2012 got off to quite a start with the InnoGames internal Game Jam this past weekend. Developers and wannabies spent 48 hours straight coding their very own game based on a space theme. Soon a winner will be crowned Game Jam Champion – but until then, attendee Ole tells you about his experiences below…
 Ole coding at the 2012 Game Jam
This weekend there was a big event at my employer InnoGames: The InnoGames Game Jam Volume 2!
It was the second Jam InnoGames organized, but the first time for me attending – so there were tons of new experience and fun for me.
The countdown started Friday at 6 P.M. GMT + 1 and included 48 hours of hardcore programming for us. At the beginning, Michael, our organizer, held a little keynote and announced the topic of the jam: Space
I teamed up with two of my regular WestWars colleagues, Patrick (another developer) and David (an awesome graphic (3D) artist). We decided to make a 2D Action-RTS-Multiplayer-Shooting Game. Sounds awesome? Indeed it is! You’ll get the link at the end of the post.
So we started working and working and working… We used Node.js, with express, jade and Socket.io. In the frontend we chose Crafty.
Finally, we came close to the end of the 48 hour countdown, and yeah, i’m proud to say that we have a result…AND its very impressive and cool! Of course there were a few bugs, and honestly the code quality is pretty terrible. But it’s OK. We (and you) have to keep in mind that the whole game including ideas, graphics, programming and testing had to be done in just 48 hours.
I only got 6 hours sleep over the whole weekend – that wasn’t much but I’m ok with that. InnoGames sponsored RedBull and Pizza for all so we got awesome support!
This is what we made and we call it Space Kitchen:
 Space Kitchen
You can test and play it here. Keep in mind that this is a multiplayer game and that it won’t be much fun to play alone… or let me say, you cannot really play alone. So pick up a colleague and go for a round full of Action and Fun! Oh and please don’t use Chrome – there was a little bug that we could not solve in time. But IE is working (loooool, but really it works) and of course FireFox, Opera and Safari too. And don’t forget to turn up your volume 
At the end of this article I’d like to give a huuuuge thanks to all attendees, organizers and of course my awesome employer, InnoGames!
Hope to see ya’ all at the next InnoGames Game Jam!
 Red Bull was consumed in abundance
 Hard at work coding
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Today it was a very exciting day for InnoGames. The ARD, the largest German television channel has been in our office in order to record a report about InnoGames and our game Lagoonia in specific. Lagoonia recently started its English and German Open Beta. The report is supposed to air between Christmas and New Year’s eve in the Tagesthemen, one of the biggest news shows in Germany.

The ARD has chosen Lagoonia as an example of a game which also targets female players by a game design which is less competitive and is strongly focused on social interaction. They interviewed Lagoonia’s Game Designer Kathleen Kunze, who revealed how she got the idea for the game and what kind of goals she wants to reach with it.
For us, it was interesting to see a professional team putting a lot of effort into a report which will take some minutes at the end. We are all very much looking forward to see the result in the Tagesthemen and of course we will inform you as soon as we know more about the exact date
Tags: ARD, Game Design, Grepolis, InnoGames, Kathleen Kunze, Lagoonia, non-competitive, online games, Tagesthemen, The West, Tribal Wars Kategorie Allgemein, presse | 0 Kommentare »

Yeah, the secret has been released: Forge of Empires will be our next big InnoGames title! It’s a strategy game, and the awesome thing about it is, that it does not only include one setting, but several: It will be your task to lead your city from the beginning of the Stone Age onward throughout the centuries. Build structures typical of the epoch. Enlarge your sphere of influence through military campaigns and skillful dealings. With a powerful army and the right tactics, you will subjugate your enemies and forge a vast empire – Doesn’t that sound great?

In terms of graphics, we truly believe that Forge of Empires will set new levels for browser games. You can already check out some screenshots. It is simply cool to see your small Stone Age village transform into a metropolis when entering the Middle Ages. Have a look at the homepage and take part in a lottery to be one of the first to have access to Forge of Empires. If you want to learn more, have a look at the Forge of Empires facebook page and blog.
www.forgeofempires.com
Tags: Forge of Empires, free-to-play, Grepolis, InnoGames, The West, Tribal Wars Kategorie Allgemein | 0 Kommentare »
Hey, my name is Sarah and I´m Junior PR Manager at InnoGames. In the following blog entry, I will tell you a little bit about my one-week trip to Korea. Have fun reading!
Since last week, I´ve felt a bit like a time traveler. No, I am not starring in the latest Robert Zemeckis movie; I just returned from a trip to Busan, Korea. Right now, I´m still about eight hours ahead of German time, because in Korea it´s currently around 10 pm. Well, what can I say? It was definitely a culture shock, but in a positive way! In the following lines, I will talk about very spicy food, hot booth babes and crazy taxi drivers – oh and of course about our work over there.
I spend the whole last week in Busan due to the ICON (International Content Creators Conference) and the G-Star. Both events show the different perspectives of the worldwide online gaming industry. The ICON is a business conference, where Michael (one of our founders) had a presentation about the “Future of Online Games” and the trend, cross platform gaming. G-Star on the other hand, is one of the biggest global game exhibitions with a business area and an entertainment area – where you can play the latest gaming hits, watch exciting e-sports matches and stare at the various booth babes, for example. Both events are great for networking purposes – I have never given out that many business cards before.

