” spot to find new indie games. This centralizing has made it far more possible to reach a ready audience with an indie game, and the terms of the arrangement are very fair and the SDK is easy to use.

The explosion of Apps is evidence that this model is attracting attention, and in the future, I expect we’ll see ways to sort them out by quality, such as labels much like we see in indie music or indie film. This is an exciting development, because having a robust indie scene, both in terms of finance and creativity, is going to provide the counter-balance to the juggernaut of risk-averse mainstream gaming that we’ve been needing for a very long time.


iTunes Spotlights IGF Mobile Finalists, Nominees

iTunes Spotlights IGF Mobile Finalists, Nominees is a post from: Best Iphone Apps Review Website

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Apple has launched a new section in the iTunes App Store highlighting nominees and finalists in the third annual Independent Games Festival Mobile competition.

Four of the five category winners in this year’s event were developed for the iPhone and iPod Touch platforms:

The Best Mobile Game Design award went to Powerhead Games’ Nintendo DSiWare title Glow Artisan. All category winners will compete for the $2,500 Best Mobile Game prize at the IGF Awards, to be held at the upcoming Game Developers Conference 2010.

Other IGF Mobile finalists honored in Apple’s feature include:

Honorable mentions include:


Tiger Style Updates Spider, Releases Free Spinoff Hornet Smash

Tiger Style Updates Spider, Releases Free Spinoff Hornet Smash is a post from: Best Iphone Apps Review Website

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Tiger Style Games has updated its critically acclaimed iPhone title Spider: The Secret of Bryce Manor with a selection of new features, and has released a free action-oriented spinoff title in the App Store.

Spider: The Director’s Cut is a free upgrade available to anyone who has already purchased the full version of Spider. The Director’s Cut includes 10 new levels that reveal previously hidden details about the Bryce family, and features new music, 24 additional achievements, and an oft-requested level select function.

Spider: Hornet Smash is a free arcade-styled action game built using assets from The Secret of Bryce Manor. Players must swat an unending stream of hornets while dodging their attacks. Hornet Smash also includes a free demo version of Spider: The Secret of Bryce Manor.


GDC 2010 Reveals First Summit Sessions and Keynotes

GDC 2010 Reveals First Summit Sessions and Keynotes is a post from: Best Iphone Apps Review Website

gdc2010regOrganizers of next March’s Game Developers Conference 2010 have revealed keynotes and first sessions for Summits, with notables including Facebook’s Gareth Davis (Social & Online Games Summit) and Spider’s Randy Smith (Independent Games Summit).

Taking place March 9-10th, the GDC Summits highlight the leading edge of game development in emerging and notable areas including; iPhone Games, Social & Online Games, Game Localization, Mobile/Handheld Games, Independent Games, Artificial Intelligence and Serious Games.

Of the major Summits, Facebook’s platform manager Gareth Davis will deliver a keynote at the newly formed Social & Online Games Summit titled ‘How Friends Change Everything’. It will discuss Facebook’s massive disruption in who plays games, as well as how games are best discovered, distributed, designed and monetized on the service.

In addition, Randy Smith, owner and game designer at Tiger Style will keynote the Independent Games Summit. Tiger Style is the developer of the critically and commercially successful iPhone game, Spider: The Secret of Bryce Manor, named by Apple as their top-rated game of 2009. Smith, who is also a veteran of Thief creator Looking Glass, will deliver a broad keynote address, ‘Increasing Our Reach: Designing to Grab and Retain Players.’

Alongside these notable announcements, all of GDC’s market-leading Summits have announced initial lectures, with a large number of new speakers and topics now confirmed for the event.

Other notable featured talks at the one and two-day Summit events include:

- Experimental Game AI: Live Demos of Innovation – Richard Evans, Maxis; Steve Rabin, Nintendo; and more (AI Summit)
- Club Penguin DS: Elite Penguin Force – Post Mortem – Patricia Pizer (GDC Mobile/Handheld Summit)
- Advanced Localization Methods for Japanese Games – Peter Fabiano, Capcom; Ryoichi Hasegawa, Sony; and more (Localization Summit)
- Code of Everand: Designing The Serious Casual MMO – Kevin Cancienne, Area/Code (Serious Games Summit)
- Falling to Your Death: The Canabalt Postmortem – Eric Johnson, Semi-Secret Software (iPhone Games Summit)

“We’re thrilled by the content already programmed for this year’s summits at GDC 2010 and there is so much more yet to come,” said Meggan Scavio, GDC event director. “Like last year, the summits are an outlet to explore the emerging segments of our industry and these keynotes highlight exactly that mission.”

GDC 2010 as a whole returns to San Francisco on Tuesday, March 9 through Saturday, March 13, 2010 for five days of lectures, panels, summits, tutorials and roundtable discussions on the most comprehensive selection of game development topics taught by leading industry experts.

Alumni registration for the show ends December 22, 2009 and Early Bird rates end February 4, 2010. For more information about the 2010 Game Developers Conference, including the eight summits, visit the official Game Developers Conference 2010 website.