Bitsmith’s Ku Comes To Pc, Mac And Android

Today, the 29th of May, 2013, we are delighted to announce that bitSmith’s Ku: Shroud of the Morrigan will be available on PC, Mac & Android.

For those of you who don’t know – Ku: Shroud of the Morrigan is an Action Adventure in which Ireland’s ancient past and economic present collide.

You play as young Ku, who must venture out in to a broken and strange world for the first time. You will have to battle monsters, solve puzzles and retrieve an ancient treasure from the goddess Morrigan.

It blends a hand-drawn, Celt-Punk art style with a storyline based on ancient Irish legend, with a dash of subtle commentary on the grim reality of economic collapse. The aesthetic of Irish and Celtic cultures are prevalent, and the game offers full Irish language support.

The iOS version, which launched earlier in the year, received some glowing reviews and broke the top 100 in the US paid charts. Edge Magazine awarded it their “iOS Game of the Month” for February and others called it “imaginative, charming and persistently attractive” and “a hugely promising debut”.

There is a mini-site available at with videos, screen-shots and downloads.

Get it

The PC and Mac versions come with controller support and will be available through the Humble Store widget on the bitSmith Games site at

The PC version will be available on from today.

It’s also on Steam Greenlight at

See it

Trailer –
Story –
Screenshots and music –

Contact Them or @bitSmithGames

Tokyo Game Show Scholarships

The IGDA is pleased to announce that it will once again be offering IGDA Scholarships to attend CEDEC and Tokyo Game Show. Students from around the world, in all disciplines related to the games industry, are invited to apply.

CEDEC will take place from 21 to 23 August in Yokohama, Japan. Tokyo Game Show will take place from 19 – 22 September in Chiba city, Japan.

The IGDA Scholarships are awarded to the best and brightest students and provide access to major industry events. Students receive individual mentorship from professionals in the field, opportunities to meet and talk to senior figures, as well as the chance to visit local studios in the area of the event. Through this experience, students can get a feel for what it truly means to be a part of our industry.

Applications close on 20 June 2013, as the judging process begins.

For more information and for the applications form, please visit:

Street Rugby Game Launch

I guess it is timely and a good ‘celebrity’ link up. If you are in the area why not pop down.



Sean O’Brien (Tullow RFC, Leinster, Ireland and tourist with the 2013 British and Irish Lions) will be on hand to launch iMobile’s new Street Rugby game – in which he is the central character – at the Hampton Hotel, Dublin 4 at 3.30pm on Thursday, 23rd of May.


Venue: Hampton Hotel (formerly Sachs)
19-29 Morehampton Road,
Dublin 4


3.30pm: Demonstration of Street Rugby
4.30pm: Group interviews with Sean O’Brien

About Street Rugby

The game player controls international rugby star Sean O’Brien as he tackles and side-steps his way through the streets of Dublin from The Spire on O’Connell Street to Lansdowne Road collecting caps and power-ups along the way.

Street Rugby is an arcade-style mobile game using a 3D modelled map of the real streets of Dublin where Sean O’Brien dodges taxis, jumps potholes and shakes off passersby on his way to the home of Irish rugby.

About iMobile

Dublin-based mobile application design, development and publishing company iMobile have been developing apps for sports brands for years with Leinster Rugby, IRFU, ERC, Graeme McDowell, Retief Goosen and many more among their clients.

Having developed a reputation for quality and cutting edge mobile solutions, iMobile are branching out into the fast growing world of mobile gaming with Street Rugby.


Imobile And Sean O’Brien Launch Street Rugby On Itunes

International rugby star Sean O’Brien of Tullow RFC, Leinster, Ireland and tourist with the British & Irish Lions launched Street Rugby at the Hampton Hotel in Dublin on Thursday 23rd May. The freemium third-person running game, is developed by app and games developer imobile.

Released initially on iOS devices, with an Android version to follow, the game allows players to take on the role of Sean running, jumping and side-stepping through a recognisable 3D representation of central Dublin from O’Connell Street, Grafton Street, through Stephens Green on the way to the finishing line at Lansdowne Road.

Players will collect caps and power-ups, avoiding potholes and barriers, knocking down buses and taxis, and taking down opposition players and being chased down by adoring fans. The game also features in-app purchases allowing players to upgrade their character as they try to reach the finishing line.

