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Ted (and Ryan) Talks: An Interview with Genius Factor Games

Thanks to Sumari M. at VillageGamer for this one! Here is the original link: http://www.villagegamer.net/2010/06/30/ted-and-ryan-talks-an-interview-with-genius-factor-games/

Ted (and Ryan) Talks: An Interview with Genius Factor Games

I arrive at Genius Factor Games at 2:05 in the afternoon, and am welcomed by Ryan Arndt, the Director of Digital and Emerging Media. He’s as friendly as his position requires, and I’m invited to wait in the lobby until their previous meeting concludes. The offices are lowly lit, and sparsely furnished, with ecru sofas and a single glass table with two trade magazines.. Gravity Well may be their biggest success so far, but the few pieces of art on the walls are solely devoted to their newest project, a card game tie-in to Riese: the Series. The door into their meeting is left ajar, allowing me to hear an intent discussion of the viability of video game franchises as cross-media entertainment; I find myself more eager than ever to speak to the two men inside. When I’m welcomed into the office, an introduction to Ted Nugent, CEO of Genius Factor Games, is immediate—as is an introduction to his Australian Shepherd, Jenny, who sits at his feet.

Ted Nugent

I begin by asking how he feels about the success of the company’s debut; and immediately, his gratitude and modesty take centre stage.

“Well, I didn’t expect Gravity Well to…I think there needs to be a little bit of context around the whole thing. When we started with Gravity Well, it was really to learn the publishing system. So I didn’t expect the game to do more than one sale–one sale would have been a bonus. We released it in April of last year, and since then it’s done a lot better than I expected, and amazing… The reactions from the customers and from the people who are playing have been equally amazing.”

Gravity Well has been downloaded over four hundred thousand times; while Nugent and Arndt do admit to noticing a direct correlation between review quality and price point (Watch for Arndt’s blog post on the subject), the success of the title is still undeniable.

Gameplay Gravity Well

“…As a gamer, you get tunnel vision and you’re looking at this one thing, and you think it’s good, and you don’t really know, and you get to the point where it’s ready to release but you’re wondering if people are going to like it, but the reaction was really positive: everything that’s come out of it has been nothing but positive… We didn’t expect any money on it. It was to learn what it’s like to work with Apple as a publisher. At the time, it was a young market. It’s both performed well and had its lull points, but it has performed well…It’s been a huge learning experience. And brand awareness has built as well.”

The office is small—the offices in total are not much larger. But the pride he takes in the growing stature of the company is obvious. Upon inquiry into the origins of his studio, he doesn’t hold back.

Gravity Well Gameplay

“I have wanted to operate my own studios for probably ten years. I worked at EA for twelve, around my fifth year, I said ‘Alright, I want to do this on my own’, and I made an attempt, but it didn’t work. So I went back to the drawing board, was thinking about it, left in 2007, did some other work after that, and formed the company in 2008. By that point, the iPhone came out, and it was a game changer. It was a totally new device—but from 2003 onwards, it was a joke at EA, and other studios, that if you had mobile in your business plan, it would never make money. The environment of the marketplace wasn’t good—there was a million handsets, and anyone who went in lost money, because they couldn’t unify it. And then there was the iPhone—people were already buying music and tv on iTunes, so it was the final piece for me. I had my business plan and all the material that I’d put together from 2005 on, so I was prepared. The job I was at after EA, I was laid off from—a lot of us were, because they had run out of funding. I was the only one smiling that day, because I was set free. I incorporated the company the following day…and hired the other employees who had been laid off with me. We went right into full production the following day. It’s been a really natural transition, and it’s been fun. It’s been hard, but it’s been fun.”

His belief in the eventual supremacy of mobile gaming is obvious from the studio’s catalogue alone; both the present and future titles of the company have been for the iPhone, and considering GFG’s success, it would be understandable if they didn’t deviate from the mean. But Nugent is firm that Genius Factor Games does plan to experiment with other consoles.

