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	<title>eSoft Interactive's Blog &#187; tips</title>
	<atom:link href="http://esoftinteractive.com/blog/category/tips/feed/" rel="self" type="application/rss+xml" />
	<link>http://esoftinteractive.com/blog</link>
	<description>Everything about the team, the games and mobile stuff!</description>
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		<title>We&#8217;re now on Facebook!</title>
		<link>http://esoftinteractive.com/blog/2009/03/25/were-now-on-facebook/</link>
		<comments>http://esoftinteractive.com/blog/2009/03/25/were-now-on-facebook/#comments</comments>
		<pubDate>Wed, 25 Mar 2009 02:05:16 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://esoftinteractive.com/blog/?p=59</guid>
		<description><![CDATA[Social networking is the buzz these days and we finally joined the bandwagon! We figured that creating a Facebook page can add a more personal touch as to how we handle our support, updates and releases. We&#8217;re even planning to release our beta programs on Facebook if possible&#8211;we&#8217;re still in the process of exploring its [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.esoftinteractive.com/blog/images/03252009.gif" alt="eSoft Interactive on Facebook" /></p>
<p>Social networking is the buzz these days and we finally joined the bandwagon! We figured that creating a Facebook page can add a more personal touch as to how we handle our support, updates and releases.  We&#8217;re even planning to release our beta programs on Facebook if possible&#8211;we&#8217;re still in the process of exploring its capabilities and features.  <a href="http://www.facebook.com/pages/eSoft-Interactive-Games/59911631093?ref=s">Join us on Facebook</a> and <strong>become a fan</strong> now!  Tell us your unique eSoft Interactive game story!</p>
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		<title>Game design and development &#8211; Part 5: Product release</title>
		<link>http://esoftinteractive.com/blog/2008/11/08/game-design-and-development-part-5-product-release/</link>
		<comments>http://esoftinteractive.com/blog/2008/11/08/game-design-and-development-part-5-product-release/#comments</comments>
		<pubDate>Sat, 08 Nov 2008 02:41:31 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://esoftinteractive.com/blog/2008/11/08/game-design-and-development-part-5-product-release/</guid>
		<description><![CDATA[This part of the development phase is our most favorite because this is the time where our schedules loosen up, things become less hectic and everybody gets excited as to how the &#8220;real&#8221; public will accept our software. But Product release isn&#8217;t just about creating a package for the game files and uploading them to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.esoftinteractive.com/blog/images/11082008.gif" alt="Product release. Yaaay!" /></p>
<p>This part of the development phase is our most favorite because this is the time where our schedules loosen up, things become less hectic and everybody gets excited as to how the &#8220;real&#8221; public will accept our software.  But <strong>Product release</strong> isn&#8217;t just about creating a package for the game files and uploading them to our online store, it also involves pre-release marketing, product page development and advertising.  Before a new title is released to the public, a product page showcasing the game&#8217;s features will be created first and then added to our online store.  After this, a press release statement is sent out to all our media partners.  Banner ads are created by the art team and forwarded to our merchants.  Press copies are handed out to online reviewers.  A message board for the new title is also created so we can easily get feedback from our customers and further improve the game should the need arises.  At <strong>eSoft</strong>, it&#8217;s not just about selling and generating revenues from our products.  We treat our software like our babies, which means we provide regular updates to further improve them and also to support new devices that come out every so often.  More than the profit itself, our major fulfillment comes from the players and customers who send us their thoughts and comments about our software.  <a href="http://www.esoftinteractive.com/contactus.html">Let us know what you think about our products!</a></p>
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		<title>Game design and development &#8211; Part 4: Quality Assurance</title>
		<link>http://esoftinteractive.com/blog/2008/10/22/game-design-and-development-part-4-quality-assurance/</link>
		<comments>http://esoftinteractive.com/blog/2008/10/22/game-design-and-development-part-4-quality-assurance/#comments</comments>
		<pubDate>Wed, 22 Oct 2008 00:47:14 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://esoftinteractive.com/blog/2008/10/22/game-design-and-development-part-4-quality-assurance/</guid>
		<description><![CDATA[After all the assets have been integrated and a final build is ready, a copy is forwarded to the eSoft Interactive BETA team for quality assurance and compatibility testing. In this stage, the team thoroughly tests the game for bugs, errors, gameplay issues and loopholes and lasts for at least two weeks. In most cases, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.esoftinteractive.com/blog/images/10222008.gif" alt="BETA team!" /></p>
