We have just realized that ICYou Development Team has finished until now 14 games in 2.5 years of which 10 have been officially released, 1 unofficially released, then canceled together with another one. 2 more are going to be released in the next few months
Even if in fact there are only 2 games, technically, re-branding is serious work so it looks damn productive!
The 15th completely new project is in early development.
I am sure most of you are familiar with what a bug is in software. If not, we can tell you they are the most nasty type of “bugs”, because they tend to be expensive and hard to “exterminate”. When and why do we deal with bugs, you may ask?
Well, we deal with bugs at the end of a production cycle. Whenever a product reaches one of the final stages, fixing things that don’t work or correcting things that are not done right is know as bug-fixing period and in some cases “Hell”. That is because some projects which are not managed correctly, can end up in a situation when they need major extended fixes and the bug-fixing will take more than the actual developing process. And that is usually very, very expensive. That is what makes the products to be postponed most of the time. In the rest of the industries, this is called the Quality Assurance period and it is a very important period…
Strange enough, in games industry the QA period is usually not considered so important. For some reason, most of the industry looks at it like this – “Well, there shouldn’t be any major bugs”. This approach may kill a product. For a mobile game that has a very short life-spawn on a device, a major bug means a hit under the belt. Knock-out. That person who discovers that an app does not work , he/she will uninstall it immediately.
As a result, we have budgeted some serious QA time. This means more than 30% of the budgeted time for the actual development. Because it is not enough to have a fun product. You need it to function as intended as well.
As you can see, our producer is getting really stressed about it…
Summer in Sweden is something really special. It is not only the fact that the nature is reacting explosive to long days and warmer weather, it also the fact that the Summer it is a very special treat for a cold northern country. You can already feel the vibes. People are more relaxed, smiling more often, walking slower, daydreaming… It is a nice feeling, yet discomforting at the end of a project :). Continue reading Summer is coming→
Unfortunately we cannot really show too much from our future game, but we can say that its development is going fine. It still waits for an approved name, which it might look weird from outside. Naming is always an issue in this industry, mostly a marketing issue :). But, we have proudly achieved and alpha stage, and we are moving now towards beta.
To celebrate the alpha, we have released an internal demo for other people in he company to be able to play (Android only). This not only that will show our progress but it will also help us understand what can we do to make the product better, by watching other people playing.
As a result, we have combined what in Sweden is called “Fika” with a demo presentation for those people who are on site. Giving the reactions and the conclusions, we deem it as a complete success. That was followed by the weekly sprint review when we usually discuss what went good, what went wrong and how do we feel about the last week of development.
To go even further, we also pitched a bit of our planned… third future project, which will be much more different that this too. But about that one… Later!
We are going through a very busy period right now and that is really good for us. We like busy periods, they make this job feel alive and productive. And no, I am not just saying this… When it gets busy here, it also gets fun. That is because the whole team loves to be kept busy. Which, yeah, for some who think about a job to be just a job, may sound strange. But not in games industry where people join to actually have fun working.
In any case, we have some serious accomplishments like:
Manchester City Powershot Challenge went through the approval process with no issues. It is now ready for release. It is going to start with some really awesome prizes, btw.
Chelsea FC Powershot Challenge is on the way. We have already finished a lot of the graphical work and the portraits have been sent of approval.
Our second project is also on the way which also triggered the obviously needed integration with Applifier (a mutually beneficial advertising platform)
We have managed to eat more chocolate than expected. We are running a A/B test here to see if productivity is increased by chocolate. We will communicate the results, although we think they are obvious
Really now, we are doing great. Things roooolll….:).
We don’t have a name for it yet, so we will just refer to it as the The Next Game. I think these are the first images for now. We will come with some updates in the future.
In other words, our CEO paid us a visit today and it was really satisfying for us to see him playing The Next Game we are working on. We all had fun. And that is the most important aspect of game. Because if it is not fun, then it is not a game. It is a code shrubbery.
And we are creating games, not coding shrubberies.