CHAPTER ONE
-The idea comes to life
The idea of
making a digital interactive children's book came to me when I was an intern at Daedalic Entertainment
in Hamburg back in 2011. One of the guys at the company was making on such a project. I had never before seen a children's book on an iPad,
so this was totally new to me. My immediate thought was “WOW! This is the
perfect mix of visual and interactive storytelling and it’s something I could
do, singlehandedly and in no time!”
I
should have asked him how long it had
taken him and if it required any programming. I have later learned from working
on “The Moonmachine”, that everything takes time, and that you almost never can
do something ALL by yourself. Yes, it has taken quite a while to make my book,
but nevertheless, it has been a great experience and a lot of fun working on
the project!
When I
graduated my bachelor at The Animation Workshop in Febuary 2012, I knew that I
had to start making a project which could fill the holes of my job as a freelance
artist in Denmark. I choose to make the interactive children’s book, as I
thought it would be the easiest and quickest project of my pile of ideas.
The idea
for story started with a small drawing I found in my sketchbook. I already had feeling
that I wanted the book to be about a little creature in the forest, so this
curly little guy caught my eye with his strange and awkward appearance:
But who was
he? Where did he live? What was his mission?
To answer
all these questions, I started drawing small sketches of a world and of the little
guy in different situations. My main inspiration for this was drawn from the artist
Shaun Tan, who is extremely good at inventing objects and creatures with great shape
language that look completely foreign, but still feel very familiar.
When I made
the drawing of the rocket reaching out of the cave, I felt a story emerging. The little
guy wanted to travel to the moon! But why not make it a moonmachine? Back in 2009,
I had done an etching of a sunmachine, inspired by the song “Memory of a Free Festival”
by David Bowie.
I always
wanted to use this sunmachine in a project, and now I had the chance to do so.
Now I was
ready to write my story.
END OF CHAPTER ONE.
DAYS OF WORK: 3 (Sketching: 2, Story: 1)
In the days following my idea, I wrote down a basic outline for my book:
- A little forest gnome is dreaming of going to the moon machine above him.
Except from the key plot (where the Moonmachine breaks down and needs to be fixed to become the Sunmachine again) the story was pretty much there in the first go. Strangely, it took me awhile to come up with that idea - which would become the main story.
I already had the idea that Sofus could build and fix things. So it seemed quite fitting that the Moonmachine would break down. I also needed a legit reason for him to travel all the way up there. Then, of course, I turned it into a Sunmachine in daytime, so when it would breakdown, it would create eternal night and threaten the forest.
All of a sudden I had created a classic morality based, tree hugging, hippie tale. Why not enlighten our children using robots and creatures from the forest? Well.. I went with the story and am still happy with it.
CHAPTER FOUR
In the track “Presentation of Sofus” we try to describe the warm and cozy home of Sofus. Whenever you visit a home or a small village in the old Final Fantasy games, this kind of soft vibe is always present. “Blast Off” is the sound of adventure! Sofus is ready to fly off into space, so why not underline this with a dreamy hero theme in the style of Giorgio Moroders theme in “The Neverending Story”? In “Crashing on The Moonmachine” the sounds should be describing a terrible accident as well as presenting the metropolis of The Moonmachine. We hear aircrafts flying by while a slightly oriental synth pushes in and out of the otherwise desperate theme in the background.
END OF CHAPTER NINE
Promotion is not a simple thing, and it’s also an area in which I lack experience. One thing is to know how to expose your product the best way, another thing is to have the resource to do so. The Outer Zone is a new company and doesn’t have a budget for advertisement. So I have only used free or very cheap ways of getting exposure.
One way you can promote for free is to write about the development. I started writing this blog to document the progress of the book, but also to spread the word of its existence. I also shared the progress on various game development forums, to build up hype. I can’t say for sure how much it helped on sales, but I got a lot of views and a good amount of feedback, so it is definitely worth it! Another way of getting some promotion is via affiliates. I tried the affiliate company SteamAds which also worked out well.
For promoting a digital project, it's a good thing to have a trailer. I made a teaser trailer a couple of months prior to the release to get people’s attention, and finally made two trailers when the app was released (one long and one short). When I make a trailer, I treat it like a shortfilm, as a trailer must tell a story/concept to the audience. It’s an interesting format which boils the entire piece into a one minute thing.
The Moonmachine Teaser Trailer from Malte Burup on Vimeo.
Moonmachine Trailer from Malte Burup on Vimeo.