<p>After all the assets have been integrated and a final build is ready, a copy is forwarded to the <strong>eSoft Interactive BETA team</strong> for quality assurance and compatibility testing.  In this stage, the team thoroughly tests the game for bugs, errors, gameplay issues and loopholes and lasts for at least two weeks.  In most cases, the BETA team&#8217;s feedback also include suggestions that would further enhance the game.  Each point is carefully noted and assessed by the development team and then integrated if they feel the need to do so.  On some occassions, new ideas are even voted by the BETA team before it gets on the final version.  Once all the bugs have been ironed out and the team feels that the game is almost ready, it is passed on to the web/marketing team for release!</p>
<p>Speaking of the <strong>eSoft Interactive BETA team</strong>, let me take this chance to thank the guys: pointoflight, blazingwolf, tjasko, fraggler, jledesma, cheryl, spmwinkel, mbaker5408, bacchus_3, ndench, phoebs, reubkov and saldatore.  These guys have been with us through thick and thin!  If you would like to join our internal BETA team, please feel free to email us at <strong>beta(at)esoftinteractive(dot)com</strong>.</p>
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		<title>Game design and development &#8211; Part 3: Game assets</title>
		<link>http://esoftinteractive.com/blog/2008/09/24/game-design-and-development-part-3-game-assets/</link>
		<comments>http://esoftinteractive.com/blog/2008/09/24/game-design-and-development-part-3-game-assets/#comments</comments>
		<pubDate>Wed, 24 Sep 2008 01:08:10 +0000</pubDate>
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		<description><![CDATA[Once a game concept has been approved based on its prototype (see Part 2), the actual development phase begins and the game assets&#8211;sound effects, music, artworks, etc. are identified one by one. As the development progresses, the game assets are also coursed through the proper person/channel. In our case, since we are just a small [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.esoftinteractive.com/blog/images/09242008.gif" alt="Totem -- our upcoming title!" /></p>
<p>Once a game concept has been approved based on its prototype (see <a href="http://esoftinteractive.com/blog/2008/08/31/game-design-and-development-–-part-2-prototyping/">Part 2</a>), the actual development phase begins and the game assets&#8211;sound effects, music, artworks, etc. are identified one by one.  As the development progresses, the game assets are also coursed through the proper person/channel.  In our case, since we are just a small company, we usually have these assets done by third party development partners like <a href="http://www.groovyaudio.com/">Groovy Audio</a> and <a href="http://www.jaybot7.com/">Jaybot7</a> for our sound effects and music needs, and freelance artists like <a href="http://www.stronghold.at/">Stefan Hoercsoeky</a>.  We don&#8217;t have full time musicians or sound engineers but we have full time in-house artists like <a href="http://digitalsinigang.blogspot.com/">Erick Garayblas</a>, our Chief Design Architect.</p>
<p>Game assets play a major role on the final game design and lay-out because this is what the players see and interact with.  The assets need to be synchronized with events within the game like screen transitions, tap sounds, etc.  Game asset creation, depending on the complexity of the game usually takes around 4-5 weeks and we also allot a week more (or two) for revisions as we enter the Beta phase.  Check out what happens after the final game is complete on <strong>Part 4</strong>!</p>
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		<title>FREE redownload!</title>
		<link>http://esoftinteractive.com/blog/2008/09/19/free-redownload/</link>
		<comments>http://esoftinteractive.com/blog/2008/09/19/free-redownload/#comments</comments>
		<pubDate>Fri, 19 Sep 2008 00:09:24 +0000</pubDate>
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		<description><![CDATA[Have you ever lost a copy of your game and found the need to redownload the installer? Unlike other sites who charge a premium for download protection, we provide this service for FREE here at eSoft Interactive. All you have to do is look up your receipt code, go to this page and enter it. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.esoftinteractive.com/blog/images/09192008.gif" alt="Redownloading your eSoft games" /></p>
<p>Have you ever lost a copy of your game and found the need to redownload the installer?  Unlike other sites who charge a premium for <strong>download protection</strong>, we provide this service for <strong>FREE</strong> here at <a href="http://www.esoftinteractive.com/">eSoft Interactive</a>.  All you have to do is look up your <strong>receipt code</strong>, go to <a href="http://www.clickgamer.com/minicart/esoft/full.htm">this page</a> and enter it.  A <strong>receipt code</strong> is the one sent via email when you purchase a game from our <a href="http://www.esoftinteractive.com/products.html">online store</a>.  If you already lost your <strong>receipt code</strong>, feel free to drop us an <a href="http://www.esoftinteractive.com/contactus.html">email</a> anytime.</p>
