Year – 2015

Graduates: The Bridge 2015 is open


The Bridge 2015 is seeking applications from recent graduates (animation/games/vfx) and older graduates (animation/games/vfx) for the 2015 Bridge programme, an intensive 8 week programme (between June and August) that aims to take graduates and make them “Industry Ready” by placing them in studios and offering them onsite and offsite training.

This year there may also be an opportunity for a number of Bridge participants to undertake a European Placement abroad, funded through the EURES EYE Initiative. This placement can include allowances for training, travel (once-off), re-location (once-off), language training and mentoring.

For more information on the Bridge programme and the application procedure see here

Deadline is Friday the 29th of May.


Animation & Visual Comms Lecturers (LIT, Clonmel)


Limerick Institute of Technology, Clonmel are looking to recruit two assistant lecturers to teach on their BSc. in Game Art and Design degree programme.

The first position is an Animation assistant lecturer role which will focus on teaching in the areas of animation and games. This post would give the successful candidate an opportunity to help develop current and future courses and help craft the direction of a suite of exciting media focused programmes delivered on campus. Industry experience in the areas of animation and asset development for games and/or animation would be beneficial.

AL – Animation (fixed term)

We are seeking to recruit a person(s) who will contribute to the teaching responsibility in the area of Animation and/or Game Art and will contribute to the continued development of the courses. The person(s) appointed would be expected to teach across the year level range as well as taking shared responsibility under the direction of the Head of Department for development and administration of the subject generally. To this end the successful applicant should have proven professional practice and have experience in the teaching of Animation and /or Game Art.

We are looking to recruit a person with the following skill sets;

• Strong proven background in Animation for TV, Feature Film or Games, combined with excellent drawing skills
• Strong experience in animation technology, in particular animation and design software including Adobe Photoshop, Adobe Flash, Autodesk Maya etc.
• Experience with speciality animation, games and compositing software including Toon Boom Storyboard Pro, Toon Boom Harmony, Unity, Houdini and/or Nuke would be beneficial but not essential
• A broad understanding and knowledge of the area of Animation from basic principles through to performance based character animation
• Experience in both traditional and contemporary 2D and 3D digital animation processes with an emphasis on areas such as character design, layout drawing, illustration, background art, storyboarding and animatic, character animation, 3D Animation etc.
• Ability to communicate own skills and experience to students, to analyse work and give comprehensive and constructive feedback.
• Industry experience in the area of Animation and/or Games

The second position is a Visual Communications assistant lecturer role which will focus on visual development in the areas of animation and games. Again, this post would give the successful applicant the opportunity to develop the direction and content of the visual development aspects of the programmes and help evolve and focus this area of study towards the disciplines of film, animation and games. Industry experience in the areas of concept design and visual development would be beneficial.

AL – Visual Communications (fixed term)

We are seeking to recruit a person(s) who will contribute to the teaching responsibility of visual communications with in the Animation and Game design fields and will contribute to the development of these courses. The person(s) appointed would be expected to teach across the year level range as well as taking shared responsibility under the direction of the Head of Department for development and administration of the subjects generally. To this end the successful applicant should have proven professional practice and have experience in the teaching of visual communications.

We are looking to recruit a person with the following skill sets;

• Strong proven background in the area of Visual Communications with the necessary academic knowledge, technical skills and professional experience to lecture and develop relevant programmes of study in the areas of Animation and/or Games
• Strong experience and ability to deliver in the specific areas of Visual Communications including Graphic Design and Typography; Lens Based Media; Information design, interactive design and user interface design; Storyboarding and animation techniques etc.
• Strong experience in design technology, in particular animation and design software including Adobe Photoshop, Adobe Illustrator, Adobe After Effects, Adobe Lightroom, Adobe Flash, etc.
• A broad understanding and knowledge of the area of Lens Based Media and Photography
• Ability to communicate own skills and experience to students, to analyse work and give comprehensive and constructive feedback.
• Industry experience in the area of Visual Communications and Lens Based Media


If you think these are of interest and would like further information before applying, please do not hesitate to contact us and we will more than happy to answer any questions.

Andrew Crotty – Game Art and Design – Course Co-ordinator –

John Hannafin – Digital Animation Production – Course Co-ordinator –

Richard Gavin – VFX Specialist and Assistant lecturer –


Application Form(s) which should be completed and returned to the following address not later than 12 noon on Friday, 22nd May, 2015 and may be obtained from the website:


The Human Resources Office,
Limerick Institute of Technology,
Moylish Park,
Telephone: 353-62-293281
Fax: 353-62-293300

New Beginners Game Dev Course – CityWest

refireglogoSMRefrigeration Training has been in touch to say that they are doing to be offering a Beginners Game Development Programme. It is currently a non accredited course, but if they get enough interest, they  will put it through the FETAC/QQI QA procedure.

This is a crash course in Unity3d development. Learn the basics of 3d, 2d, game engine programming, and how to publish your projects. Unity3d is a game engine that can be used for all types of interactive media. Build your games or interactive media for Web, iOS, Android, Windows, Apple and Windows Phone. This course would suit all levels of 3D Modellers, Architects, Web Designers, Game Design students and anyone looking to learn something about the game development process.

This is a course descriptor for the class here.


No experience is necessary, but a basic ability to use a computer is needed. Students must have a laptop to work while in the class for the best experience. It is possible to work from home after class, as all material will be available online. The programs to be used are Unity5 (Personal License) + MonoDevelop (Scripting), Blender3d (3dModelling), and GIMP (2dImageEditing).


10 week course with a 2hr class per week.

Starting 29th May, every Friday 6pm-8pm, for 10 weeks

The cost is €200.

More information

The company is based in the Citywest Business Campus in Dublin 22.

Shane Kavanagh will be teaching the Beginners Game Development Course and he has qualifications in games (BCFE, DIT) and media (BCFE/DCU). Contact Shane at

Refrigeration Training are a registered education company and currently run a number of FETAC/QQI accredited courses. They specialise in training technical personnel in the RAC sector, and have been developing an online training system.

5th Irish Symposium on Game-Based Learning: Call extended to 22/04/15

The 5th Irish Symposium on Game-Based Learning (iGBL2015) will be held at IADT on 4th and 5th June 2015.

There will be presentations and workshops from a wide range of topics related to the use of games and game-based approaches for formal and informal learning.

Teachers/developers/researchers who are interested in presenting and sharing their experience of using games to instruct,  are welcome to submit an abstract for a presentation, a poster, or a workshop, on or before Wednesday 22nd April, using the online submission system.