The audience reception was perfect. The book might not have reached that many people yet, but it seems like everyone it reached is happy with the result - which is the most important. It received really nice reviews from websites and the Danish press. A lot of reviews praised the fact that the book is different from the rest of the digital children’s books. So I can only state: mission complete!
As I am writing this, the sales have reached: 562. This has produced just enough cash to cover the small expenses I had with the production (remember the team worked in our free time with payment being a percentage share of the profit). Reaching the masses takes a big effort, but I hope the sales will rise once I figure out how to reach out to the Danish kindergartens and schools.
Creating the book has been a huge experience for me and I have learned so much of all aspects in digital production. I really look forward to see how the English version will be received and I cross my fingers for a possibility to make a sequel or an entire series of Sofus books. Thank you so much for reading this development blog – I hope you will enjoy Sofus & the Moonmachine as much as I enjoyed making it.
TOTAL WORK DAYS: around 345
CHAPTER TWO
- Preparing for blast off
In the days following my idea, I wrote down a basic outline for my book:
- A little forest gnome is dreaming of going to the moon machine above him.
- Machine
parts suddenly falls down in his forest and he collects them.
- By using
the parts, he builds a rocket and flies to the moon machine.
- He crashes, breaking his rocket into five pieces which he must find.
- He becomes
friends with a robot pig.
- They are
captured by the evil robots, but escape.
- After
finding the last rocket part, he travels home with his new
friend. Except from the key plot (where the Moonmachine breaks down and needs to be fixed to become the Sunmachine again) the story was pretty much there in the first go. Strangely, it took me awhile to come up with that idea - which would become the main story.
I already had the idea that Sofus could build and fix things. So it seemed quite fitting that the Moonmachine would break down. I also needed a legit reason for him to travel all the way up there. Then, of course, I turned it into a Sunmachine in daytime, so when it would breakdown, it would create eternal night and threaten the forest.
All of a sudden I had created a classic morality based, tree hugging, hippie tale. Why not enlighten our children using robots and creatures from the forest? Well.. I went with the story and am still happy with it.
I gathered
reference and started figuring out the look of the forest planet and the Moonmachine.
For the home planet of Sofus I looked at the Swedish illustrator John Bauer. I
really like the way he uses graphical shapes together with rich patterns. Also,
his gnarly universe is close to that of the planet, which, btw. I named Goya
after the Spanish artist.
For the Moonmachine,
I mainly looked at the game Machinarium, which has kind of the same design
language as Shaun Tan, which I spoke of earlier.
If you look
at the backgrounds of Machinarium, you will clearly see the rough hand drawn
line of the artist. This makes the backgrounds very organic and alive. Also, my
line is very rough and similar to the style of Machinarium, so when I first
played the game, I thought “hey – my drawings would actually work great in a
game like this”.
The reason
I started drawing in this style came from playing the Lucas Arts point-and-click
adventure games in my childhood. The Moonmachine is heavily inspired from games
like Monkey Island 2, which totally blew my 10 year old mind. The music and
backgrounds of the game created an atmosphere that got me sitting in front of
the screen for hours, drooling. Fate would have it, that concept artist and
illustrator Peter Chan (who worked on all these awesome games) would later come
and teach my class at school. So I actually came to learn directly from my main
childhood inspiration – far out and pretty awesome? Yes.
When I had
my universe set up in my head, it was time to make a “proof of concept” which
would dictate the style of the book. I went for a key point in my story: Sofus crawls
into the rocket which is sticking out of his cave and pointing at the
Moonmachine. Preparing for blast off.
First I
made the hand drawn sketch on a A4 size paper. I wanted to do a sketch first
and then do fine line work on top, but the roughness of the “first take” fitted
with the style I was going for. So I took my pen and drew the line work
directly on the pencil sketch.
Afterwards
I scanned it in and painted it in on my laptop, using a simple Wacom tablet. The
painting went quite fast. You get a lot of cool textures and strange shapes
when scanning in pencil drawings. I basically just had to block out the
different areas, then color correct and finally paint details here and there.
I had my
story outline and my art style. But how the hell would I put it together, once
I had all the assets? “It should be easy to find some software”, I thought. But
no – there was no easy solution. I had to find a guy that could code the whole
deal.
I asked my friend from the animation school if he was up for it. He said yes and then we were a team. Surprisingly, the task was bigger than any of us had imagined, so sadly he didn’t manage to get enough time to finish it. But for that whole year, I concentrated on the creative side of the book and didn’t worry about programming.