The launch was well attended by media including television, radio and print media. In the midst of the media scrum, Sean said “When I heard the imobile lads were looking for me to get involved in Street Rugby I was very keen to find out more. I’ve got long flights to Hong Kong and Australia coming up so I was looking for something to pass the time on those as well. had time to sit down and chat with Padraig Shanley, co-founder of imobile and discussed how they moved from app development into games.

The Project So how did the project start?
Padraig Shanley: We’ve done a lot of sports apps. We’ve built apps for Leinster Rugby, Munster Rugby, the IRFU, Graham McDowell, Retief Goosen, we’ve worked with Aviva Premiership so we’ve worked with a lot of sports. In some of the applications they’ve asked us to put in mini-games so Leinster had a kicking game last year in a version, Retief Goosen had a mini golf game in it, Graham McDowell wanted a mini golf game, so that’s what started it with all the golf games.

Then we decided we’d get into the games end of it with 3D games and we had decided we wanted to do something in rugby as we had built six applications for rugby clubs so Street Rugby came out of that. We didn’t want a kicking game because we had done it and rugby is a very hard game to build for so we decided to make it a bit of fun, base it in Dublin, run through the streets and collect caps, try and get a top rugby player involved and Sean fitted in with that because it was bashing through cars and running through the streets and he was a proper character for that, and that’s how we got into it.

We had an interest in the creative side of the business so we have also developed another puzzle game which is played on a live server against anyone in the world called Be Number One, and we have a third game coming along so that how we got into that end of it. How many people were involved in the development of the game?
PS: Our entire team is 28 developers, four creative and ourselves. At nearly every stage of the game nearly everyone had some contribution. I’m not saying that everyone worked on it all the time but there was definitely 15 or 20 people involved at different times working on it. We had a lot of other projects on and we wanted to build it as we worked on our main business, so we’ve worked on it over the last nine months.

The Game What were the main challenges in the game? It’s a 3D model of Dublin you can run through, how big is the zone that you can go through, is it from O’Connell Street to Lansdowne Road?
PS: Yes, it goes through Stephens Green, Baggot Street, up along the quays. It has a lot of the canal, through Baggot Street again, up by our office, by Google’s office ending at Lansdowne Road. We mapped pretty much all of the city centre. It started off we were only going to do one or two streets but then we got a little carried away and tried to map the entire city so we’re going to be bringing out a couple of other versions hopefully, in different cities around the world such as London, Paris, somewhere in Australia, New Zealand and South Africa and maybe do something with American Football as well with the same concept. What were the different challenges between making an app and making a game, or was there really any difference at the end of the day?
PS: Apps are not as creative. They come with a spec from the customer and the creative part might be to create a nice UI, whereas we wanted to get more into the other side of things and that’s where the game stepped in. That would be main challenge, the creative side, coming up with the concept, putting it together and putting the right team in place to do it, and not going off spec. I can see within the game that you have in-app purchases, so can you explain some of the functions that they can give you, and for someone who is playing the game for free, just running through and avoiding things, they can collect caps, but what do the in-app purchases do?
PS: It is possible to clear the game completely without an in-app purchase, but it’s very difficult. An in-app purchase will allow you to collect power because you need energy to get around, you can have “Tullow Tank” mode that lets you bash through cars and buses that are in your way, also bash through people you have to tackle. You also have invincibility which allows you to run for about 15 seconds without being killed by anything, like in Temple Run. We also have resurrection which allows you to come back from the dead instead of going back to the start. You can also buy your own jersey; we have most of the rugby clubs in it if you want to change your jersey. We have a lot of new functionality coming next version. We might put Sean on transport; we’ve been looking at different things.

From apps to games Are there plans now to set up imobile games separate to the app company?
PS: It’ll be a boutique games company and we plan to roll out somewhere in the region of four or five games over the next year, maybe more, across all platforms. From the point of view of working in the app industry and the games industry, have you had much involvement with the local industry?
PS: Not really, it’s something we should have done and something we will do now but we do a lot of work outside of Ireland, 90% of our work is outside of Ireland. We have an office in Mexico, so we haven’t really, but we will. We’ll get you to come along to some of the events.
PS: We will, absolutely. The game’s available now on iOS and you have an Android version?
PS: That’s being launched in less than two weeks, probably in conjunction with a major phone brand. And how much is the game?
PS: It’s freemium, download it for free and buy in-app purchases, we might do some product placement in it later on as it’s based on the real city so you might see some bars popping up, or some branded trucks. We’re going to experiment with that.