StoryToys Wins a Bologna Ragazzi Digital Award

My Very Hungry Caterpillar wins the BolognaRagazzi 2015 award

StoryToys, based in Dublin, have been awarded the prestigious Bologna Ragazzi Digital Award 2015 for ‘My Very Hungry Caterpillar’, an app for children based on the work of renowned illustrator and author Eric Carle.

The BolognaRagazzi Digital Award is given by the organisers of the Bologna Children’s Book Fair, the world’s leading event for children’s publishing since 1963. The award is designed to identify and promote innovation and excellence in children’s digital publishing, and is one of the most prestigious in this rapidly emerging global industry. In 2015 the international jury considered 192 entries from 27 countries. For 2015, the “jury decided not to award separate fiction and non-fiction categories, but instead to award a single top prize for an outstanding app that unifies both genres.”

In My Very Hungry Caterpillar the much-loved Very Hungry Caterpillar character appears for the very first time in fully interactive 3D form. Children can nurture, feed, care for, and play with their very own caterpillar in a beautiful 3D environment based on the classic illustrations of Eric Carle. The app delivers a wonderful new experience for the millions of fans of this classic book, first published 45 years ago, and has topped app charts in 30 countries around the world, including the UK, Germany, Japan, France and Italy.

“Everyone in StoryToys is incredibly proud and grateful to have received this recognition from the Bologna Ragazzi jury” said Emmet O’Neill, Chief Product Officer of StoryToys. “Our team did an amazing job building this wonderful app, supported at every step by our partners from The World of Eric Carle and the Joester Loria Group.

We always believed that we had created something special with My Very Hungry Caterpillar. We wanted to create an immersive, personal experience that helped children to connect with Eric Carle’s iconic character in a new way. It is very gratifying to have our work recognised by such a renowned organisation as the Bologna Children’s Book Fair.

I believe this app demonstrates how the creative use of technology can bring magical new experiences to the children’s publishing industry.”


About The World Of Eric Carle™

The World of Eric Carle™ is a design-driven licensing and merchandising program based on the beloved picture books by Eric Carle. A prolific author and artist, Eric Carle has written and illustrated more than seventy books which have sold over 125 million copies worldwide. Like his books, The World of Eric Carle brand draws upon Eric Carle’s approach to creativity, discovery, play and development. Licensing and merchandising programs are ongoing in the US, Japan, UK, Australia and Europe. For more information, please visit:

About StoryToys

Headquartered in Dublin, Ireland, StoryToys creates and publishes highly innovative and entertaining software for children including interactive books and games.

Games in Education conf.

The ICT in Education conference will take place on the Thurles campus of LIT on Saturday 25th April.
The theme for this year’s conference is ‘Make, Bake, Take’. The theme places an emphasis on creativity and a series of presentations and workshops will showcase how technology can be used effectively to foster and facilitate creativity in the classroom.
Keynote presentations will be delivered by Dr. Steve Bunce, Mary Loftus, Stephen Howell and Paul Hopkins. A range of break-out sessions will see presentations and hands-on workshops delivered by practicising teachers across primary, secondary and third level education.  These sessions will cover a diverse range of topics such as Minecraft in the Science classroom, Digital Protfolios. Virtualisation, computer Games in the new Junior Cycle, Langauge and Technologym the Effective use of Images and Video in the classroom and Developing Digital Literacies.  Full details of the programme and online registration can be found at

A Maker Meet will be held on Friday 24th from 7-9 pm.  This will be an informal pre-conference opener which promises to be a fun filled evening of making, sharing and learning with a hint of challenge and competition for good measure!

Early bird registration is currently open and will close this Monday 13th April,  the early bird rate is €40 with a special ‘Bring a Buddy’ rate of €70 for two.  A student/unwaged rate of €20 is also available.  Registration for the Maker Meet is also open at a rate of €10.

Upcoming Animation Skillnet Courses


A number of the following short courses may be relevant to readers here.



1) Python and CG Pipelines (5 Wednesday Evenings) –
2) Production Management for 2D Animation (One Day – Saturday) –
3) Introduction to Grooming with XGen in Maya (5 Tuesday Evenings) –
4) Creating Great Children’s Content (5 Tuesday Evenings) –
5) TVPaint Essential Training (5 Monday Evenings) –
6) Introduction to Anime Studio Pro (One Day – Saturday) –


1) Toonboom Harmony Training (Galway – 3 Days) –
2) Storyboarding with Storyboard Pro (Galway – 3 Days) –

Get Irish game Algebalance

algebalanceAlgebalance is an iOS game aimed at teaching young kids the basics of Algebra. It does so through a fun puzzle game where the player has to rearrange colourful “Vumbles” around on a set of scales, and ensure that they still balance.

We have just heard that the game is now free on the App Market, so grab it if you’ve an iDevice.


Secondly, the game is now also playable, in its entirety, on your web browser directly from the official Algebalance website.


No plugins are needed, but having an updated, modern browser certainly helps.


Developer: David Collins
Price: Free







New Game Creators Organisation

At a meeting last week a group of Irish based game creators, supported by Brenda Romero, announced that they are going to develop a new organisation to build awareness of games made in Ireland.

The core goal as currently formulated is:

‘Improve awareness of game creators in Ireland.

A core goal is to improve national and international awareness of game creators in Ireland including their games, companies, events, achievements and opportunities.’

You can see the draft principles and goals online.

They are asking people to provide feedback on the draft document and for interested parties to nominate themselves for the board elections taking place in 6 months.

Follow some of the key figures on twitter and facebook, or keep an eye here, and we will announce things as we hear them.

3D Artist, Variable State (Dublin)

Virginia Banner


Variable State is looking for a contract 3D artist to work on Virginia.

The role will begin in May and last for 15 months.

Please be advised this is a fixed term contract position and will likely not lead to a full time position even if you are entirely lovely.


– Working with Terry, our art director on look and style
– Concepting, modeling and texturing in-game assets, including props, environments and characters
– Technical proficiency in areas such as lighting, rendering and writing shaders
– Investigating and proposing new techniques, implementing them and training the team
– Be able to take simple sketches or photo reference and translate your own work to follow the game’s established style and art direction
– Deliver work via Perforce

You must be able to:

– Work remotely, using your own hardware and software
– Participate in web-based company chat and video conference
– Be available for normal business hours in UK time / GMT+0
– Work in 3ds Max and Unity
– Deliver FBX models
– Work independently with confidence, own your tasks and deliver to quality in a timely manner and to deadline, while providing your own embellishments

Added bonuses:

– You have shipped PC or console titles before
– You’re familiar with Unity
– You live in or near Dublin, Ireland

We welcome applications from everyone irrespective of age, gender and ethnicity, but, as women, LGBTQs and members of ethnic minorities are under-represented in games, we would encourage applications from members of these groups.