“We do. We’re actually not an iPhone company, and that’s an important point: we’re platform agnostic. The iPhone is what we’re focusing on right now because the economics of developing for the platform are better. We all come from console–traditional console–experience. As the company improves over time, we expect to be expanding onto the old sort of markets. Or, more likely, as the new console, whatever the PlayStation 4, or the Xbox 720 is that’s going to come out after that, we’re planning on launching on those platforms as well. There’s no point now for us trying to compete with other guys in Vancouver, because that’s a declining market. That’s not really where we see the future of games, as a general rule: it’s mobile…The way people are playing their games is changing as well. The Twitter generation is more about short bursts of gameplay rather than the traditional six hours a day, and the emerging consoles that are going to come out are going to follow the mobile mindset, and this experience here is going to help us be in a stronger position later. Not just iPhone; we’re looking at Android, Nokia, and other mobile type devices, the PSP and Nintendo DS… This is a great seed stage that we’re in now, and it allows us to try a lot of things. Even when we get to that point, which we hope to do later this year, we’ll still be looking at the iPhone platform as a place to innovate and try ideas, as you can get a game to market very quickly, and you can build a follow-up very quickly. It’s a low cost to try in the market, so it’s much easier to get some exposure, some feedback, and to move on to something bigger.”

The conversation turns briefly to Gravity Well; an update for iPad is in the works, but Nugent is eager to speak instead of the upcoming tie-in to Riese: The Series, a locally produced steam-punk web series with definite mainstream potential. Nugent tells of their partnership.

“In the summer last year, we learned that it was hard to build a following without a brand. Gravity Well was a concept we tried; I had it ready to go when we started. When we started thinking about what was going to be after Gravity Well, we wanted to find a property that we could build a larger product on, and that was film…I got connected through some of my colleagues while they were still shooting the trailer, and they were trying to do the same thing we were doing—being independent producers. We started talking, and what they were building was amazing. Since they’ve been doing that, they’ve been on their trajectory, and we’re building a game with them; the trick was to build the game where they hadn’t been writing. We’ve been asking the bigger questions they hadn’t come across—that’s changed since, of course. It’s been great working with them. We hope to do more projects with their team in particular, because it’s been great.”

The story of Riese,with its solitary wanderer set against a vast government conspiracy, offers myriad options to a game designer—the decision to build a card game as the first title for the franchise is not obvious to those not in the know. The decision was actually that of Riese’s production staff.

“They had a card game they wanted to build, and they had a concept in place already. That was what they wanted for their first game. And it was good for us, in that there are lot of other opportunities that that brings into the gaming space. People will understand it, like Magic, and the world that they’ve built—it plugs in well. Our first conversation with them was “We have a card game we want to develop.” We went through discussions and designs—what we talked about then and what we have today has quite a divergence.”

Divergence may exist between the theoretical and the practical notions of the Riese game, but it also exists in the very nature of the GFG portfolio. There’s very little in common between the casual puzzling of Gravity Well and the formal card system of the Riese title. To Nugent, that lack of trademarks is the trademark of Genius Factor Games.

“Like with the platforms…agnosticism. We are from a game-branding standpoint, well, we want variety. So we don’t just want games like Gravity Well. Certainly the casual, puzzle space is worthy to be active in. But as producers, we want variety. We have a connection in that they’re both science fiction, Riese being steam-punk science fiction, but whatever we build for that story, we build really well. The aesthetic is quality, continuity. We want the quality of the product to stand on its own regardless if you know of Gravity Well. Whether we’re doing a sports game, or something else, we want to be proud of it. We’ll hold off if it’s not ready, we take the Blizzard approach. Riese is in the same mindset, and what we have to date is something will hit very well with their fanbase. The steam-punk, science fiction both play into our longterm plan.”

When asked where they saw themselves within five years with said plan, the optimism of the company shines through.

“We’re trying to execute a good long term plan, and I hope to have 2/3 of that accomplished within the next five years. We’re trying to do things that are socially relevant, and do some good in the world at the same time. We’re working on things that I think are exciting, and have a lot of promise going into the future. I’d like to be close to three times our current size—we’re seven people right now. The economics of the environment are stabilizing; the changes from when I formed the company to today—fortuitous now, though it sucked at the time. It opened up talent, it forced the changes that are occurring in the industry, towards mobile and away from the business model of the music industry. It led us to be ahead of the curve, and aware of where we spend our resources. Great studios? Those are great to have, but that mindset is a leftover from the last part of the last decade.”

“Sometimes I bring in my espresso machine,” Ryan quipped, leading me to ask where he saw his department going through the next five years.

“Many more Facebook fans, and more interaction. I’m still learning, everyone’s still learning, so to get that growing, and comments, and have people interested, because they like the brand, and what it represents. On Facebook, we’re at 163 right now. I know that number every day.”