I asked my friend from the animation school if he was up for it. He said yes and then we were a team. Surprisingly, the task was bigger than any of us had imagined, so sadly he didn’t manage to get enough time to finish it. But for that whole year, I concentrated on the creative side of the book and didn’t worry about programming.
I tried
planning the whole production and my first guess was way off. I thought
everything, including backgrounds, characters, simple animation (at the time), sfx/music,
programming and text, would take three months in total. Time that with three, and
that is not even the final production time. But let’s not forget that the
project grew larger with time. Also going on/off a project makes it harder to
keep concentration and speed.
But I
sharpened my pencil and was more than ready to take the challenge.
END OF
CHAPTER TWO
DAYS OF
WORK: 9 (Story: 3, Sketching:
1, Painting: 2, Management: 3)
CHAPTER THREE
- Fleshing out the world
What I like
about point-and-click-adventure games is that you get to explore the world and meet
strange characters. I wanted the scenes on the Moonmachine to feel like this
kind of journey.
To create
an overview of the different scenes, I made what I call a “page bible”. This
document described the story, actions, sounds and interactivity of each of the
scenes. The different scenes were actually constructed from an interactive
perspective as I wished to explore what the tablet devices could offer. In
retrospective, I should probably have focused on the story before
interactivity, as the story is more important. But I managed to make my story
work nonetheless.
Some of the
scenes are completely based on an interactive gimmick like “shake the tablet to
shake down the missing rocket piece” or “turn the tablet to steer the rocket”.
Other times I just added interactivity to spice up the scene. As I came up with
plots and characters, I did some more concept sketches. As you see below, I had
a hard time figuring out what Sofus (Sylvester was his name back then) looked
like from the side. He still looks pretty dumb from the side, but hey – a dumb look
can be charming.
When I was
done fleshing out the story, I had twenty scenes, which included a negotiation with a strange dancing
robot, being imprisoned by a fat grumpy king and the heroic act of helping a
fish at the bottom of the Sea of Rust. I then spent some time making a design of
the Moonmachine and a final design of my five characters, based from my
drawings, resulting in this character sheet:
I had to
make Sofus stick out from the rest as he is from another planet than the
robots. My approach to designing the robots was very playful, as they are made
out of lines going in and out of each other like a kids drawing.
Before I
moved on and designed the backgrounds, I trashed two scenes. One in which you helped
Sofus prepare the journey and another scene in which Sofus had to help an old
lady with dementia tidy up her home. Now I had 18 scenes which needed to be designed,
so I went on to make a bunch of thumbnails of the different layouts.
Now that I had
the scenes in order, I started writing a basic text for each of the scenes,
including dialogue and narration. I quickly found out that the story was much
bigger than I first intended it to be. The project had grown in size, but the
story would suffer if cut it down any further. I still needed to find out just how
long the story was, so by using the layouts and quick animated doodles on top,
I made an animatic. After watching the animatic, I concluded that you can't read the whole story in one go, so i divided the story into 3 acts.
I have chosen not to show the animatic here, as it would reveal too much. Also, it’s not especially pretty. Instead I
would now like you to imagine awesomeness in its purest form…
…
...
…thank you.
END OF
CHAPTER THREE
DAYS OF
WORK: 31 (Page
bible and fleshing out story: 7, Concept Sketching: 5, Design: 6 Layout: 6,
Animatic: 5 Management: 2)
CHAPTER FOUR
- Moving into production
Preproduction
was done and it was time to move into the production of the actual assets. The
first task was to make the backgrounds for each of the 18 pages. My thought was
to spend 3 days per background (fully painted). This time, with much satisfaction,
my calculations turned out to be true.
My process
with the backgrounds was identical to the process of the concept piece. I did the
linework of all 18 illustrations first (with pencil, then ink on top) and later
I did the coloring digitally. Here are a few examples:
I created some
depth in this background. By keeping the wreck in the foreground and placing Sofus
looking down, small and disconnected, in the background, I created some mystery
to the scene. To emphasize this, a critter will be crawling out the whole in
the wreck, up to its nest (to the right) and observe its strange new neighbor.
I always
think of shape language first, when I design. This forest is designed with a
mixture of known and unknown shapes to give it a foreign feel, but still
communicating “forest”. The strange white circles, to the left, are meant to
house some animated plants which were made later in the production.
This scene
will show a rocket crashing in the foreground, Zum-Zum coming to the rescue and
the first, and only, look at the skyline of the moonmachine. So a viewpoint
with a slope (to make the Zum-Zum animation easier) did the trick. I designed
the moonmachine in an organic way to keep a similar look to the forestplanet.