We value folk who are patient in their dealings with others and thoughtful and conscientious in their approach to work. We like people who are open and communicative about what they do, who like sharing knowledge and enjoy educating team members about their field of expertise.

Interested? Send a link to your portfolio and CV to

Game Design Internship, Social Arcade (Dublin)

Social Arcade is providing work experience in 2D game design and development.

This position starts immediately and will run until the summer.

Skills include

  • Working with GML
  • Passion for Gaming


Outcome of the internship

  • The designer will have experience working with a team of designers and programmers.
  • Working in an office environment.
  • Designing Apps that large brands will use in marketing campaigns.
  • Experience in Marketing campaigns
  • Game Design.
  • Working with Web Apps, Oculus Rift and the Kinect for brands.
To apply send your CV and relevant information to  Eddie at

Social arcade are located in the National Digital Research Centre, The Digital Exchange, Crane Street, Dublin 8, Ireland.


Two Nominations for A MAZE 2015

Two Irish game creators have been nominated for the A MAZE festival which will take place in Berlin, Germany, this coming weekend, the 22-25th of April.

The first is Curtain by LLaura Dreamfeel.

Curtain woeYJj


The second is Deep by Owen Harris and Niki Smit.

Deep Screenshot_104.0223


This is the second year in a row that Ireland has been represented after last year’s finalist Control by Keiran Nolan.

A MAZE. is an international festival for independent games, digital arts and playful media. It provides an international platform for independent games that invites professionals and creatives from various fields to exchange their knowledge and visions, presenting their projects, playing, making contacts to collaborate on future projects. This is its fourth year.

You can find the other nominees here.

Tickets are not too steep so check out your flights now! Congrats all and good luck!

Web Designer / Graphic Artist Zoodazzle (Dublin)

Zoodazzle is looking for a talented web/graphic designer with expertise in UX/UI design to work on our game-technology UI and associated cloud and websites. This is a great opportunity to work on exciting projects in an Irish games technology company. This is a full-time permanent position.

Main Duties & Responsibilities

The successful candidate will be responsible for the design of a variety of media including application UI/UX design, web and portal design and maintenance, game asset design and production, newsletter graphics, promo pages and various marketing collateral.

Skills Requirement

• Proficiency in the Adobe suite of products to create layouts for application, web and mobile platforms.
• Skilled in the use of HTML and CSS
• Skilled graphic artist or illustrator
• Possess strong visual and verbal communications skills and be able to operate well with changing demands and deadlines.
• Be able to design for maximum usability and site performance, while achieving business goals.
• Flexible; can understand and pick up new systems or processes quickly
• Comfortable with working on multiple projects at the same time
• Work within a Scrum team to deliver user stories.


• At least 2 years’ commercial experience, preferably working on an ecommerce site or application.
• UI/UX design – 2+ years of experience as senior/lead designer.
• Experience with the WordPress architecture and styling.
• Experience with Adobe InDesign
• Working knowledge of PHP an advantage.

Company Information

Zoodazzle is a games-tools creator based in the Synergy Centre, Institute of Technology, Tallaght, and has developed a software product used to create games, interactive-software and multimedia applications for smartphone and desktop platforms.
Our technology lowers the technical barrier-to-entry for designers by providing a single development environment, a cross-platform development tool providing users with state-of-the-art visuals and audio with real-time team collaboration, with members working on the same project from anywhere in the world.


GDC Europe scholarships

Applications to be an IGDA Scholar at GDC Europe & Gamescom 2015 are now available!

GDC Europe will take place 3-4 August and Gamescom from 5-9 August, 2015 in Cologne, Germany. Students from undergrad to PhD programs interested in going into the games industry are eligible for this opportunity.

The IGDA Scholarship Program is a 14 year old program that kick-starts careers of the best and brightest students entering the games industry. This program awards scholarships to select individuals who apply. Scholarship winners will receive:

· Conference Passes to GDC Europe & Gamescom.
· Mentorship: A veteran, industry mentor assigned to the scholarship recipient based on the field of his or her study. This mentor meets with them during the conference, helps them network, and maintains a relationship with the student throughout his or her career.
· Studio tours: In 2014 students toured DoubleFine, 3 Rings, DICE LA, Insomniac Games, and Gree as part of their IGDA Scholarships. Our program works hard to ensure students receive studio tours at each conference experience.
· Booth Tours: This is usually specific to E3 and Gamescom. As part of this students get to play games and meet with developers one on one. During Gamescom 2014, students met with Lewis Brown from EA about how to get into industry, spoke with Tim Symons from Nintendo Europe about publishing with Nintendo, sat down with industry legend Don Daglow, and received special access to the Sony Press Conference.
· Q&A Sessions: We invite students to speak to veterans in private sessions. In 2014 our GDC Europe & Gamescom scholars had the opportunity to speak with industry luminaries including Brenda and John Romero, Oculus Product Lead Joe Chen, and Microsoft Tech Evangelist Lee Stott!

Applications for GDC Europe & Gamescom 2015 are due the 5th of May! Visit: to apply.

For general information visit! And follow us on Twitter @IGDA_scholars for updates.

Additionally, please be advised that scholarships to E3 are due March 24th!
Students can submit for both scholarships by visiting

Game Design Internship – Simteractive (Dub) – position filled




Job Title – Game Design Internship

Job Location – Dublin, Ireland

Job Type – Six-month full-time internship

Job Salary – Expenses paid


Simteractive are looking for a game design intern to join their team and work on high-quality sim/tycoon games for mobile devices. This is a great opportunity for an aspiring game designer to get games industry experience, to advance their game design skills, to get a credit on a mobile game, to work alongside an experienced team and to join an early-stage game development company.


  • Review and playtest the game at each stage of development and identify design issues
  • Carry out play sessions of the game with users, noting issues that arise and suggesting design solutions
  • Offer creative, practical solutions to design problems that show awareness of game design theory
  • Maintain game design documentation and create additional documentation when needed
  • Assist with adjusting game balance and progression
  • Assist with various aspects of game design e.g. tutorial design, system design, mini-game design
  • Come up with new content ideas e.g. for game characters, game items, quests
  • Perform various design research tasks (e.g. comparative feature analysis with other games, complex testing tasks for play balance, researching current design trends/best practices)
  • Assist with general game development tasks that arise e.g. preparing promotional material, assisting with production planning, assisting with QA etc.