And with their constant volunteerism, that number is sure to grow. Once the recording stopped, the conversation turned to the different causes that Genius Factor Games supports. Gravity Well’s opening screen shows their devotion to the Heart and Stroke Foundation, the Canadian Cancer Society, and the BCSPCA. Genius Factor Games gives each employee three paid days to give back to the community. Both men are quick to point out how instrumental volunteerism was in bringing Arndt to Genius Factor Games—his work with the Ghoulash Bash in particular helped him garner attention, if not notoriety. Ryan laughs, but his point remains insistant.

“If successful in life, help others!” Ted speaks up, one last time.

“I believe in paying it forward, things come back in ways never expected. I want people here to be proud of where they work.”

The interview ends; I shake their hands.

Meet Billy. Be Like Billy. But only until June 16.

http://j.mp/gfgFREE Billy learns a hard lesson about playing free games on his iPhone in 1950s North American suburbia. Word of the day: anachronism.

7 Reasons Why Genius Factor Is Serious About Social Media

Breaking News! Social Media has gone mainstream and Genius Factor Games is at the cutting edge! :)

As the world moves online in greater numbers, the game industry needs to respond not only by creating content for this world, but to reaching all of its stakeholders – players,  industry, strategic partners, investors and otherwise. Facebook, Twitter and YouTube  users not only use the web for interaction, but also for gaming. The world of digital media moves quickly and helps Genius Factor Games to do a great deal both on and offline. Here’s a breakdown of why GFG takes the Social Web seriously:

1. Connect with players

Using numerous social media networks, Genius Factor Games works to connect with its supporters and encourage participation. Players can connect with GFG as well as with each other, which allows for a more meaningful, and deeper experience. Always encourage participation and a sense of community wherever possible.

2. Leverage technology

As new social technology emerges from the many developers interested in the field, games that embrace this technology will be ahead of the curve. A current example is in the world of geo-tagging. Twitter and Facebook are moving towards greater geo-data bringing ever more possibilities to the gaming experience. Without involvement in the Social Web, this level of involvement would not monumental to attempt. Imagine the possibilities of taking your game and incorporating both the online and real world.

3. Connect With Customers on their Terms

A key factor to success means connecting with your customers and supporters directly. Through micro-blogging, video, and sharing applications, a great deal can be learned about your customers, thus helping to build relationships. To engage your customers wth your products, it is essential to be active in the communities where your customers are actively online.

4. Word of Mouth/Viral Marketing

Everything above can be combined to be spread around the internet and shared among friends. Every time a person joins your online community, rates your work, or passes it on, it can be monitored and responded to. This means that even negative press is given a chance to be turned around, something that was not as easy to address in past.

5. Connect with Investors and Strategic Partners

Many potential partners and investors see a need to be involved with Social Media even though it is still in its infancy. A social media presence is a more than major strength for any video game developer – it enables growth and opportunity.

6. Lead the industry forward

The future of gaming is clearly online, and efforts focused towards an ever more connected Social Web will help mature video game industry, its marketing, and overall reputation. The Social Web allows for greater transparency, authenticity, and interaction for all those involved.

7.  Encourage Positive Change

A key piece to Genius Factor Games’ mission is to encourage giving back to the community. With involvement in numerous charities/charitable events, social media gives GFG a great venue not only to make great games, but to do great works and inspire people both in and out of the video game industry.

Genius Factor Games strongly feels that for many years ahead, gaming can only be transformed by Social Media. The only sensible approach is to be proactive, and embrace change.

Twitter: @geniusfactor
Facebook: http://facebook.com/geniusfactorgames

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What do you think? How do you see Social Media relating to Gaming?

Genius Factor Bringing Riese The Series to iPhone and iPod Touch

VANCOUVER, British Columbia – Genius Factor Games, a digital entertainment company committed to delivering quality game experiences in five minutes or less, proudly announced today its upcoming game for iPhone and iPod touch based on the hot new web television series, “Riese.”

In a hauntingly familiar dystopian world, Riese, a seemingly random wanderer, flees across the dying lands. Hunted by a terrifying religious group, The Sect, Riese must evade their assassins to discover their true objective. Her past is shrouded in mystery as even Riese can’t recall the events of the tragic night when her entire family was slaughtered and she was forced to flee. On her journey she will piece together her past and her destiny. The once peaceful kingdom Eleysia will be the battlefield of a struggle that will hold the fate of the world in balance. Riese will emerge as the sole beacon of hope.