This interior
design of the Kings bedchamber looks pretty empty as most of the objects are animated
assets that had to be created later in their own layer. The room is one of the
more “minimalistic” of the backgrounds. The room is made out a few big shapes
instead of many small. Each shape is still filled divided into smaller shapes
and details, but they are contained within the larger shapes to make it more simple
and clear.
This background
is very inspired by H. R. Gigers work (who says you can’t have biomechanical
design in a children’s book?). The way the organic shapes “pushes” each other,
creates a wonky floor which underlines the behavior of the crazy robot that jumps
around on this spot. It is probably hard to notice, but the tower in the top
right corner is actually the kings minimalistic castle.
When I was
done with all the drawings, I scanned them and painted them using a simple Wacom
tablet. Below is the painted version.
To finish
each background, I needed to make the animatable layers, which would be made 100%
digital. I will cover that in the next chapter.
END OF CHAPTER FOUR
DAYS OF
WORK: 54
CHAPTER FIVE
-One month forward, a couple of months back.
Digital and
interactive children’s books normally require a lot more money than the classic
printed children’s book. Programming is required. Sound effects, voice
narration and music are essential parts to the experience. Interactive design
is also quite dominant and so is animation. All these lovely features, which
make the digital interactive book stand out from the printed one, are also what
makes the budget rise.
Funding was
new to me on the Moonmachine project. I knew we needed capital to complete the
book, but how much? Programming had turned out to be a hard task and we could
use some help. Neither the programmer nor I, were trained animators so we
needed to hire an animator as well. And in the end, we were spending a lot of
time on the project ourselves, so we could not really afford to keep going
without some kind of income.
We tried
sending applications to 3 different funds, but were turned down by each one. We
even tried to enter a Danish interactive children’s book competition, but sadly,
we did not win. At last we got funded by ANIS (Animationssammenslutningen). We
got 25.000 kr. which was enough to pay one guy a one month salary. Of course
this was not nearly enough to cover the whole budget (which is probably around
350.000 kr.), but it was a good start. We were unaware of the money until half
a year later though..
We also got
a deal with Open Workshop -a creative development center, which is a part of
the animation school in Viborg. In a 4 week period, they offered us a place to live
and work, surrounded by other creative people. We quickly set up meetings with
programmers and people from the gaming communities. These meetings turned out
to be extremely important for the production. Basically we realized that our
approach with the programming was much too big a task. Our plan had been to program
everything from the bottom up. A similar approach had taken a group of people from
Open Workshop over half a year and was nothing near completion. The conclusion
was that this was an impossible task - all our code was dumped and we had to
find a framework to build on. We played around with both Cocos 2D and Starling,
before settling with Starling.
Besides
drinking whiskey and playing board games with the other captives of Open
Worksop, we worked hard and dedicated in those 4 weeks. And for the first time
- side by side, which, not surprisingly, was important as we could bounce off
ideas and make sure we were on the right track.
I worked on
all the extra layers for each scene which was needed to make the backgrounds interactive
and animated. All these new assets were both lined and colored digitally. Here
is an example from Sofus’ house, in which a wall fades away when he enters his
workshop:
The book
still needed a textbox which would contain the dialogue and narrative of the
book. I designed a box that fitted into the lower part of the screen. As the
iPad is in a 4:3 aspect ratio, and I made the illustrations in 16:9, the rest of
the space is used by the textbox. To fit this UI design with the rest of the
world, I combined nature with machine – wood and mechanical buttons.
Below is
the finished version:
Although
there are not many player configurations to be made in the book, it still needed
an option of switching music and narration on/off. Also it would be nice if the
user could jump to his/her favorite chapter. My initial thought was to include
it in some sort of title page in the very beginning of the book. Instead I
included it as a part of the UI in the bottom so the user would have constant
access to the options.
The title
page was still made as I wanted to show the title, and make the user set the
settings before beginning the journey. It also works as a quick introduction to
the world and the main character before the story begins. Below is a shot of the
title screen:
All in all,
we had good progress in those weeks and learned some important lessons. Still
the programming task was quite big so we needed help. The problem was that it
was a one man job. Many were afraid it would be to complex to collaborate on
the same code. Some companies offered to make the app, required that gave we
away most of the income percentage plus the rights to own the book. We chose
wisely – even though the book would have been done now, giving away everything
would just be plain stupid. In the end, my friend ran out of time and sadly had
to leave the project.
One and a
half year had gone since I started the project and I was still missing all the code.
I needed a team. So my search began.
I needed a team. So my search began.