  • Graduate or student in game design or related area with excellent academic record
  • Portfolio demonstrating practical game design and development experience (including student projects, hobby-level game development, game jams etc.)
  • Smart, conscientious individual who is committed and motivated to achieve high standards
  • Eager to gain a wide variety of game development experience and open to feedback
  • Knowledge of game design theory
  • Passion for creating mobile games, particularly sim/tycoon games
  • Awareness of why people other than oneself play games and ability to design with this knowledge in mind
  • Ability to analyse and thoroughly think through design problems, to consider the game as a whole and to come up with creative and practical solutions
  • Strong analytical and numerical skills and ability to deal with large amounts of numerical data in Excel
  • Excellent attention to detail
  • Good knowledge of current mobile games market, free-to-play monetisation and social games
  • Experience with a range of software tools and ability to learn quickly e.g. Excel, OmniGraffle, Unity
  • Outstanding communication skills – written, listening and presentation
  • High degree of self-motivation and ability to multi-task, prioritise and manage personal workflow

To Apply:

Please email with a cover letter, CV, details of previous game development experience and when you would be available to start. We will shortlist a number of applicants to complete a game design test.


UI/UX Designer – Simteractive (Dublin)




Job Title – UI/UX Designer – Mobile Games

Job Location – Dublin, Ireland

Job Type – Permanent

Job Salary – Negotiable dependent on experience


Simteractive is seeking a motivated, talented UI/UX designer to join their team, working closely with the game director, engineering team and art team to create high-quality mobile sim/tycoon games with beautiful user interfaces and an excellent user experience.


  • Design intuitive, elegant, beautiful interfaces that enhance the gameplay experience
  • Create high quality UI art assets
  • Create, update, and maintain the UI styles and standards between all new and existing games, including updating the style guide where needed to retain visual integrity
  • Collaborate with the rest of the game development team to ensure visual design meets the necessary creative and technical requirements
  • Collaborate with the technical team to ensure smooth workflows for UI as well as looking for ways to improve the pipeline and the quality of assets
  • Suggest and implement improvements to existing UI for games in production, taking business milestones into account
  • Create storyboards, wireframes and interactive mockups to explore interaction concepts
  • Create and implement optimal UX design processes for the studio
  • Incorporate iterative design, live data and user testing throughout the development process
  • Conduct usability testing and translate findings into actionable insights and design improvements
  • Act as “go to” with in-depth knowledge of user interface best practices and standards


  • Portfolio demonstrating strong UI skills and graphic design skills
  • 2+ years of relevant experience included at least one shipped title, ideally for mobile or tablet
  • Exceptional design skills, production value and attention to detail and ability to create high quality art assets efficiently
  • Knowledge of usability principles and current design trends/best practices for mobile game tutorials, game navigation and common UI/UX patterns
  • Strong understanding of visual design principles and how they relate to game development and user interface
  • Experience incorporating prototyping, iterative design, live data and user testing throughout the development process
  • Strong understanding of the challenges presented by mobile platforms including working with different screen sizes
  • Ability to analyse and thoroughly think through problems and come up with creative and practical solutions
  • High level of expertise with relevant software packages
  • Outstanding communication skills – written, listening and presentation
  • Ability to consider the broader context of their work and how it fits in with the overall business goals of the company
  • High degree of self-motivation and leadership skills and ability to multi-task, prioritise and manage personal workflow

To apply, email with a cover letter, CV and portfolio link.

Creative Europe Funding call for Video Game projects

So we had a message from the folks over in the European Game Developers Federation. They noted that there were only a few applications from Ireland to the last Creative Europe call for funding and wanted us to send around the information.


This programme allows for up to 50% of prototype development costs to come from EU money.
EGDF has made this checklist helping you to determine, if this funding instrument is suitable for you.
Official guidelines and application forms are available here.


Deadline is the 26th of March, 2015, Brussels time.

Educational Games competition

Third International Competition on Educational Games will be held this year in conjunction with the European Conference on Game-Based Learning (ECGBL), which is being held in Steinkjer, Norway on 8 -9 October this year.

The aims of this competition are:

· To provide an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition.

· To provide an opportunity for GBL creators to peer-assess and peer-evaluate their games.

· To provide ECGBL 2015 attendees with engaging and best-practice games that showcase exemplary applications of GBL.

Games submitted to the competition are expected to accomplish an educational goal. We welcome contributions relevant to all levels of learning (primary, secondary, tertiary or professional. Both digital and non-digital games are encouraged. Competitors should be prepared to explain their design and evaluation process, why it is innovative (the game itself or its educational setting) and how they achieved (will achieve) the impact they seek. The game should be in a development state that engages the player for at least 10 minutes.

For further details.

In the first instance authors should submit details of the game using the online abstract submission form.

The closing date for submissions is the 16th of June.



Studio POWWOW & Puppy Cuts

Studio POWWOW has informed us that they have just released Puppy Cuts – My Dog Grooming Pet Salon. They developed  the game for The Kindly Ones Ltd. from concept right through to full release and it is published by Dublin based, StoryToys. It is out now via the App Store (see below).

‘Go from scruffy to fluffy with StoryToys new Dog Grooming App, a delightful doggy makeover app for tablets and mobile phones. Get tails wagging as you groom, style, color and dress up your precious pooch.’


Puppy Cuts screen520x924

About Studio POWWOW

Studio POWWOW was founded on the principle that young audiences’ viewing habits and behaviours have changed as the internet, mobile and tablet devices become an ever increasing part of the way people consume entertainment. POWWOW creates entertainment brands with engaging stories and characters on multiple media platforms by bringing their experience of award-winning TV-quality animation, design and storytelling to interactive content and games.

They specialise in all aspects of animation production and game development for TV, Film and Games.

See here.


Animation & VFX Traineeships – Call for Applications


Screen Training Ireland and Animation Skillnet are seeking applicants for a pilot one-year Traineeship Programme for Animation and VFX.

The Traineeship programme aims to partner 10 trainees with 10 animation/VFX studios for one full year. Over the course of the programme, the trainee will work in-house in the studio where they will receive on the job training. In addition to on-the-job training, the trainee will receive additional tailored training through Animation Skillnet and Screen Training Ireland.

The curriculum for the year of training is developed in close consultation with industry, and will combine training in core skills for animation/VFX with specialist and studio-specific knowledge and skills.

