Welcome to our company blog!
We believe in openness, professional excellence and the transcending power of nerd humor.
It’s been a busy year so far with the global launches of both Olympus Rising and Nonstop Knight and thanks to their success, we continue to grow as a team.
We currently have a host of positions available and welcome those with a passion for awesome games and a love for working in a truly international environment to apply!
Last week, we asked our office – and our friends over at Keen Flare – to contribute to a shared map to mark their birthplace and add a sentence that reminds them of home. From Seattle to Southampton, Chennai to Cologne, we’re proud to have people from all over the world working here in Karlsruhe and Frankfurt!
It’s super important to give our players the most direct ways to share their gameplay with friends around the world. With Royal Revolt 2, Dawn of Steel and Olympus Rising, we’ve already integrated a replay share function into these games so that players can record their best moments and easily upload them to channels such as YouTube.
In effect, anyone can create a “Let’s Play” video in a matter of minutes. A few months ago we even did a competition around the Dawn of Steel replay share function with UK YouTube celeb MasterOv. As a result, we received a load of cool entries, gave away an iPad Pro to the winning replay and even received a shout-out at Google I/O 2016.
But moving forward we are delighted to confirm that the iOS version* of Olympus Rising – developed by Keen Flare – will include an in-built livestreaming function as soon as the feature is enabled by the upcoming iOS 10 update. The function will allow players to livestream their gameplay on the fly and will include renowned streaming services such as Mobcrush within the integration.
The news of livestreaming features in iOS games was announced yesterday at the Apple Worldwide Developers Conference (WWDC) 2016.
This awesome new feature is a key step towards further empowering gamers and giving them simple tools to create amazing content. As Olympus Rising is such a tactical experience, we can’t wait to see how this feature enables our players to share their strategies with fellow players and gain instant feedback. And with Mobcrush being one of the available services for this integration, using such a rapidly-growing and renowned platform is ideal for players to gain visibility for their skills!
We can’t wait to talk more about this exciting feature when it is closer to being rolled out.
* Olympus Rising available on both iOS and Android devices
If you haven’t yet heard the battle cries echoing around the world, Olympus Rising is live and available to download now from the App Store and Google Play!
It’s been a special last few days for the team at both flaregames and its Frankfurt studio, Keen Flare, with the game receiving rave reviews and Editors’ Choice honours. With the game now out in the wild, Pete Walentin, Keen Flare CEO and Producer on Olympus Rising took the time to talk about the game’s development process and the lengths the team went to in bringing the glorious Mt. Olympus and its surrounding world to life.
Firstly though, check out an overview video showing just how much the game evolved during development.
1. What were the key development tools/services you used to make this game look so good?
For Olympus Rising we are using the Keen Games proprietary Game Library. Keen’s library is a set of modules, allowing us to pick what we need for Olympus Rising. This keeps us pretty flexible and combined with Keen’s tools, their support and their decades of experience in console game development, it was relatively easy to create such a good looking game.
2. What are some of the key challenges in developing such a high spec mobile game?
The biggest challenge is always to deliver the same experience to different devices with different hardware specs, keeping the performance where it should be and ensuring a smooth performance for every user. We are supporting from iOS8 upwards, so it needs to run on an iPad Pro as well as on an iPod Touch 5th generation. Quite a difference in hardware specs and that is always a challenge.
3. Tell us how support and feedback from Apple helped the development process?
At some point in development you should always ask for external feedback. Apple sees a lot of high quality games and are a good source for honest feedback. Apple always set the bar as high as possible, which helps us to push what we are doing even further.
4. How did you take on their feedback and implement it in the final game?
The game was already looking good, but the feedback told us we had to push ourselves still further. The good thing about the feedback was we already had things in mind to improve the visuals. As we had already implemented Metal, it was relatively easy for us to add things like bloom or color grading without losing much performance. The feedback was very welcome and it helped us greatly in going the extra mile and be even happier with what we created.
5. What are some of your personal favourite features – from a game content point of view – you’ve included in the game?
That is a tough one. There are so many. Besides just enjoying the visual appearance of the game – whether it is Mount Olympus and the beautiful, detailed buildings, or all the Vfx we are firing in battle – the thing I like the most is the integration of the island world in the game. Besides looking beautiful – it’s even possible to do a bit of whale watching – I like the way we handle the matchmaking in the game. Having my own realm and pushing intruders away feels better than clicking „next“ in a menu to get the next opponent.