Besides Michael and me, both the licensing team and our colleagues from the Korean subsidiary where there. Because we are always looking for new great MMOs we can publish in Europe, they had many meetings with game developers from all over the world, but especially from Asia. I was in charge of setting up and managing meetings and interviews with journalists, both from Germany and Korea. On top of giving statements to local TV stations and online broadcasting media, Michael was interviewed by inven.co.kr and gamedonga.co.kr about our future plans for the Korean market and the history of our company and games.

The first day for me started with having severe jetlag and eating live octopus – yes, I am serious. It was actually very delicious, even though my first words afterwards were something like “Hm, that´s interesting.” The Korean kitchen is really spicy in general – my favorite dish or way of preparing food over there has been Korean barbecue. After having lunch, we went to the exhibition area to visit our freshly built booth – by taxi. What you should know about some taxi drivers over there: sometimes there are simply no seatbelts in the back of the car, they honk instead of blink and I really don´t know how many times we almost had an accident. The good thing though is that the price for a taxi drive is quite cheap and you can pay even the smallest amount of money with a credit card – for a chewing gum, for example. This is really practical, when you don´t have the local currency in cash and you are in a hurry – don´t even think about that in Germany!

For our booth, the creators did a really good job: Colorful pictures of Tribal Wars, Bounty Hounds Online, Grepolis and our company behind glittery glass walls, cozy couches and our own coffee place gave a nice atmosphere. Every morning, we gave out some sandwiches and fresh coffee– on the sandwich box was a sticker saying “Meet us now at booth number F09 business area!” This was a real crowd pleaser, because there where even people visiting our booth in the afternoon who “had heard from a colleague” that we would give out sandwiches. But as you know a typical German day always includes beer: On the day before we left, we set up a little beer party and so even the people who didn´t had the chance to get a sandwich at least could have a cold beer and a nice chat with us.
Back in Germany from my time travel, I´m both happy being home and sad from having to leave this wonderful country after I just started to like the crazy taxi drives and the spicy food. I had a great time and see a lot of potential for our company and the whole industry over there.
Tags: Asia, G-Star, ICON, InnoGames, Korea, MMO, MMORPG, online games Kategorie Allgemein | 0 Kommentare »
Unique Games need unique heroes to represent them. In order for players to get emotionally attached to a game, they need a familiar face, somebody who stands for all that is special about it, gameplay-wise as well as in terms of style and setting. The character that was originally supposed to be our representative of Bounty Hounds Online was a pretty straightforward one: Soldier-type, a very plain face and rather dull armor. We quickly realized that he would be unsuitable to bring the inimitable qualities of BHO across to the players – The exotic setting and the gritty, dark atmosphere.

At that point we started with the creation of Commander Sean McCoy. This wasn’t the name he always had, as he started out with “Male Model”. Doesn’t sound like a good name for our hero! His visuals were derived from Maximillian, or Max for short, the main character of the PSP-game Bounty Hounds. When we started changing his features it became a different personality and calling him Max became confusing. For internal communication we named him Sean, but we needed a full name when we wanted to spread his name to the outside world. Sean stuck, and we added the name McCoy (named after the producer of BHO)!

In order to make him look more like a seasoned veteran, we gave him an impressive scar over his left eye. We, that is our designer Eileen, by the way . To make his facial symmetry more exciting, we also created his eye-patch, which works as an optical accessory for aiming in battle. At one point Sean even was a smoker…but we figured it would be a little too cliché to make him “cool” by shoving a cigarette in his mouth…and we aimed at creating a responsible role model of course .

After XPEC integrated our changes into the 3D model, the final version of Sean was able to visually transport exactly the qualities we needed. His full-body armor and his eye-patch show that Bounty Hounds Online is a full-fledged Sci-Fi game packed with action and tons of futuristic gear to toy around with and exotic settings to explore. He looks more wild and rugged now, a clear statement that some of those settings are extremely dangerous and hostile environments, where only the toughest of mercenaries will survive. In this form, he became the game’s official “mascot”, being on all of the games merchandise, posters, ad banners, etc.