The traineeship will be divided into two main fields, both of which will be further divided into two training pathways:

1. Animation

Training Pathway 1: 2D
Training Pathway 2: 3D

2. VFX

Training Pathway 1: Compositing
Training Pathway 2: CG

The programme may also offer a parallel Technical Direction for VFX and Animation pathway, subject to demand.

All pathways will intersect where there are commonalities in terms of training needs, and all trainees across all four tracks will participate in core modules.

The Traineeship programme will commence in March 2015.

A training allowance/bursary will be made available to selected participants.

Participating studios for the pilot programme include:

Brown Bag Films

Cartoon Saloon

Giant Animation

JAM Media


Piranha Bar

Screen Scene VFX


Windmill Lane VFX

Applicants should apply via email with a CV and showreel and/or portfolio to Screen Training Ireland and Animation Skillnet at with “Animation/VFX Traineeship” in the subject header.

Applicants should identify the skills area/training pathway they are interested in pursuing, e.g. VFX: Compositing, 2D Animation, etc. Applicants will be evaluated and shortlisted for interview by a panel of industry experts, in consultation with Screen Training Ireland/IFB/Animation Skillnet.

Only those who are shortlisted will be called for interview.

Deadline for applications is Friday 20th February 2015.

For further information, please contact Sorcha Loughnane at Screen Training Ireland; or Gareth Lee at Animation Skillnet.

IGDA Scholarships for E3

The IGDA Scholarship Program is a 14 year old program that kick-starts careers of the best and brightest students entering the games industry. This program awards scholarships to select individuals who apply. Scholarship winners who attend E3 will receive:


1. E3 Pass: A Conference Pass to E3.

2. Mentorship: A veteran, industry mentor assigned to the scholarship recipient based on the field of his or her study. This mentor meets with them during the conference, helps them network, and maintains a relationship with the student throughout his or her career.

3. Studio tours: In 2014 students toured DoubleFine, 3 Rings, DICE LA, Insomniac Games, and Gree as part of their IGDA Scholarships. Our program works hard to ensure students receive studio tours at each conference experience.

4. Booth Tours: This is usually specific to E3 and Gamescom. As part of this students get to play games and meet with developers one on one. During E3 2014, students met one on one with designers from Ubisoft, attended a Destiny after hours event, met with Disney, and sat down with Oculus after conference hours.

5. Q&A Sessions: We invite students to speak to veterans in private sessions. A few of the ones from the 2014 conference experiences included Brian Fargo (Fallout, Wasteland, Wasteland 2), Don Daglow (Intellivision, Utopia, Neverwinter Nights), John Romero (Doom,Ravenwood Fair, Red Faction), and Jenova Chen (ThatGameCompany, Journey,Flow, Flower).



Applications for E3 2015 are due the 24th of March!

Visit: to apply.

For general information visit! And follow us on Twitter @IGDA_scholars for updates.

#IrishGameDev interview with Colm Larkin

In 2013 Geoff Newman (aka krudd) of EndLife Studios produced a number of podcasts interviewing people in #Irishgamedev. We also posted before Christmas that he was working on a film on gamejams.

This week he released an interview with Colm Larkin, founder of Gambrinous and creator of Guild of Dungeoneering – which you might have seen on our picture carousel on the homepage! Colm should be over in Amsterdam at Casual Connect this week as one of two Irish indie games that have been selected as finalists for the Indie Prize.

This interview was conducted in Dec. 2014 – so before he knew about the nomination.

Thanks to Geoff for sharing it.

#IrishGameDev interview with Colm Larkin from Geoff Newman on Vimeo.


See also one game a month Dublin meetup.



Two Irish games selected for Casual Connect Indie prize

Casual Connect is taking place shortly in Amsterdam, the Netherlands and we are delighted to announce that two Irish indie games have been selected as finalists for the Indie Prize.


Hay Ewe by Rocket Rainbow Studios


Founded in 2012, Rocket Rainbow is an indie developer based in Galway. Last Autumn they released Hay Ewe, a ‘ewe-nique’ puzzle game centering on the adventures of Matilda the sheep!

hay-ewe-logoMatilda is a natural born leader with the unfortunate task of rounding up the ever-mischievous lambs. Using your finger to draw a path you must navigate challenging puzzles and avoid treacherous obstacles with your chain of lambs to deliver them to the safety of the barn.

J. P. Vaughan told us that “We are thrilled to have Hay Ewe nominated as a finalist for the Indie Prize. We worked really hard over the past year and a nomination like this makes us feel really proud of what we have achieved. We’re extremely happy to be standing tall alongside many other great indie games.”


Guild of Dungeoneering by Gambrinous


Gambrinous is an independent studio based primarily in Dublin, Ireland. Initially a kind of one-man-band run by founder Colm Larkin, it has now grown to a hefty four people as they work on their first commercial release, Guild of Dungeoneering.

Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. Using cards drawn from your Guild decks you lay down rooms, monsters, traps and of course loot! Meanwhile your hero is making his own decisions on where to go and what to fight. But will he be strong enough to take on the dungeon’s overlord?

In between dungeon runs you manage your Guild, building new rooms to attract new classes of adventurer and to expand your decks of cards with more powerful items and events. Visually Guild of Dungeoneering looks like something you might have doodled in the corner of your copybook, with a sort of pen-on-graphpaper feel.

Colm Larkin told us “I’m incredibly proud that Guild of Dungeoneering has been selected as a finalist in the Indie Prize. The game has come a long way from its humble beginnings as a gamejam prototype to becoming a top quality indie game. Awards like this one really help show us we are doing something right!

Good luck to both!

NinjaGo Endless Runner released for the App Store

In late 2014 we announced that Galway games studio 9th Impact had released NinjaGo Endless Runner on Google Play. It is still on our frontpage banner.

In the 2 months following launch, the app has been downloaded more than 15,000 times from Google Play with over half a million games played in that period.

Today, the Galway team have good news for Apple users.  The game is now available in the App Store with versions for both iphone and ipad resolutions.

The game is free to play and features a Ninja running through different terrain (levels) jumping, somersaulting and using weapons.  It features “gamer thumbs” controls which is a departure from the more usual “swipe actions” of other games in the Endless Runner category.

“We’ve had incredibly positive feedback so far, with the majority of people rating the game 5 stars.” reported Finn Krewer, Head of Development at the 9thImpact studio. “As with any game, we’ve small things to improve and we’re busy developing new levels and enhancements which we’ll roll out to gamers soon.”