END OF
CHAPTER FIVE
DAYS OF
WORK: 20 (Management:
4, UI research and design: 3, Front page: 3, Extra bg layers: 10)
CHAPTER SIX
- - Next rhymes with text.
I still had
no money. Finding a coder, who would work without salary, is hard when you don’t
know any. And it’s also difficult to judge a programmer’s capabilities when you
know close to zero about coding. But at last I found a way. I wrote the job
description on a Danish gaming forum, and fairly quickly, I got mails from
people interested in the task. I decided on one guy, and the programming
started anew.
The
backgrounds and all the assets were done, and the coding had begun. But there was
still something missing. The text! As it is a book, it must have text… I
concluded.
But in what
style should it be written? I had no idea. Well, maybe I had an idea.. but it
was vague. I decided to go to the public library and rent all the cool looking
children’s books with the same age group as mine (4-9 years old). I began
reading and studying the language and the different styles.
Some were
written with large chunks of text and some had a single line per illustration.
Others were written in small rhyming verses. I found these to be quite playful
and fitting for my book, so I went with the verses. Looking back, I can easily
say that I underestimated the skills required to make a good rhyming verse. And
also how much time it takes to write. I had set aside 2 weeks to write, but it
ended up taking close to 5! And then I had to translate it to English
afterwards. Which almost took as long, as you can’t translate rhymes directly.
The art of
making a good verse is rhythm. I will be honest and say that I did not have
time to master it, so the verses have become a little clumsy, but hey, so is
the general feel and style of this book.
Here is an
example of one of the verses, in both the Danish and English version (note that
it has not been edited, so it might change).
”Wow!”, udbrød Sofus, da han
så, hvad der var sket.
”Det er nok det største
stykke skrot, jeg har set!”
I et dybt dybt hul lå årsagen
til braget,
var der mon nogen gemt inde i
vraget?
”Wow!”,
shouted Sofus, when he saw the source of the crash.
“I have never seen a bigger piece of moon
trash”
Deep
down a massive hole was a big piece of scrap.
Was
someone inside the wreck? Was
it a trap?
As you can
see, I choose four lines of text for each verse. And a A,A,B,B rhyme
composition. There is something nice about having little text at a time. This
way, the child knows that the story will move on in a moment. Also, the older
children will be able to follow the text as it is being read out loud. Telling
the story with rhymes gives a playful feel, and furthermore helps to remember
the story, in the same way you remember songs.
Around 100
verses went into the book, which meant 200 rhymes. Besides that, I wanted each
of the 400 lines to have exactly 12 syllables. Probably why it took me so long!
I later found out that it worked better with different syllables (but keeping
it around 10-13 per line).
As I am
writing this, I still need someone to look through the English version, before
I give it to a voice actor. So I’m not even done yet.
Next
chapter will cover the rigging and animation of the characters.
END OF
CHAPTER SIX
DAYS OF
WORK: 42 (Research:
2, Text (DA version): 25, Text (ENG version): 15)
CHAPTER SEVEN
- Re-Animator
In the
beginning, the idea was to have as little animation as possible. I had no
training in animation and could not afford an animator, so limited animation
was the way to go. The plan was to have each character drawn as a flat object
which jittered when pushed. Of course, as time went by, this style was a little
too plain for my taste. So I decided to make the book fully animated. ANIS –
Animationssammenslutningen (The Danish Animation Sociaty) helped me make this
happen.
ANIS
supported the project with enough money to pay an animator for six weeks. I
teamed up with one of my animator friends from my school and began working. As
he also lives in Copenhagen, we worked together at his apartment.
To work
alone, day and night, has really proved to be the strangest thing. You become
separated from the
rest of the world. So I was happy to work side by side with
a human being once again.
We chose
the animation style to be digital cut-out-animation (like South Park, or
Machinarium). To make the characters
come to life, we needed to rig them first. This required that I re-painted each
character and separated their limbs into different layers as shown below.
I also drew
some new secondary characters: a fly, random fish, a strange flying creature
and a crawling critter.
After this,
the character models were rigged in Flash and then the animation could begin.
Most of the
scenes required the same animations, so we decided to animate the characters in
the same way as you animate characters for a game. A walk, a run, idle
animations and so on. And then there were all the unique animations on top, plus
all the environment animations.
All in all,
it counted 70+ animations. So we needed a smart way make them.
We made a
six week plan and followed it pretty strictly, forcing us reach the deadline in
time. It worked out really well. You easily get caught up in details when you
animate, so it was very satisfying to just run through everything with an
“I-can-see-what-the-character-does-so-that-means-its-done” attitude. We just
went back later to polish off what needed to be polished. And, in fact, that
wasn’t much.