How is it already April?! Taking a quick break from a year that has gone crazily fast, our CEO Klaas took the time to chat about the year so far, plus what lies ahead for the flaregames team. With three launches scheduled for the coming months, it’s certainly going to be an exciting time…
1. How has 2016 been so far for flaregames?
An awesome year so far, we currently have several games in soft launch including Olympus Rising, developed by our Keen Flare studio and which we will release in early May. All have the unparalleled top quality we at flaregames seek, including smoothness of interaction, graphical quality and general fun they bring to the player. Secondly, the numbers in the game are looking great – we are seeing players stay in the games, interacting with the features and recommending the experience to their friends. These are just a few reasons why we are super optimistic about the coming months.
2. How has the reaction to Dawn of Steel been following its release on Android/Windows platforms?
We are delighted with how it’s been received. We got a lot of love from the platforms, who supported us with big features and this led to a lot of users! Securing close to one million in one week is an impressive result and testament to the great work that our team put in together with Superweapon to deliver such high quality.
3. What lies on the horizon for Q2 in terms of game launches?
We want to launch Olympus Rising, Nonstop Knight and Fieldrunners in the first half of this year, perhaps with some overlap into July. When all three hit the market this will be very interesting to see them out in the wild and watch how players across the world interact with them.
4. Having announced Nonstop Knight in February, what other publishing deals are being lined up at present?
We are in a great situation that a lot of developers want to work with us. There is a natural synergy between what a great developer can do and what we can contribute, helping them become more successful with their game and creating something better than what they can achieve on their own. That’s a clear value we have proven on several occasions now and our reputation precedes us. We have great pitches, prototypes and games to consider in our upcoming portfolio for 2017/2018 and are already talking to a lot of developers. Great games, great developers… we’re already excited for what lies in store.
5. What are some of the most dominant industry trends you’ve already noticed emerging in the early part of this year?
There are two to mention, both of them driven by Supercell to a certain extent, plus Vainglory on the other hand. Both are moving towards establishing “e-sports capable” franchises on mobile devices. There is nothing like a League of Legends or World of Tanks style experience yet, but Vainglory is off to a great start and is obviously a great game. Clash Royale, with replay sharing and viewing the strategies of other players, is also going in that direction. It’s great how the game is sharing the knowledge, skills and expertise of players, which is definitely a predominant trend. Another trend we are seeing, again set by Clash Royale and which we already see in a lot of the game pitches we receive, is an emphasis on synchronous multiplayer. Especially in the past there has been a lot of focus on asynchronous multiplayer, but with this recent shift it’ll be interesting to see where that drives the market.
He may have only joined the team a few months ago, but one of our newest additions to the Product team, Abhimanyu, is already making an impact here at flaregames!
In this short interview, Abhimanyu talks about an in-app purchase tool he recently designed in three days using just Google Spreadsheets for support. This tool is currently being rolled out at flaregames HQ and has helped to streamline workflows, simplify processes and save time during the set-up of IAPs across the company portfolio.
To explain further, Abhimanyu recently took the time to answer a few questions on how the concept was planned, designed and rolled out!
1. Why was this IAP tool designed?
The tool was designed because setting up multiple in-app purchases (IAPs) for our various games was taking way too much time (sometimes running into days due to the multiple steps that needed to be done manually), took away precious time of multiple functions (time that could be well spent elsewhere), and was a process prone to human error and with no fixed processes or historical records. This tool is a solution to all of these issues we were having before!
2. How easy was it to do?
It was a 3-day effort to come up with the tool, and it was done all on Google Spreadsheets. It wasn’t really rocket science, but someone just needed to spend time thinking about solving these problems (as outlined above). For the user, it’s simply comes down to entering a few fields and columns, exporting the data and uploading it to the platforms.
3. How will it benefit the work done at flaregames?
Well in the old world, setting up 10 IAPs used to take us at least 4-5 hours. With this tool, it takes just 30 minutes. I’m pretty sure you can even set up 25 IAPs in no more than 45 minutes! The tool has been successful in freeing up time of multiple functions related to IAP creation and it’s definitely a major step up from how we used to do things in the past.
4. Is it now being used in the office?
Yup, we’re using it quite actively within flaregames and users of the tool are quite happy with the amount of time it is saving them.
5. How could it be useful to other gaming developers/publishers?
The tool is quite fluid in terms of its design, so any developer/publisher can just make a copy of the Google Spreadsheet and start creating IAPs with it instantly. There is definitely some documentation to go through during first time usage so as to make the most of the tool – but it’s pretty intuitive after that.
flaregames is currently working on a version of this awesome IAP tool that will be offered to other members of the global developer community in the near future. In the meantime, if you are a developer and wish to participate in a closed beta test of the tool, please email Abhimanyu directly at – email@example.com