NinjaGo can be downloaded free from the following stores:


Ninja Go Endless Runner
Ninja Go Endless Runner
Developer: 9th Impact
Price: Free+


Ninja Go Endless Runner
Ninja Go Endless Runner
Developer: 9th Impact
Price: Free+


New Database of Game Related Courses

It is January and that time of year when secondary school students, people thinking of a career change, and those interested in further training, are galvanised by the CAO deadlines in the Republic of Ireland and the UCAS system in Northern Ireland (which has different deadlines!). Here on we usually get a good few emails around this time of year from people looking for information on courses and advice.

Last summer one of our key goals was to update our database of all of the games related courses at levels 6/7 and beyond that are available both in the Republic and Northern Ireland.

Today we are relaunching our database of game related courses. While we still have some formatting work to do, time was ticking so we thought we had better get the info out there. Our database will allow you to search for courses by institution, course name/type and location. There are around 150 courses of different levels here from public and private institutions. Some of these courses are directly designed for those thinking of entering the games industry, others are less directly targeted but offer relevant skills. Thus our database should be a nice complement to the CAO and UCAS databases.

We hope that this helps our members to choose the right path for their career, and institutions with courses that are not listed can contact us to get listed.

We do not endorse one course over another and we rely on colleges, staff and students to update us with changes so always check the course website for updated details before making your final choice.

This is a volunteer effort by members of the community with special assistance from K. Vesikko.

Let us know what you think and if you like it, share it!

#IrishGameDev in the news – 18 Jan.

Following in the wake of two articles in the Examiner newspaper which we have linked to in our forums, Róisín Burke from The Sunday Business Post (SBP) wrote two articles in yesterday’s paper (18th of Jan. 2015) on the Irish games industry.


One focused on asking what has happened since the government launched its Action plan for the Games Sector in Ireland in 2011 and set out a number of measures which it claimed could double the numbers employed in ‘core game activities’. On foot of this a cluster group was established to implement the plan. This group included industry, academic and other interested representatives.

Games Ireland was formally incorporated around this time, as an industry representative body for the games industry in Ireland and held a high profile event in the Shelbourne hotel attended by industry representatives from Europe. See images below of an Taoiseach End Kenny and David Sweeney, then chair of Games Ireland and in the second image Paschal Donoghue (TD) and Barry O’Neil (StoryToys) from this event. Paschal Donoghue (TD) was at that stage one of the most prominent political figures promoting the games industry. Games Ireland were also participants in the cluster.










The Clustering Development Team has to date not published a report and there is no public records of their activities (do correct us if there are!). According to the SBP articles Games Ireland appears to be declining to agree to publication of a report without some key issues being included and the ‘team’ has been in hibernation now for almost a year.

Meanwhile David Sweeney stepped down as chair of Games Ireland towards the end of 2014 to concentrate on his European work. He has been replaced by Paul Breslin of Riot Games. Paschal Donoghue has moved to a new appointment as Minister for Transport, Tourism and Sport.

In the second article we see some discussion of the potential impact of a new tax credit system for game development introduced in the last year in the UK. Some Irish companies are considering establishing offices in Northern Ireland or in the UK to take advantage of both the tax credit and funding via cultural funding agencies.

So together with the articles in the Examiner, a rather somber picture is presented and the action plan is looking rather lifeless.


Download the action plan – forfas20111010-Games_Sector_in_Ireland_2011


GameCarver Workshop

Zoodazzle is happy to announce a GameCarver Workshop in the Synergy Centre, I.T. Tallaght on Saturday, January 31st. The workshop will run from 9am to 1pm.

Over the 4-hours, you will learn how to:

– make games in GameCarver (covering 2D and 3D, gadgets, inventions and game templates)

– collaborate in teams of mixed skills (artists with coders with designers)

– collaborate in distributed teams (artists in once place, coders in another)

Lunch and refreshments will be provided on the day and we hope it will be a lot of fun as well as the chance to use one of the coolest new game technologies for game development.

The workshop is open to all but limited to only 20 places and will be allocated on a first-come-first-serve basis.

To register, please click

What are my transport/parking options getting to the event?
For travel information to and from the venue, please see the contact page
There will be ample free parking available at the venue.

What should I bring to the event?
You will need to bring a Windows based laptop – but all other software and licensing for GameCarver will be provided free on the day.

Who is the event for?
To get the most from the workshop, we expect attendee to have some experience in game development – either as an artist, coder or game designer.

What is the running-order?
8.30am – Tea & Coffees + Setup time
9.00am – Workshop Part 1
10.45am – Break
11.00am – Workshop Part 2
1.00pm – Lunch

Where can I get more information on the event?
Information about GameCarver can be found at
If you have any questions, please contact us at

To register, please click

Looking for game design tutorials ? Find them in a new app, GAME DESIGN TOOLBOX

My name is Pascal Luban. I am a game designer with 19+ yrs of experience. I have worked on both triple-A console titles like Battlefield – Bad Company or Splinter Cell (I was their lead level designer on the multiplayer version) and mobile games.

I have compiled all my experience in an iOS/Android app called GAME DESIGN TOOLBOX

Check it out. The app is free and includes one tutorial. The other tutorials are for sale but at very, very low prices: most of them are priced between 1 and 3 $. for that price, you’ll be surprised by the quality of the content.

Tutorials cover the following areas:

– Game concept
– Game mechanics
– Level design
– Storytelling
– Tools & methods

Each category contains detailed tutorials. Chances are that you’ll find topics of interest to you.

If you want details on the content of the app, you can visit its website:
watch this Youtube movie:
or visit the App Store and Google Play.

New Game Art and Design Programme (LIT Clonmel)

Limerick Institute of Technology (LIT) and the Limerick School of Art and Design (LSAD) are pleased to announce the launch of a new Bachelor of Science (Honours) Degree in Game Art and Design. This programme will run on the LIT Clonmel campus where it will compliment our current suite of digital programmes including Digital Animation Production and Creative multimedia.

The first of its kind in the country, this honours degree programme has been created to address the need for creative graduates who possess a unique blend of artistic and technological skills. This will support the continued growth and success of the games industry both nationally and internationally. The programme aims to develop graduates who can create high quality game content, design game levels and work with industry leading content creation tools, scripting languages and games engines.

The programme has been welcomed by key Game industry stakeholders both nationally and internationally and it addresses key recommendations of the 2011 Forfas report “The Games Sector in Ireland: An Action plan for Growth”.

World renowned Game Designer Brenda Romero, who recently visited LIT Clonmel for two days as part of a Fullbright Fellowship to Ireland, assisted in the design of this new programme.

“A unique aspect of this Bachelor of Science programme from a national perspective is that all applicants must present a portfolio of relevant work. This will ensure that entrants to the programme have an aptitude and interest in the field of Game Art and Design”.