Of course,
when you animate for a high budget animation film/game (or a project where
animation is in focus), a high level animation is important. In this book, I judge
it to be less important. One reason is that the digital children’s books
usually have low animation quality, so the kids are used to that style/look.
Another reason is that the simple animations fit nicely with the style. The characters
are more like puppets on a stage, than dynamic characters seen in an animated
film.
When
everything was animated, each animation had to be implemented into the scenes.
This took much longer than expected. I almost think it had been quicker animate
it directly into the scene, instead of doing it the way we did. But we did get
all the characters animated within six weeks, and it turned out exactly the way
we wanted.
END OF
CHAPTER SEVEN
DAYS OF
WORK:
Malte: 20 (Character
Models: 10, Animation implementation: 15)
Animator:
30 (Rigging: 3, Animation: 27)
CHAPTER EIGHT
- -
Sound
and Vision
I always
imagined the soundtrack of the game to be in different styles, like Peter
McConnell’s work in Tim Schafer’s games. It’s a difficult task to create
diverse pieces of music which still feel like they come from the same universe.
I hope we found a satisfying balance between the diversity of genre and the
unity of sound design.
One and a half years into production, I began making music sketches on my iPad. Whenever I was travelling or had a quick idea, I would record small tunes in Garage Band. I would later take these sketches and record them properly. Some of these sessions ended up in the final book.
One and a half years into production, I began making music sketches on my iPad. Whenever I was travelling or had a quick idea, I would record small tunes in Garage Band. I would later take these sketches and record them properly. Some of these sessions ended up in the final book.
Later I
came in contact with a sound designer, with whom I continued to write and
record the music. We worked in very short sessions, so our process had to be fast.
Sometimes the powers of creation would be against us, and we went out with
close to nothing, and other times we made 3 good songs in one session.
I find music
very hard to describe without using references, but I made an attempt to show
it visually. Below is a mood board which describes the thoughts behind each scene in the
book. It is in danish, so I will just translate the curves: Red: Cosy/scary, Green: Accustic/Digital, Blue: Complex/Minimalistic. Some of these thoughts/emotions have changed in the final pieces!
Besides
Peter McConnell, the inspiration behind the music mainly comes from the Final
Fantasy series (Nobuo Uematsu), Zelda series (Koji Kondo) and Jean Michel
Jarre. These artist all share a kind of “cheesiness” which I think is very
charming. Especially when you are describing big feelings, this type of overly
felt music can make a scene extra magical. Even though it might be TOO much,
you allow yourself to be swept away by the sound wave that
washes over you.
Here are
some tracks from the book:
In the track “Presentation of Sofus” we try to describe the warm and cozy home of Sofus. Whenever you visit a home or a small village in the old Final Fantasy games, this kind of soft vibe is always present. “Blast Off” is the sound of adventure! Sofus is ready to fly off into space, so why not underline this with a dreamy hero theme in the style of Giorgio Moroders theme in “The Neverending Story”? In “Crashing on The Moonmachine” the sounds should be describing a terrible accident as well as presenting the metropolis of The Moonmachine. We hear aircrafts flying by while a slightly oriental synth pushes in and out of the otherwise desperate theme in the background.
The sound
effects are a mix of real sounds found in sound libraries, and synth sounds
which we made ourselves. The sounds of Zum-Zum are a mix of synth and our own voices
modulated. He is aimed to be somewhere in between R2-D2 and Wall-E.
Narration
is very important in a storybook like this. For a long time, I considered using
myself and my friends as the different voices, but at one point I decided to go
with one voice for all characters. And I realized just how important the part was, so finally I ended up contacting the Danish actor Lars Knutzon. Fortunately
he said yes, so we arranged 2 days of recording in a studio.
I directed
Lars while the sound designer recorded and made sure all the technical things
were set up correctly. I could not have done this alone - this is definitely a
two man job. It needs to go fast, and everything technical needs to go smooth.
Talking for hours is very hard for the voice actor, so you don’t get the luxury
of having many takes of each sentence. We normally did around two takes per
verse, but not more than four takes. So listening and directing requires your
full attention. Everything went smooth, and the result was awesome.
I feel a
great relief is coming soon, as the final pieces begin falling into place. In
the next chapter I will write about polishing and wrapping up the project.
