Alright buddy. So the first thing I want to say is thank you to Apple for inviting us to join in with this STK process.
And given that we have only two weeks. We wanted to do something that took advantage of a lot of the different features of the device and everything from the touchscreen to the accelerometer. We wanted to have video and audio. We want to have a game that describes all of that. So the game that we choose is a game that we have in production called Spore.
And the idea of Spore is about taking a microorganism from the primordial suit at the bottom of the ocean and helping it evolve and grow and survive in this interesting world we have.
So you can see the spore here in the center of the screen and the way that we chose to control the spore was to use the iPhones accelerometer. You can see John using accelerometer here, tilt it right and left and get some of that motion that you saw early in that previous demo.
The basic goal of the game is to take the spore and eat anything smaller than and avoid anything larger than you.
If you do a good job with that, you’re rewarded by what we call the evolution editor. And the evolution editor is a great place for us to take advantage of a lot of the touchscreen capabilities of this device. So we’ve gone from sort of accelerometer and now we’re playing with the touch.
What’s so great about this is it allows you to customize the game in two different ways. First, we’re going to customize the gameplay a little bit. So John is going to go in here and using his finger. His just going to go ahead and touch the offensive track and a he is going to add pair of formidable looking mandibles here on the front of our spore. So you see those up here on the front.
The next we are going to do is we’re going to play with a little bit of a creative personalization here. This part is more about making the spore look cool and interesting and has less to do with the game play. But he is going to go ahead use his finger. Just start moving stuff around. So I think he is going to move the eyes forward here and he is just touching and moving this forward. So imagine this is all we’re done in about two weeks. If we had a lot of time, you could imagine us stretching the spore out and adding colors and really making this like almost like a player to people to personalize their spores.
Let’s go and bring out spore back into game. Now talking a little bit about development and we are also moving from level 15 to level 16. And when we first came in, we sat down and started working with the framework. It took us about two days to get coco touch up and running. Once we have that up and running. We have been able to bring it in on higher game development and got the whole game up and running. So we’re only really demonstrating a couple of levels here in the editor, but we have actually all 18 up and running. We have the full editor, like John and I were sitting here playing and creating all this different kinds of spores and experimenting with what we thought might look interesting to show you all today.
It’s really a lot fun. In fact accelerometers will come to viewer, showing to bunch of Apple employees so they could get a sense of it. And they really like playing with it.
And last if you want to experiment the video capabilities, we threw in a little cuts in here at the end just to show you what we could do by tossing into video our customize spore, making his way halfway out into the world.
And that is Spore from Electronics Arts.
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