Currently in its first season at www.RieseTheSeries.com, “Riese” stars Christine Chatelain of “Sanctuary” acclaim and is fast becoming an online phenomenon as the story is revealed through its site and featured channels on YouTube and Koldcast TV. Drawing hundreds of thousands of views since its launch on Nov. 2, season one episodes air every other week until the end of January, culminating in a season finale, with the next season scheduled to kick off in February 2010.

“‘Riese’ represents a new, viable way to digitally distribute blockbuster-quality storytelling,” said Ted Nugent, Genius Factor president and founder. “Not only is it in line with exploring our own goals for the digital distribution of games and entertainment, but the compelling story, audio and visuals make for an excellent series that keeps you wanting more. We are incredibly excited to be working with Riese Productions!”

“Online is the future of entertainment,” said Ryan Copple, Riese Productions founder, “Riese” co-creator and series executive producer. “High-quality web productions have really changed the way you reach audiences and an interactive gaming experience was the logical next step for ‘Riese.’ We’re thrilled to be partnering with the Genius Factor team as they bring their expertise to the project and expand the experience even more.”

Slated for release in early 2010, the iPhone and iPod touch virtual card game will offer series fans and newcomers alike the chance to utilize alternative media to further enhance the existing story and remain immersed in the intriguing and haunting world of Riese. More information is available at http://www.geniusfactorgames.com/games/riese.

About Genius Factor Games:
Based in North Vancouver, Genius Factor Games (www.geniusfactorgames.com) is a digital entertainment company specializing in innovative, interactive titles for the Apple iPhone™, mobile and social media platforms. Genius Factor Games employs a team of video game industry veterans with an excess of 40 years of production, technical and creative design experience who have together shipped many AAA titles. Our goal is to deliver casual games characterized by a unique, “pick up and play” experience in five minutes or less. Genius Factor Games — where fun is the human condition.

About Riese Productions:
Riese Productions is a new film production studio dedicated to innovative, multi-media entertainment experiences for online audiences. The studio’s first launch is the steampunk-inspired web series “Riese” (http://RieseTheSeries.com) and its associated alternate reality game (http://TheSectisHere.com), captivating viewers worldwide.

Genius Factor Games Releases Gravity Well for iPhone and the Apple iTouch!

Gravity Well™ (http://www.geniusfactorgames.com/gravitywell) delivers an addictive, innovative and futuristic cross between pinball and mini golf. Groundbreaking controls crafted specifically for the iPhone and iPod touch capitalize on the physics of gravity to move the ball through deadly, challenging environments. Facing an array of adversaries such as lasers, zappers, crushers and spikes the player must apply a mix of speed and skill to beat the increasingly difficult levels. Offering deep gameplay, Gravity Well™ contains 36 unlockable levels with additional levels and features slated for future updates.

“Gravity Well is a fantastic game to illustrate to iPhone and iPod touch consumers the high quality of games we are developing for this exciting platform. With more than a half dozen games in development we will ensure all our products pass the ‘Bubble Wrap’ test, meaning they are simple to learn yet offer hours of addictive, satisfying gameplay,” says Ted Nugent, President of Genius Factor Games.

Exclusive to Gravity Well™…a brand new soundtrack featuring a collection of new and remixed tracks from The Humble Brothers (http://www.thehumblebrothers.com/gravitywell) Known for their contributions to AAA game titles and remixes of platinum artists Linkin Park, Deftones, Filter and Static-X the soundtrack offers an awesome collection of electronic beats that drives the gameplay to new levels of excitement. The amazing soundtrack is available for purchase on iTunes.

Genius Factor Games is committed being active in their community. A portion of all proceeds from Gravity Well™ will go directly to the following charities: the BC SPCA, Heart & Stroke Association of BC and the Yukon and the Canadian Cancer Society.

Gravity Well™ is available in the Apple App Store and on iTunes for $3.99.

For more information on what is upcoming for Genius Factor Games visit their website and blog at http://www.geniusfactorgames.com, or follow them on twitter at http://twitter.com/geniusfactor.

Genius Factor Games is a Vancouver based video game developer focused on redefining the standard for making creative, mobile entertainment. Founded by a small group of talented gaming industry veterans with over 70+ years of collective experience, we pride ourselves on having the knowledge, skills and drive to develop top-notch creative games that can be enjoyed in 5 minutes or less and that will keep our players coming back for more.