END OF
CHAPTER EIGHT
DAYS OF
WORK:
Me: 33
(Music sketches: 2, Music: 20, SFX: 4, Voice recording: 2, Voice Editing: 5)
Sound
Designer: 24(Music: 20, SFX: 1, Voice recording: 2, Voice Editing: 1)
CHAPTER NINE
- The last “5 percent”.
Finishing a
project always requires a lot more time than you think. If you do not have all
the small things in order, the user will be annoyed or in the worst case the
product will simply not work properly. The last 5% of a product sometimes take
20% of the entire production time. And you will always be surprised by an
unseen error when you are dealing with code.
As the
previous programmers discovered, the job of coding this children’s book is a
bigger task than first realized. Especially when it comes to optimizing the app
to run flawless on anything below the newest iPad. We were just about to send
it to testers when we realized that it kept crashing after a couple of scenes.
The app was simply layering memory from the previous scenes. As we never tested
the full app from a-z before now, the discovery was of course catastrophic. We
did a lot of fixes to optimize the performance, so now it works much better.
Other
issues included buttons not being responsive. If a user is told to swipe
something and it doesn’t do anything when you swipe, then you get frustrated.
Also, there were verses of text which didn’t fit with the voice, or needed
correction. Sometimes a swipe animation was going the wrong direction or Sofus
didn’t blink in his idle state and so on. Little things that needs to be fixed
in order to make the book 100% done. Of course you can keep polishing your
product in all eternity and we don’t want to be doing that. But some errors
need to be corrected before we, and the users are satisfied.
I also
spend a lot of time typing in actions for the events. Every scene in the book
has actions which are triggered by the user. That means, when Sofus asks the
user to open the door, the animation will be on pause until the user taps on the
door to open it. Actions like these are written in the code. The same sort of
code goes in when the player taps on “next-arrow” to hear the next verse. The
programmer set up a system that allowed me to write actions directly in the
timeline of the different scenes. This is also how the sound effects were timed
and implemented in the scenes.
Choosing
the right fonts are also very important in wrapping up your product. I have
never had that much training in fonts or any minimalistic graphic design, so I
hope I chose wisely.
We also set
up a guide system for the user. The “next” button will be locked until you
solve a puzzle, but in case the puzzle gets too hard, a “swipe” or “push”
animation will play.
There are
not too many puzzles throughout story, as it is not a game, but a book.
Nevertheless, we put in small “puzzles” here and there. There are even two mini
games in the book: the labyrinth and the rocket in space. The labyrinth was not
that simple, as we needed to put in invisible switches to lock/unlock different
paths and make sure that the player icon stayed inside the pipes. The rocket
game was more simple to program, but needed the right “feel” when the scrap hit
the rocket. As you will crash no matter what, the game is very similar to the
popular endless runner games out there. We put in a couple of hearts as stamina
so now you can try and see how far you will get before crashing.
It is
always important to have your product tested early on. This type of product
however was a bit difficult to test before the voices were ready, and the
scenes were animated and so on. But we should have tested the individual scenes
as soon as they were “complete”, instead of waiting for the whole book to be done.
As we are nearing the release we finally send out the book to testers. The
feedback is very important as testers spot different things than the developers
do, since they use the product in a different way.
I also
started a company. It is possible to release an app in your own name without having
a company, but I figured it was best to release the book in a company name
since “Sofus and the Moonmachine” is not the last animated or interactive product
that I will make.
It is easy and fast to make what we call a “one-man-company” in Denmark. Of
course, as I am an artist and not a business guy, it took me some time to get
into all the “company stuff”, but it was quite simple.
The Outer
Zone is my company name. The plan is to develop all sorts of things under this
name. Games, film and perhaps more interactive books. The Outer Zone will not
stay bound to a certain genre, media, platform or age group and the plan is to
keep focused on bringing unique experiences rather than commercialized junk. It
will work as an output of all the projects I dream of creating. As I also need
to make money to pay the rent, it will probably be a side project for a good
time. But I will aim to make it my main workstation.
I have
never designed logos before. It is such a different thing than a background
drawing or a character design. I had a lot of complex ideas, but decided to go
with a minimalistic and more “classic” logo.
Since the
logo is simple, I wanted the logo animation to be exploding. It needed to be
short, but powerful. So for that I took inspiration in the various 80’ies VHS
ident screens I saw as a kid. This overdone flashy retro style goes hand in
hand with The Outer Zone.
This
project drags on, so I hope you will be as patient as we are. We aimed for a
release in 2014, and certainly before Christmas, but fate seems to pull us into
the year 2015. We want the book to be as polished and as bug-free as possible,
and that, my fellow adventurers, takes a lot of time.