– Andrew Crotty, programme leader of the B.Sc in Game Art and Design

We are very excited to announce our first student intake for September 2015 at our Clonmel campus.

For further information, please visit the B.Sc in Game Art and Design Web Page at

Bluebear, Junior Game Dev (Dublin)

Bluebear is looking for a junior programmer to join our engineering team and help develop new and exciting games for our expanding library of titles.

We are interested in hearing from talented programmers eager to get their career in game development started. Prior work experience is helpful but not required. If you feel that you are a gifted programmer, then we would encourage you to apply even if you do not have all of the skills/qualifications listed below.

As programmers ourselves, we understand that a strong programming aptitude will allow you to pick up new technologies quickly.

The perfect candidate will need:

*A bachelors degree in computer science or equivalent ( M.Sc or Ph.d preferred )
*Strong programming abilities in C/C++
*Ability to write clean OOP code
*An appreciation for quality workmanship

Nice to have:

Python/Perl scripting ability
*Linux/Unix skills
*Git experience
*Experience with Agile/Scrum methodologies
*JavaScript, Lua

Other Qualities:

*Display high standards, good attention to detail and a methodical work process.

The ideal candidate should have an ability to work effectively in a small team and independently under their own initiative.
Familiarity with the best apps on the App Store and an appreciation for beautiful UI.


The position is available on a full time basis. Salary will depend on the candidate/experience level.

To Apply
Please send us a short e-mail on why you want to work with us and any links to portfolio work/online presence to

About Bluebear

Bluebear is an independent game studio based in the heart of Dublin, Ireland. We are focused on bringing innovative titles to the casual gaming market and have a passion for quality and beautiful design. We believe in creating fun games that offer strong user engagement and that allow our users to be creative. Our 36 apps have been downloaded more than 60 million times since the companies inception. We’re building out a team of extremely talented people and have huge ambitions for the future.


See for more and for other positions.

Global Games Jam 2015

The Global Game Jam (GGJ) is the world’s largest game jam event (game creation) taking place around the world at physical locations. Think of it as a hackathon focused on game development.

The weekend allows you to explore the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed into a 48 hour development cycle. The GGJ encourages people with all kinds of backgrounds to participate and contribute to this global spread of game development and creativity.

The structure of a jam is usually that everyone gathers on Friday late afternoon, watches a short video keynote with advice from leading game developers, and then a secret theme is announced. All sites worldwide are then challenged to make games based on that same theme, with games to be completed by Sunday afternoon.

In January 2014, they had 488 location in 72 countries create over 4000 games in one weekend!

GGJ 2015 is January 23-25. This year four locations are listed for the Ireland – Pulse College Galway, IT Carlow, Griffith College Dublin and LIT Thurles. See the website and then contact the individual venues.


Call for speakers for Women in Games Conf.

A call has opened for speakers and panellists to speak at the annual Women in Games industry event on September 10th, 2015 in London.

This is a European conference and it welcomes speakers – men and women – from Ireland and outside of the UK.

There is a deadline of July 11th for all those interested to make contact with their ideas for a conference which last year attracted over 200 delegates.

The Conference will take place on September 10th at London South Bank University at the invitation of Siobhan Thomas, Director of the very successful BA (Hons) Game Cultures course. The conference will include again the European Women in Games Hall of Fame Awards where last year Rhianna Pratchett, Siobhan Reddy and Zuraida Buter joined the Hall of Fame.

Anyone interested in speaking or a participating in this year’s conference can contact conference organiser, David Smith on

See also 

Six appeal

Pavel Barter talks to John Halloran, co-founder of SixMinute Games, about how the independent mobile game studio rose from the ashes of PopCap to become a leading light in Irish game development.

Failure is not always an option, but the team at SixMinute Games consider it a stepping stone to success. In January, 2014, the independent development studio began developing mobile game Pick A Pet. Six weeks later, the game had a soft launch in the Philippines. In Pick A Pet, players use pets, each sporting a special power, to match puzzles. Would people enjoy the idea? How long would users play it? How frequently would they change pets? SixMinute had dozens of questions about the game – and only players could provide the answers.

John Halloran, co-founder at SixMinute, recalls the process: “We can see the number of fails and re-tries on each level. Why are people dropping out at the third screen? Why are people not getting past level three, even though it’s definitely do-able?  You replace an early version of the screen with a more polished version. Does that work? Does it increase the number of players? Can we get people to level 20?”

Ultimately, the team wanted to know if the concept worked. “If users don’t enjoy this element of picking and choosing pets, we should stop. It’s about deciding whether or not to continue working on it.”

As it happened, Pick A Pet was a triumph. The game amassed around 25,000 users in the Philippines within a few weeks. Having ironed the creases out of the game, the company launched it in Ireland in April, 2014, followed by a global launch in July.

Pick A Pet


Halloran is in the rec room of SixMinute’s offices, in a building off Dublin’s Camden Street. Much has changed since September, 2012, when US developer PopCap, creator of hit franchises Bejeweled and Plants Versus Zombies, closed the doors of its Dublin offices.

Halloran and other members of the PopCap team then set up SixMinute, but they wanted a different approach to development. All of them had developed products at PopCap that were never released: a common strategy for a large studio. From the start, SixMinute’s strategy was to launch games quickly, then test them in markets before undertaking a big launch. “The idea is you want to fail quicker,” explains Halloran. “You want to understand whether this game is going to work or not… and understand what people like about the game.”

SixMinute, which has 11 employees at present, inherited the attributes that made PopCap a world leading mobile developer. Notably, a focus on design and polish. When Halloran first started working for the company in 2005, making a Nokia version of a PopCap title, he needed to raise his game. “In PopCap, everyone has to understand game design, whether you are a programmer, a tester, producer. It’s key to everything,” he says.

John Halloran became a mobile game aficionado early in his career. At Abertay University, in Dundee, his training was geared toward AAA games for PlayStation or Xbox, and working in large teams. But he found himself working in mobile at an early stage of the technology, developing the J2ME mobile game MotoX, while still in Scotland, in 2005.

“I preferred smaller teams, the fast pace of advancement of technology,” he says. “I always felt the need to be more central than peripheral. I would find it quite difficult to be an engineer doing physics code in a big team for a AAA game. Smaller teams, making games over the space of a few months, releasing them and going on to the next game, was my passion.”

