INNOVATE • Cover storyThe home of Rudy Janvier (centre) was the site of the developmentof Super Punch, the mobile game app that won the spring 2011 GreatCanadian Appathon. After the contest, Janvier joined (from bottomleft) Jeremy Burns, Tyler Ste. Marie, Pieter Parker and Stephen Badento form Bitshift Games Inc.The game is simple. The villainous Dr. Competent awaits you ona dark city street. A frantic, funky soundtrack plays out in blipsand beeps on your smartphone’s tiny speaker. Dr. Competentdoesn’t actually seem that bad: he’s short and lab-coated, andlooks imported from a G-rated comic strip. Nevertheless justicemust be served, and you’re just the superhero to do it. When yourpower meter spikes, you start punching by tapping and swipingyour screen, sending Dr. Competent spinning into deep space on aparabolic flight that eventually brings him back to earth. That’s it.Game over. Maybe 30 seconds have passed.That’s Super Punch, one of the latest entries into the casual gamemarket for mobile devices. Besides being simple, it’s pointless andenough fun to make it one of the top apps on your smartphone or tablet.Or at least that’s what NAIT Digital Media and IT (DMIT) student TylerSte. Marie is banking on as one of the founders of Bitshift Games Inc.,the Edmonton startup responsible for Super Punch, available this fall inthe Windows Marketplace.From a business perspective, the game is already an enviablesuccess. This spring, its earliest form earned Ste. Marie and partnersPieter Parker, Jeremy Burns and Stephen Baden the $25,000 top prize atthe Great Canadian Appathon, a 48-hour coding contest that drew 100teams from across Canada.That has put the group in the unusual position of being a startupwith its bank balance in the black. The prize funded the founding of thecompany following the Appathon, but the competition also highlightedother advantages. In 48 hours, the team created a working prototypewith nothing more than laptops and workspace at the home of RudyJanvier (Computer Engineering Technology ’08), a friend who has sincejoined Bitshift. In other words, overhead is exceptionally low. And as“big video game nerds,” the talent is already in place, says Ste. Marie,one of the artists behind the game. “Learning to be entrepreneurs: that’sgoing to be the toughest thing.”34 techlifemag.ca
illustrations suppliedDespite that knowledge gap, developers like him are shapinginto a formidable threat to an industry based on elaborate,expensive games. Super Punch and games like it are proving to bea disruptive technology. They’re giving rise to a new generation ofgame-makers who, despite growing up with cartridges, controllersand cathode ray TVs, are no longer convinced the console is king.the traditional u.s. video game market, worth about $18.6 billionin annual revenue in 2010, is showing signs of contraction. Thisspring, May sales dropped 14 per cent year-over-year, the worsthit in almost five years. June represented a 10-per cent drop. Incontrast, the mobile app industry is rapidly growing. By 2010, themajor app stores were collectively generating more than $2 billionannually, up 160 per cent from 2009. Games made up more thanhalf the revenue.“It’s these casual games that are sending shockwaves throughthe industry,” says Armand Cadieux, a DMIT game designinstructor. One reason is the scaled-down production, illustratedby Bitshift’s 48-hour code crunch, and the resulting higher returnon investment in the case of a homerun app. On the consumerside, he also points out that the games are easy to play, accessiblethrough a platform undergoing steady adoption, highly addictive,and appeal to a broader audience, including women, who accountfor about half of users.Maybe most importantly, they’re cheap. The hottest gameapps – dominated by the Angry Birds franchise – cost about a dollar;quite often, they cost nothing. In-game advertising or purchases ofnew levels or features provide the bulk of revenue. Overall, fora new developer looking to get a foot in the industry’s door, evenas a freelancer or startup, casual games might seem the ideal pointof entry.But competition is fierce. Like much of the entertainmentindustry, this is a hit-driven business that measures success involume sales, particularly because of how it has embraced theuser-entitlement culture of the Internet. Bitshift’s Parker, who hasgravitated towards the business’s management role while keepinga hand in development, understands that, but doesn’t like it.Early game apps were valued higher, he says, until developersundercut each other to boost sales. “Now everyone expects that.[Developers] are still thinking, ‘How can we get the best $1 appout there?’ and I think that’s the wrong attitude.” For now, Bitshift’splan is to buck this trend by charging a price reflecting the game’svalue, possibly joining a minority of game apps that cost $3 to even$10 for HD versions. “If it has to take some punches along the way,we think it will be better in the long run.”He’s probably onto something. The Apple App Store (whichtakes 30 per cent of an app’s revenue) recently raised prices inkeeping with demand. This July, the company announced thatmore than 200 million users had downloaded more than15 billion apps. Analysts see prices risinghigher still, as no doubt numbersof users will, too.My favouritegame appGDSAngry BirdsStrategically launch birds at a fortress ofenemy pigs.Armand CadieuxNAIT, Game Design InstructorPlants vs. ZombiesUse mutant plants to kill zombies attackingyour house.Justin JamesDigital Media and IT ’11Fluik Entertainment Inc., ProgrammerPeggleAn addictive peg-busting game involving55 levels.Tyler Ste. MarieDigital Media and IT StudentBitshift Games Inc., PartnerGame Dev StorySteer your own game company tobestseller success.Matt LaRoseDigital Media and IT ’11Fluik Entertainment Inc., Junior GameArtistPhoenix Wright, Ace AttorneyAs a rookie lawyer, it’s your job to defendthe questionable innocence of your client.Pieter ParkerBitshift Games Inc., Partnerv5.1 2011 35