The guys from XPEC, who gave a lot of feedback during his creation, are also very happy with Sean – so happy even that they are considering to put him in the game as a character in the future. Especially our designer Eileen is very excited about the prospect of seeing her creation being realized within the game. Fingers crossed!
Tags: BHO, Bounty Hounds Online, InnoGames, MMO, MMOG, MMORPG Kategorie Allgemein | 0 Kommentare »
This week, about 40 students between the age 15 and 18 visited us for “Talent Day Media + IT”. The annual event is organized by the city of Hamburg to support young people in their future job planning: during one day, several companies in Hamburg open their gates and give insights into the various job fields in the media and IT industry.
At InnoGames, HR Marketing Manager Wiebke explained the different job opportunities in our company. On top of (senior) job positions, we are also offering positions in vocational training and a combined study program. During an office tour, the students took a look at the “holy” chambers of our company. Afterwards, Nick and Ulrike from the departments Frontend Development and Online Marketing explained what exactly they do at InnoGames.

Nick described his personal experience in the gaming industry and what brought him to us: his love for browser games. At InnoGames and in the online gaming industry in general, he prefers the bigger projects and the longer duration in relation to console games. As a Frontend Developer, he is responsible for our new in-house project (sshhht, still top secret). Ulrike studied economics and had different jobs in other companies before she came to InnoGames this year. She is responsible for our TV ads and game trailers.
Both Nick and Ulrike told the students that good English skills are needed for a career in the industry. You are often in contact with people from foreign countries – in many meetings here at InnoGames we speak English, for example.
Besides listening, the students had the chance to ask as many questions as they liked. Julius, 17, wanted to know how to prepare best for a job as a developer. Nick recommended that you should be interested in development even before you apply for a vocational training or a combined study program. It always gives a good impression, when you are motivated for what you want to do for a living. Nick, for example, took a look at already existing codes and tried to figure out how everything worked. His recommendation: just give it a try! And never hesitate to ask questions! Other employees here at InnoGames had their own development projects before they started at the company. This is really useful because you can show where your talent is and that you are really motivated already in the application process.

Later on, Wiebke explained that there are many different ways to achieve a career in the gaming industry. Besides various fields like game design, software development, graphics or marketing, there are also different opportunities to get into the branch. It depends on what kind of person you are – if you are more the practical or theoretical type, for example. If you are interested in a job at InnoGames, please check this link for open job and training positions.
Tags: Application, Bewerbung, Browsergames, InnoGames, IT, Jobs, Onlinegames, Talent Day Kategorie Allgemein | 0 Kommentare »
InnoGames’ first developer Game Jam was a popular success. The event, which took place at the InnoGames headquarters in Harburg, ran for a staggering 48 hours this past weekend. Developers were tasked with creating an entire original game within the time allotted, and in the end, a winner was chosen for the best game. Three attendees of the Jam recorded their experiences to share with you here.

The experiences of Sebastian, Software Developer
I attended the first InnoGames Game Jam. It was an amazing, funny and exhausting experience. It was also the first Game Jam that I have ever attended. Here are some things I’ve learned from it (for the next time) and some things I’ve recently realized:
1. Get enough sleep! The longer I was awake the fewer tasks I accomplished.
2. I was impressed that the others and I were able to solve things, although we were completely spent. (Ok, things came up pretty slow after a while ).
3. Know your tools! It was my first Game Jam and I went into it with a “thing will go well” attitude. I wasn’t prepared very well content-wise. I chose JavaScript as my programming language, a language that impresses me but I haven’t mastered it yet. Maybe I should have chosen another language.
4. Have a good partner! For me, I didn’t want a project to take on alone. I had an excellent partner in Thorben. We have known each other for about ten years now and we pretty much finished our game right in time. (Of course the game could have been better, but we are satisfied with the result.)
5. Don’t give a shit about code quality! Really! Get things done! In the daily business I care about code quality, structure, reusability and so on – the list can be endless. I cared about quality in the Game Jam too…at least in the beginning. But quickly I (happily) became aware that I was trying to make things nice and beautiful instead of getting things done. The progress was slow. From then on I didn’t care about code quality much anymore.
6. Use some version control system! Use Git. Use Subversion. Use whatever suites you (http://en.wikipedia.org/wiki/Comparison_of_revision_control_software). You might think that you don’t need such a tool for a small project. I did. And I was very happy I did…several times. Last time, right before the end, Thorben and I created a branch called “combos” to implement a new feature – which, of course we didn’t complete within the remaining 45 minutes then.
7. People are interested in what you do and they gladly share their things, too. That was really nice to notice. In the daily business that’s not always the case – because of very different reasons, I guess.
That’s pretty much it. Thanks a lot again to all attendees for coming and making it such a cool event. And thanks to InnoGames for providing space, food and beverages.

