Bright Blue primarily focuses on the iOS ecosystem. The company's initial release was available on iOS 3.1 and ran on the iPhone 3G generation. At the time it pushed the bounds of technical capacity by including real-time lighting, shadows, and beautiful FX.
Since that time, the company's products have been available on mobile, desktop, and living room devices.
The current game in production is based on the ever-popular fascination with Zombies. The game design however, mixes 3rd Person action along with a unique goal on domination.
The low poly approach makes story telling easy and yet surprisingly intimate, while the combined simplicity of the concept makes it accessible to all.
Focus: Ambient, Immersive
Not simply a looping video, or fixed live camera - elleven is a new approach to relaxing with your favorite screen.
Currently available on the AppleTV, elleven offers picturesque scenes that are procedurally generated, offering the viewer an endless and seamless visual experience. This means days flows to night, and night back to days, all the while letting the scene continue to move and flow.
Best yet, the user has control over parts of their scene, giving them the freedom to change the experience as they choose.
Focus: Puzzler, Immersive
Hidden deep in the Hills of Solitude, is a place where strategy and focus join puzzling challenges to create a fantastic new experience.
The Art of Destruction™ embodies best the “Block and Shot” style of gameplay. Simple and elegant, the goal is simply to strike the Royal Seal with a matching Royal Shot (ball). However, you must first clear a path through a puzzle of blocks to gain access to the Royal Seal and your shots are limited across all 5 Lessons of a given Chapter.
The game is offered for free, with no In-App-Purchases required for play. The first 12 Chapters come unlocked (60 Lessons), with an additional 24 Chapters to find and unlock (another 120 Lessons).
Maximizing exposure it launched just before Chinese/Lunar New Year 2017 in 16 languages (EN, ES, DE, FR, IT, PR, CZ, RU, CH, JP, KR, DU, DA, SW, FI, NO).
Focus: Casual, Family/Friends
Find it here: DoYouBasketball Kings
A new platform, a familiar title. With the new AppleTV (Gen 4), Apple introduced the ability to bring apps directly into your living room.
DoYou? Basketball was the ideal Family-centric candidate. But rather than simply port the experience, the game was re-invisioned from the ground up. The results included a Solo experience with challenges, a Multiplayer (2 - 4) experience with competition, and three modes of play. The game was again localized to 14 languages for global appeal.
Fascinated by the quality of the new Developers Kit 2 (DK2) hardware and support for virtual in-world cameras, the DoYou? game was ported to become a VR experience.
This immersive experience followed the same familiar gameplay as before, but placed the player into a fully realized 3D environment. Additional work was done to make shooting, sound and the UI experience more tangible.
Even with the cartoony appearance, users were immediately captured by the 'presence' of the experience. Three-pointer!
Focus: Sports, Action
Leaving complex games behind, the DoYou? series was built with two goals in mind: create a lasting gameplay model that could be easily ported to additional flavors, and offer them free, with monetization primarily generated from advertising.
The games and their related marketplaces's, were localized to 10 languages: English, German, French, Italian, Spanish, Portuguese, Chinese (Simplified and Traditional), Japanese, Korean, and Russian.
Focus: 3rd Person, RPG Adventure
Tally Ho Explorers was Bright Blue Game's first shipped project. Well beyond the scope of most mobile games during production, Tally Ho pushed the bounds of existing hardware performance due to its technical demands.
This release was foundational for learning concepts, game designs, monetization strategies, and tools that would enable the creation of future games to come.
The focus of this prototype was to explore more deeply, character expressions. While most often done through 3D models and animation in games, that style can be fraught with challenges and often times, lacks believability.
Instead, this project used a traditional 2D animation approach, restricted to a handful of key emotional poses. It is a style that proved surprisingly dynamic, expressive and believable. An older Western motif set the stage.