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		<title>Game design and development – Part 2: Prototyping</title>
		<link>http://esoftinteractive.com/blog/2008/08/31/game-design-and-development-%e2%80%93-part-2-prototyping/</link>
		<comments>http://esoftinteractive.com/blog/2008/08/31/game-design-and-development-%e2%80%93-part-2-prototyping/#comments</comments>
		<pubDate>Sun, 31 Aug 2008 23:34:43 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
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		<guid isPermaLink="false">http://esoftinteractive.com/blog/2008/08/31/game-design-and-development-%e2%80%93-part-2-prototyping/</guid>
		<description><![CDATA[After all the game features and details have been discussed, the next step is to create a playable prototype of the game. This is usually done within two to three weeks after the brainstorming phase. Prototype builds usually just need temporary placeholder assets (graphics and sounds) because the focus is more on gameplay and usability. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.esoftinteractive.com/blog/images/08312008.gif" alt="Part2: Prototyping" /></p>
<p>After all the game features and details have been discussed, the next step is to create a <strong>playable prototype</strong> of the game.  This is usually done within two to three weeks after the brainstorming phase.  Prototype builds usually just need temporary placeholder assets (graphics and sounds) because the focus is more on gameplay and usability.  The main idea for prototyping is to find loopholes within the gameplay as well as pinpoint key features and consider them in the final development process.  Another advantage of creating playable prototypes is to determine which kind of user interface lay-out will best fit most screens without sacrificing the main game contents and bearing in mind how the game will automatically adapt and adjust itself on different screen sizes.  Like apps, games nowadays need to be &#8220;intelligent&#8221; too&#8211;they should know what device and resolution they are being run on.</p>
<p>The <strong>prototyping phase</strong> is what usually gets us more excited here at <a href="http://www.esoftinteractive.com/">eSoft</a>.  It&#8217;s where we decide if a game project is worth pursuing and if its gameplay is addictive enough to pass our standards and expectations.  We also let our internal beta team play all our prototypes so we can get as much feedback on it as possible.  Come back soon for Part 3!</p>
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		<title>Game design and development – Part 1: Brainstorming</title>
		<link>http://esoftinteractive.com/blog/2008/08/04/game-design-and-development-%e2%80%93-part-1-brainstorming/</link>
		<comments>http://esoftinteractive.com/blog/2008/08/04/game-design-and-development-%e2%80%93-part-1-brainstorming/#comments</comments>
		<pubDate>Mon, 04 Aug 2008 23:29:05 +0000</pubDate>
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		<guid isPermaLink="false">http://esoftinteractive.com/blog/2008/08/04/game-design-and-development-%e2%80%93-part-1-brainstorming/</guid>
		<description><![CDATA[For the next couple of weeks, we&#8217;ll be sharing with you how we create games here at eSoft Interactive in a series of articles. I&#8217;ll synch this article with one of our on-going game projects which we&#8217;ll call Hoist for now. Like any other project, game design and development for Hoist began with brainstorming. We [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.esoftinteractive.com/blog/images/08042008.gif" alt="Part 1: Brainstorming" /></p>
<p>For the next couple of weeks, we&#8217;ll be sharing with you how we create games here at <a href="http://www.esoftinteractive.com/">eSoft Interactive</a> in a series of articles.  I&#8217;ll synch this article with one of our on-going game projects which we&#8217;ll call <strong>Hoist </strong>for now.</p>
<p>Like any other project, game design and development for <strong>Hoist </strong>began with brainstorming.  We usually conduct several brainstorming sessions and invite everyone from the team to share their own ideas and suggestions for a new game.  These ideas are then consolidated, sorted out and combined together to form an interesting game.  There are no valuable and lame ideas, there are only used and unused ones.  Unused ideas are kept for reference and sometimes used in later game projects.  We have what we call an “ideabank” wherein all our game ideas, features and miscellaneous stuff are stored for future reference.  The chosen ideas are then combined and discussed further so that we can produce a playable prototype out of it.</p>
<p>I usually head all our design sessions within the company and these ideas are very essential to my work.  I always expose myself to various games, reading materials and any other media to keep my imagination in its top shape.  Whenever I&#8217;m not doing any programming work, I usually carry a small notebook with me so that I can easily write my thoughts and ideas wherever I am, that is, if I&#8217;m not carrying my PDA.  A cool idea or game concept is the heart of a game.  It defines whether the game will appeal to its audience or not.  It keeps the players interested.  If implemented properly, it makes the game a best-seller!</p>
<p>Watch out for for Part 2!</p>
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