The experiences of Michael, Software Developer
Oh dear, what have I done? how is it possible that I thought 48h of programming was a good idea for a weekend? Well, you don’t have to program all the time… it is possible to program your game in 8 hours and sleep for the rest. Maybe you can imagine that it was quite the opposite So here is my story, how I started, how I felt wasted like never before, how I saw people drinking 4 liters of energy drinks, how the countdown crumbled to 00:00:00, how it ended and how awesome this all was.
At the beginning there was a theme and then came the thought and at 4 p.c (past countdown) I created the very first code. I was fresh, and had so many great ideas in my head. Clearly, I was going to program the best game ever! And truth be told, the only reason why that didn’t worked out was the limited time (- ;
Before sunrise I finished my first milestone. Seeing how my game came to life felt great; how the work started to pay off and the idea was growing slowly. But I was very tired, so I went to bed. I thought I would sleep until next day, but I was wrong. I don’t know why, but I woke up only having slept 4 hours. Looking back, I am pretty sure the game jam god slapped me in the face with his big hands, telling me to go finish the game. So I did, never sleeping again until the very end of the game jam.
There was a moment at night, when I looked up from the desktop, seeing sleepy faces of my game jam brothers and sisters (you get to know people very well when sharing a room for so many hours ;- ) , empty pizza (thanks innogames for sponsoring these!) boxes and energy drinks all around us and I asked myself: is this how a start-up feels?
Working together with people you like on something you love, working hard into very late in the night, with children and women waiting for you at home. I don’t know cause I never worked for one, but what I do know is how good it felt and I am very happy to work at a place where moments like this are stored in my memory, so I can tell my children and grandchildren about them…ok maybe not my grandchildren
The morning before the end I felt very tired. I wrote over 1000 lines of code, but they felt like 1000.000 because I had rewritten them like 1000 times, I had a bug which I could not figure out, so I cut the feature (it felt like I was abandoning a child, but there is no time for such soft feelings at a game jam!) and moved on. I kept going and going, running against the countdown and my sleepiness, working on my game – and so did the others. Everyone was tired, but no one gave up! We were like a band of brothers at war, helping each other, giving cheers and feedback (well that’s not so common at war, I think).
It came fast and no one could belief it was really there… the end! Every one of us was happy and relieved. We came together one last time to present our games to each other. There was an adventure, a tower defense, a beat em’ up and others. Everyone was very unique, like the people who created them. We laughed a lot and were very happy to share this experience. As for me, it was a very unique adventure that I am glad I have made. I got to know my colleagues much better. I was inspired by the spirit everyone showed… and let’s not forget, I made a game in 48h, something you should try with your very own hands

The experiences of Team Marketing
“Can you even program?” or “What are you doing here?” – This, or something similar was the reaction when three brave employees from the marketing department, Alex, Rebecca and Eileen, signed up for the Game Jam. At the time, nobody from the team could seriously program. Alexander Schaefer took it upon himself to learn the easiest programming language he could find, Blitz Basic, before the ultimate battle.
Not an easy challenge, but in any case, it was the perfect opportunity to learn something new… and of course to have a lot of fun: without the noise-sensitive coworkers in the offices next door. Music could be turned on full volume and sang along loudly, with cursing and laughing. Thanks to the other great (and helpful!) participants, the idea of the marketing team producing a little adventure, gradually took shape. Now the text and graphics should be added somehow in the code!
But time was against us all: After the first 30 hours (which was preceded by a normal working day) even the most stubborn members of our team slept a few hours. Annoying, but needed! The hours melted away between our fingers as we frantically dug into the keys, until suddenly the countdown expired. But we wanted to add chapters 2 and 3?! No way, our organizer Michael Indyk was tough, but fair: no extra 10-20 hours for us!
And the moral of the story? Next time we will be there and make everything even more beautiful, even better and faster! And for those who cannot program: ask your fellow programmers – certainly one could use another creative head in his or her team, and doesn’t want to fly solo! We’ll see you at the next InnoGames Game Jam!
Tags: browser game, Developer, Game Jam, InnoGames, MMO, MMORPG, online game Kategorie Uncategorized | 0 Kommentare »