When he returned to Ireland, Halloran helped set up a Dublin branch of U.S. development studio TKO Software, which lasted a few months before folding in 2005. TKO’s Irish mobile team then set up mobile development studio Gamavoo, which was acquired by PopCap toward the end of 2005. “We were happy when PopCap came on board and took us over. It was a great thing to happen – we knew they were a great company and were going on to do great things. I was in PopCap for seven years. There was only about 50 people in the company globally when I started. There was over 600 when we finished up. It was a great opportunity to be a part of that and see how a company develops.”

When PopCap closed its doors in 2012, almost 100 jobs were lost. “I don’t think it’s a failing of the part of people in Dublin,” reasons Halloran. “PopCap was going through a lot of changes at the time – there were cuts across the board.

Five PopCap alumni – Séadna Long, John Halloran, Rory Walsh, Brian O’Donnell, and Paul O’Donnell – stayed in Ireland to establish their own company, although Walsh dropped out along the way. Some outsiders considered it a risky venture. Surely having five directors would lead to creative disagreements and contractual difficulties?

“We heard that so often. It made us very self-aware. It wasn’t something that scared me. Having been through so much with these guys, we know each other well.”

SixMinute team

 Four founders (From left to right: John Halloran, Séadna Long, Brian O’Donnell, Paul O’Donnell).

Brian studied at Abertay and lived with Halloran in Scotland. Paul, Brian’s younger brother, worked at PopCap for five years. “We’re pretty solid,” says Halloran. “You need to have disagreements and differences of opinion. But we’ve been through enough, throughout our years working together, to be able to lead without friction becoming too much. That’s not an issue. There are bigger things to worry about.”

SixMinute was self-funded for its first six months. They were founding members of the Games Ireland incubator unit in the IFSC in early 2013, and secured investment that summer. By this time, they had released Monster Mini-Games for Facebook. Using Nintendo’s WarioWare as inspiration, Monster Mini-Games, released as an Android app later in 2013, was a collection of casual games with names such as Monster Pop, Egg Head, Monster Match, Flapper, Whack-A-Monster, and Word War M.

“I knew I’d love making that game,” says Halloran. “Every week or two, we’d make a new game. Myself, Brian, Paul, would split off and do our own game. If it became profitable, we’d [still] be sitting here making mini-games. That sounded like an ideal scenario for me: throwing out small games and having an audience waiting for new content every few weeks. We wanted to create a game where you play against a friend, take multiple turns, and don’t know what game is going to come next. The hardest part about that is, you have to bring casual players through multiple games. New users might not understand it.”

In the end, Monster Mini-Games was too high concept for most players. Despite there being precedents with games such as Dumb Ways to Die and Mario Party, SixMinute could not get the overall meta-game to work. Was it a risky venture for a first project?

Monster Mini Games

“In hindsight, yes. But it was a great learning experience that made us do things really quickly,” says the SixMinute co-founder. “Even when I was making that game, I thought it was a big venture to undertake: ‘We are going to learn to make games really quickly and make them polished as individual teams. We’re not dependent on each other as one big group’. The company’s ethos was founded with that game. It got us noticed in the industry. A lot of the contacts I made with bigger companies around Europe were made through that game. That was the foundation that allowed us to do what we’re doing now.”

SixMinute are not scared about taking risks when making games, but Monster Mini Games proved that self-publishing has pitfalls. So for its next game, the company partnered with a publisher, FingerSoft in Finland.

Since its launch in 2014, Pick A Pet, for iOS and Android, has hooked players around the world. SixMinute is confident the game will break a million downloads in its first year. In December, 2014, another Finnish company launched the game in China. And the story is not over. Players, eager to tackle new levels, are constantly waiting for new content updates.

SixMinute use the freemium model, simply because it would be difficult to operate a company of this size with premium games. Pick A Pet has an in-app currency that allows players to purchase items and feed their pets. At the end of each level, you can buy more turns. The studio has begun to integrate video advertisements into the game, as an alternative for users to buying premium currency. While this makes up only a few per cent of revenue stream at present, Halloran predicts it will increase in the future.

SixMinute’s model of mobile game production affects everything from team-size to recruitment. Pick A Pet had six or seven people working on it when in full production. Now a couple of developers manage the project, whether testing, designing new levels, working with artists, or dealing with business partners in Finland and China. Halloran looks for multi-tasking skills in everyone he recruits.

Pick A Pet 2

“The longer things have gone on, the more we’ve turned to multi-skilled people,” he says. “People who are experts and broadly skilled as well. Everyone in the team needs to be a game designer, and understand art and coding. You have to do a bit of testing, production. The team needs to manage itself. I look for that from nearly everyone I hire, even artists.”

Even when SixMinute is not actively recruiting, the studio is always interested in hearing from prospective employees. “Half of the people we take on are when we are not planning to hire someone. I always look at CVs. If someone wants the opportunity, I’ll always listen to them.”

SixMinute’s Irish base has advantages. The company has a symbiotic relationship with Google and Facebook. In December, 2014, Halloran gave a talk for Google business leaders about his experience of making games and running a small games studio. “They help us out quite a bit,” he adds.

As well as nurturing Pick A Pet, SixMinute has started work on two new casual games. In 2015, the studio hopes to release a game on Android-based TV platforms, such as Amazon Fire or Nexus Player. The business of mobile gaming, though, is constantly evolving.

“That’s why I love working in mobile,” says Halloran. “When I was making Nokia games, or J2ME games, it was all about getting Vodafone to take your game, then getting it pre-installed on Nokia handsets. The app store revolutionised this business model. Now you no longer have to be a company like PopCap, getting deals with other big companies. Now anybody can make a game. That was the biggest revolution in mobile games.”

In a few years’ time, the industry will probably have changed all over again. “Who knows where it will go? I suspect China is going to be a big market over the next three years. Advertisements, as a revenue stream for a casual games studio, will likely rise to the fore as well.”

One constant will remain: casual games that capture the world’s imagination. While John Halloran is optimistic about Ireland’s position in the global gaming hemisphere he contends that the country needs a breakout hit: a Tetris or an Angry Birds, developed on Irish shores.

“When I started the company, I felt the only thing missing from Dublin and Ireland is a big hit game. We’re still waiting for that. That will tie everything together. We’ve seen that level of success from Irish apps, but not necessarily in games. We want to be the company that makes that big hit. That one hit will transform the industry.”
 SixMinute logo

for SixMinute’s latest prototype testing here 

Check out their games



‎Pick A Pet
‎Pick A Pet
Developer: Brian O'Donnell
Price: Free+

Pick A Pet - Puzzle
Pick A Pet - Puzzle
Developer: SixMinute Studios
Price: Free+
The app was not found in the store. :-(


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