The game can be picked up on iTunes now and will be on the Google Play store within the next few weeks, and would like to thank Padraig for his time for this interview.


Ba (Hons) Animation Bcfe

This honours degree programme allows the students to develop and integrate their technical and academic skills in a structured way. It aims to develop in the student a balance between the conceptualist, the artist, the storyteller and the technician.

At honours level the learning is largely self-directed and the students are required to produce an individual animated film and a dissertation based on independent research.

The programme is validated by the University of Dundee (

Programme Content

The programme is composed of both practical and theoretical modules: Production, Life Drawing, Research and Development, Historical and Theoretical Analysis, Personal Programme of Study, Dissertation.

Entry Requirements

HND in Animation (or relevant and equivalent qualification). If English is not your first language you must provide documentary evidence of your ability in English. Normally students are expected to have an IELTS score of 6.0 or equivalent.


Advanced Diploma in Animation – City of Dublin Vocational Education Committee. BA Honours Degree in Animation – University of Dundee

Portfolio Guidelines

Artwork should demonstrate ability in both figurative and abstract approaches. 10 samples of life drawing and life drawing sketchbooks. Layout and design samples and developmental work. Scripts,treatments, storyboards. Animation tests with conceptual development and thumbnail work to support context. Personal observation sketchbooks and journals exhibiting artistic/cultural interests. Work may be presented flat or digitally. All work must be original and recent.


Q-Ed Belfast

Q-Con 2013 will be running from the 28th to the 30th of June, and is a great opportunity for gamers, fans, and designers alike to meet, greet, and compete.

Q-ED is a one-day conference ( Sat. the 29th) of talks and panels taking place during the Q-Con games convention in Belfast.

Q-Con 2012 was one of the UK and Ireland’s largest games conventions with over 2200 people attending throughout the weekend.

We are nailing down details of the talks and panels at the moment, but many of this year’s Q-ED speakers have been confirmed, including veterans of mobile gaming, illustration, and movie CGI.

Current speakers confirmed so far include:
Greg Maguire –
Andrea Magnorsky –
Owen Harris –
Brendan Drain/Tina Lauro –
Tanya Roberts – Star Wars comics
PJ Holden – 2000AD comics
Sophie Tynan – LARP NI

More details are available at

For further details about Q-ED and Q-Con, you can find us at, or follow us on Facebook as QConBelfast and Twitter as @qub_qcon

Dublin Start Up Weekend

A Dublin Start Up Weekend is taking place from the 7-9th of June this year in Google Ireland. It is not just about games but there are some game companies involved as mentors and judges.

The tickets are €55 until 17 May, which includes: food on Friday night (pizza or something similar); breakfast, lunch and dinner on Saturday and Sunday; snacks throughout the weekend; and lots of swag – t-shirts, etc.

Ideas are pitched Friday night and teams are formed, then the ideas are developed throughout Saturday and Sunday with the help of mentors. On Sunday night all teams pitch their ideas and out judging panel will score the teams based on certain criteria. There will be prizes and potential talks with investors.

Our mentors and judges can be viewed at

Get tickets at

Bsc (Hons) In Computing, It Tallaght

Bachelor of Science (Honours) in Computing

Full Time: Application Closing Date:

This is a general computer science course but there are two modules of relevance in Year 4 – Interactive Media Design and Interactive Media Development both lectured by Stephen Howell.

Interactive Media Design deals mainly with the processing framework for development of 2D graphics and UI.

Interactive Media Development is now using Unity3D (previously XNA) to teach game development fundamentals (Lighting, cameras, animation etc..) as well as the some game-design theory.


Gdc Europe Scholarships

The IGDA is offering some student scholarships to attend GDC Europe this summer.

Students from around the world, in all disciplines related to the games industry, are invited to apply to receive an All-Access pass to one of Europe’s most prestigious conferences, held in Cologne, Germany 19-21 August.

Applications are being accepted until 14 June at which point the judging process will begin.

Interested students can find more information, as well as apply, at