InnoGames recently released the official soundtrack of the new Browser game, Lagoonia. Players can now not only watch, but listen to their characters flirting, talking and building, all while soothing ambiance sounds such as palm trees, the chirping of exotic birds and surging waves at the coast lure players into the tropical paradise. The various background music and sound effects can be set individually to users’ tastes, and adapt to the locations on the island, from the pacifying beaches, to the dark depths of the jungle.
Download a free sample soundtrack here.
Paderborn-based creative powerhouse IMAscore Studio, which is nominated for the European Talent Award, is behind the tropical tones.
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Kathleen Kunze, game designer of InnoGames’ newest browser game – Lagoonia, often posts insights into the game’s development on Lagoonia’s blog (found at lagoonia.com). This behind-the-scenes-look allows observers to fully appreciate the detail that is put into the game, and understand why many of the decisions were made, from interaction between players, to graphical changes. Click here to visit the blog in its entirety.
Blonde or Brunette? Light or Dark?
The mirror is already full of cracks and one piece is broken out. The young woman turns the mirror to the light to see better. She runs her hand through her red curls.
“Do you think that the baby will have my hair?” She asks her friend sitting next to her on the bench. The friend laughs, ”Maybe.” She points to the young man who stands near the two of them with the materials for the crib. ”But perhaps it also gets his hair and his dark brown skin.”
“That would be nice.” The mother strokes her baby bump. ”And if I dye my hair black,” She asks, “the child gets dark hair then safely?” The friend snorts in amusement. She shakes her head vehemently. ”Absolutely not,” she says, and saunters to the site to assist in the completion of the cradle.
In the beginning, the idea was concrete that the island society in Lagoonia should not consist of identical characters, but should be mixed. So far so good. We needed first and foremost a male and a female figure.
The first sketch looked like this:

It quickly became clear that this was just too comic, and the style had to be further developed:

The characters were given realistic proportions, and the surrounding area received more details. For the final look of the landscape, it would still require several revisions, but I was already satisfied with the characters at this stage and they were modelled based on the original sketches in 3D and brought into play.
The next step was to bring more variation to the individual characters. The men and women could not look all alike. So what was obvious, as the figures – shows how this scheme – to incorporate several skin and hair colors:

The special feature was to be the ability to choose what the initial islander would look like, but later in the game only realistic combinations would be possible. ”And what if I want a dark-skinned islander with blond hair?” I was asked. ”Well, then you send your dark-skinned character to the Wellness Temple to die his or her hair,” was my reply.
Since then, children of the islanders are to inherit the skin and hair color of their parents, a next question promptly arrived, “the dark-skinned blonde gets kids then?” I shook my head. ”No,” I said. ”This should be realistic. The children should inherit only the genetic characteristics. “Skin and hair color were still not the only factors in individuality. The clothing of the islanders would also be different. Men should wear clothes different from women. There was a long list – from baggy pants to mini skirt – which was then assigned to the various islanders.
As a last touch, there was the design of the character portraits. They were made in accordance with the small 3-D models of the islanders, so we had close ups of faces according to specific ages and nationalities in the game:

The final terms of character generation and the allocation of the variables was the islander’s name. Head over to the name of the character under their portraits in the screenshot above. You see, that the names proposed by the game for the characters to fit the different nationalities.
Tags: browser game, Grepolis, InnoGames, island, Lagoonia, MMO, social, Tribal Wars Kategorie Uncategorized | 0 Kommentare »

GamesCom is the world´s largest trade fair and event highlight for interactive games and entertainment, which annually takes place in Cologne, Germany. This year, 275,000 visitors and 557 exhibitors experienced GamesCom – the event was quite crowded, especially in the entertainment area. One day the hosts even had to close the gates due to security reasons. For us, it was really exciting to see this huge amount of people literally running into the halls yelling after the exhibition opened its gates at 10am.
Besides visiting the booths, standing in a line for two hours to play Battlefield 3 for the first time or staring at the hot booth girls, GamesCom also always means: great parties! We had our own event on Wednesday night, which was completely branded with Bounty Hounds Online. For this, we ordered special BHO-branded beer (“Banned on 17 planets”) and astronaut´s ice-cream. Hostesses dressed in spacy BHO costumes offered delicious finger food and guests could take a picture with “Maximilian”.
All in all, we had some awesome, but also exhausting days in Cologne. Some of our colleagues stayed the whole crazy week… kudos to that!


Tags: Bounty Hounds Online, Browsergames, gamescom, GDC, InnoGames, Lagoonia, MMO Kategorie Allgemein | 0 Kommentare »
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