So see you
next year!
DAYS OF WORK:
MALTE: 28
(Implement Actions and SFX: 10, Voice Sync: 3, Fixing Errors: 3, Visual
Corrections: 2, Managing: 3, Company Documents/Design: 7)
PROGRAMMER: 20
PROGRAMMER: 20
CHAPTER TEN
-Done! ..now what?
The Outer Zone will act as the publisher, and as Apple is distributing the app, I don’t have to collaborate with other companies. This is the good thing about making digital products – you are not restricted by rules from publishers plus you keep all the rights to yourself. Still it would have been nice to collaborate with an experienced marketing company to get the book out to the audience. Doing it via facebook and friends is a very slow process.Promotion is not a simple thing, and it’s also an area in which I lack experience. One thing is to know how to expose your product the best way, another thing is to have the resource to do so. The Outer Zone is a new company and doesn’t have a budget for advertisement. So I have only used free or very cheap ways of getting exposure.
One way you can promote for free is to write about the development. I started writing this blog to document the progress of the book, but also to spread the word of its existence. I also shared the progress on various game development forums, to build up hype. I can’t say for sure how much it helped on sales, but I got a lot of views and a good amount of feedback, so it is definitely worth it! Another way of getting some promotion is via affiliates. I tried the affiliate company SteamAds which also worked out well.
For promoting a digital project, it's a good thing to have a trailer. I made a teaser trailer a couple of months prior to the release to get people’s attention, and finally made two trailers when the app was released (one long and one short). When I make a trailer, I treat it like a shortfilm, as a trailer must tell a story/concept to the audience. It’s an interesting format which boils the entire piece into a one minute thing.
TEASER TRAILER:
The Moonmachine Teaser Trailer from Malte Burup on Vimeo.
LONG RELEASE TRAILER:
Moonmachine Trailer from Malte Burup on Vimeo.
When
promoting an app, a website is a good link between the costumer and the product. A good idea is to
include a good selection of press material and of course a link to AppStore. We
kept the website very simple, as a lot of people are passing through to
acquire specific information.
www.themoonmachine.dk
Designing
the icon was a bit of a challenge as I wanted to include Sofus. But the design
of the little gnorf is tricky to fit into the square format, so I ended up with
the Moonmachine as the icon, which is actually better looking, but perhaps not
communicating “children’s book”. But the whole idea behind the book is to stand
out from the rest, so I guess it’s perfect.
I was
always looking forward to make the poster for the book, as it sort of
encapsulates the entire piece in a single picture. The design of the poster
only took about a day, as I already had the idea for the layout. I choose to
have Sofus turned away from the audience, looking at the Moonmachine – again to
focus on aesthetics and story, rather than a commercial appeal.
The Danish
version of the book “Sofus & Månemaskinen” was released on February 11th
following a little release party to celebrate this three-year-long production.
It was a strange feeling to set it free like that. Unfortunately you can never
fully rest after a release, as the marketing begins right after. Also we have an
Android version to produce, bugs to fix along the way and finally there is the
English version.
The audience reception was perfect. The book might not have reached that many people yet, but it seems like everyone it reached is happy with the result - which is the most important. It received really nice reviews from websites and the Danish press. A lot of reviews praised the fact that the book is different from the rest of the digital children’s books. So I can only state: mission complete!
As I am writing this, the sales have reached: 562. This has produced just enough cash to cover the small expenses I had with the production (remember the team worked in our free time with payment being a percentage share of the profit). Reaching the masses takes a big effort, but I hope the sales will rise once I figure out how to reach out to the Danish kindergartens and schools.
Creating the book has been a huge experience for me and I have learned so much of all aspects in digital production. I really look forward to see how the English version will be received and I cross my fingers for a possibility to make a sequel or an entire series of Sofus books. Thank you so much for reading this development blog – I hope you will enjoy Sofus & the Moonmachine as much as I enjoyed making it.
Sincerely,
Malte
Burup
DAYS OF WORK:
MALTE: 23 (Blog: 5, New features: 3, Corrections: 10, Promotion: 5)
PROGRAMMER: 10
MALTE: 23 (Blog: 5, New features: 3, Corrections: 10, Promotion: 5)
PROGRAMMER: 10
TOTAL WORK DAYS: around 345
Hi Malte, thanks for this fantastic journal of creating your app. I identified with so much of your experience as I also just published my book app The King's Ears, https://rascalmedia.com. I'm going to buy an iTunes card and download your app tomorrow.
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