Monthly Archives: December 2015

By @ 12/16/15 in experiences

For those who couldn’t attend Game Connect Asia-Pacific this year, the Game Design Challenge asks a selection of designers to take to the stage and pitch a game idea based on a theme which was revealed one month earlier. This year, Flat Earth’s Leigh Harris took part and came runner up to Luke Muscat (of Fruit Ninja, Jetpack Joyride and Land Sliders fame). It was the first time anyone from Flat Earth had spoken at GCAP.

The theme for the Game Design Challenge this year was ‘Virtual Smell’. Each participant had just 8 minutes to try and pitch a game idea based around the notion of a hypothetical peripheral which could project small particles. The peripheral could be any type, transmit the smells in any way, and be for any platform.

Take a look at what Leigh came up with!



By @ 12/08/15 in news

We have just announced that Screen NSW has come on board a Ceres class light freighter to help Flat Earth Games bring Objects in Space to life! We’re thrilled that Screen NSW are still investing in games, and see the value in them as a medium.

The development community here in Australia only continues to grow, in spite of the federal government axing the Screen Australia Interactive Games Fund without any industry consultation.

Courtney Gibson, CEO of Screen NSW, said:

Screen NSW was impressed by the distinctiveness of the concept and the unique approach to story and narrative design. We are delighted to be supporting a team of mostly local writers to help realise the project’s creative ambitions.

That unique approach Courtney is referring to is this:

The game’s seven writers will each be tasked with writing one short, interactive story for the player to engage in which will be playable at the beginning of the game. Rohan and Leigh Harris, the game’s lead programmer and designer respectively, will then reveal the next key plot points to them for each of the 12 star systems in the game. When the writers reconvene to write their next stories, any plot points which have affected their ongoing characters must be taken into account. In this way, we hope to see the game’s narrative unfold naturally and have the same uncontrollable nature that stories in real life hold.

The writers were chosen to represent a variety of different styles. The team includes writers from games, theatre, screen, copywriting, MUSHes and pen & paper RPG writing. We’re pleased to announce that our writers are:

The idea is that the Apollo cluster will feel very different depending on which star system you’re in. Not only will the news you read be vastly different, slanting your view on other star systems’ politics, but you’ll also be hearing different voices telling you stories within those systems.

While there are many things to do in the game, Objects in Space will not feature a ‘main quest’ line. Instead, it allows the player to focus on exploring, profiting and surviving at their leisure. The story of the Apollo cluster is one which the player can be deeply involved in, or only give a cursory glance to. There are huge advantages to knowing a lot about the game world, but for those who just want to experience the mechanics of the game, there is nothing forcing you into its narrative elements.