Pages

Showing posts with label innovative. Show all posts
Showing posts with label innovative. Show all posts

Sony Highlights Innovative Sensor-On-Lens Technology In New Xperia V Smartphone

At the IFA conference last month, Sony announced multiple new devices including the Sony Xperia V. This phone introduces a new type of touch screen technology which will combine the lens and sensor to give a “direct touch experience.” Traditional touchscreens on other smartphones have three layers: lens, sensor and display. Cutting out one of the layers gives images one less layer of glass and glue in order to travel through to provide cleaner, closer images. With the touch sensors being on the top lens layer, it gives the illusion of touching the image. There are also logical benefits to the new touchscreen technology such as the lack of an extra layer, which will make the phone thinner and lighter.

You can get a better idea of the technology once you hit the break for a video of the Sony Xperia V.

YouTube Preview Image

Source: Sony Developer World 

» See more articles by Winston Gordon

Categorized as Android Manufacturers, Android News, Android Phones

Read more >>

Creating A Lasting Impression // Innovative and Memorable Designs

We can all agree that the work we do should inform, should be appropriate to the client and their audience and should, of course, look good. But there’s a fourth attribute worth aiming for: creating a lasting impression.

Visual memory is fascinating — we often use it without realizing. If, for example, you ask someone how many rooms they have in their home, before answering, most will walk through each room in their mind’s eye (possibly even with their eyes closed to aid concentration), adding up as they go. If graphic designers can tap into the benefits of this phenomenon, providing visual triggers to keep the subject matter of their work fresh in the audience’s memories, they will surely enjoy advantages.

Categorically describing what makes a design memorable is almost impossible. As with many other aspects of graphics and typography, general principles rather than absolute rules apply. However, aspects of dynamism and the unusual and unexpected more often than not play a significant role in memorable designs. Not all visual mnemonics can be described as being aesthetically pleasing; some designs might be deliberately shocking or provocative in order to be talked about and remembered.

A wide range of variables can affect the probability of a lasting impression, although very often luck, coincidence or timing helps. Striking color combinations, arresting images and clever use of typography and language can be helpful, too, but what captures an audience’s imagination and stays with them is frequently more complicated and possibly linked to the element of surprise. This article brings together a collection of memorable projects and try to identify how designers have made them unforgettable.

Professor Bruce Brown of the University of Brighton in the UK is an expert in visual memory. He describes letterforms as “meaningless signs, specifically designed to help us construct permanent memories for otherwise meaningless sounds so being the simplest and most powerful mnemonic system devised.” For most of us, learning the alphabet is part of our early lives and helps us to establish communication skills; in our early years, we work on the connection between signs, symbols and sounds until they are secured in our memory to be retrieved at will and in any order.

We become experts in using these tools to help recover ideas from our memories, bringing them together to create meaning. The importance of this phenomena must not be underestimated, and Professor Brown puts it well when he says:

“Without the ability to create memories we would perceive no more than each disjointed second of our isolated existences; we would have no language, no alphabet, no discourse, no identity and no culture.”

There’s no doubt that information wrapped in a witty or shocking package is hard to forget, and the following examples are typical. Not only does the memory of them linger, but they’re often so powerful that you’ll want to share them with friends.

All Eyes on You.
“All Eyes on You”, a moving window display by Britzpetermann, Bonn, Germany. (View video)

About this project:

Schau, a series of interactive window displays by Britzpetermann, includes a window packed with large roving eyeballs. Each eye follows passers by in a strangely spooky manner that is not easily forgotten.

Why is this design memorable?

Eyes have a powerful significance, which always draw the viewer strongly into an image. So, being confronted by an array of giant eyeballs that seem to be dismembered and floating in space will certainly be very memorable. However, when the eyes appear to make active contact with you personally, following your every move, as if responding not only to your actions but perhaps to your every thought, then they become truly unforgettable.

Hand Made Type, by Taiwanese designer/illustrator Tien-Min Liao.

Hand Made Type, by Taiwanese designer/illustrator Tien-Min Liao.
“Hand Made Type” by Taiwanese designer and illustrator Tien-Min Liao. (View video)

About this project:

“Hand Made Type” is an animated project that shows hand-drawn uppercase letters painted on hands, speedily and subtly converting to their lowercase equivalents in fluid movements.

Why is this design memorable?

This project has such an unusual concept and is fascinating to watch. Looking at the detail in these clever animations, we find ourselves flexing our fingers and trying to mimic Tien-Min Liao’s careful movements. We are all able to use our hands in very expressive ways, and the combination of type and hands together is extremely powerful and, therefore, difficult to forget. We are also left wanting to know more: Where did this amazing idea come from, and how long did it take to achieve these marvellous results?

Poster by Sagmeister Inc. for their exhibit at Chaumont 2004-5.
(Large version)

Sagmeister's letter-teeth as used in the Chaumont poster.
Poster by Sagmeister for its exhibit at Chaumont 2004-5.

About this project:

This poster by Stefan Sagmeister (the “king” of highly mnemonic design) contains a number of disturbing images that are very hard to forget. Letterforms that appear to have been extruded from human flesh, people with intertwined body parts, and teeth that appear to have been cut into letters and numbers — all of these create shock responses.

Why is this design memorable?

We defy anyone to look at Sagmeister’s typographic front teeth and not run their tongue over their own teeth to check that they are all still complete.

There is something innately fascinating about the human body. We are all very familiar with the curves, creases, surfaces and details of our own physique, but being presented with surprising, even shocking, close-up detail of some of the hidden areas of another person’s anatomy can be irresistibly captivating.

About this project:

In this ad by Young and Rubicam for Concordia Children’s Services in the Philippines, the question is asked, “If you don’t help feed them, who will?” The advertisement shows babies feeding from a sow like piglets and is intended to shock its audience into appreciating the dreadful plight of the many abandoned babies in Manila.

Why is this design memorable?

Seeing numerous babies in the extraordinary situation of feeding from a pig is initially very arresting and shocking; but for us, the totally unhygienic environment is what really makes us squirm. In most societies, whether rich or poor, babies are treasured, cosseted, loved and kept distant from grime and germs; in this image, the newborns are shown fending for themselves. They are pictured grovelling in the mud and competing with each to feed. We defy anyone not to have a physical response to this ad and hold it in their mind’s eye for a long time.

The designs showcased in this section have a compulsive quality about them. The imagery is fascinating and appealing, but the interactive nature of each example makes it hard to resist and highly memorable.

Karlo Jurina Selbstgespr?che by Britzpetermann
Still shots don’t do this project justice. View a behind the scenes video on Vimeo, or visit the website yourself!

About this project:

Interaction and movement in response to outside stimuli are two aspects that can make Web design really memorable and enjoyable. This album visualization for Karlo Jurina Selbstgespr?che by Britzpetermann is truly breathtaking.

Why is this design memorable?

Throughout each of the 15 tracks, a precise movement of carefully positioned, colorful symbols highlights every individual note, causing you to almost believe that you could be, or are, playing every stunning note yourself. The melodies of Jurina’s beautiful acoustic guitar will resonate from your computer, while the arrangement of over 300 bright, individual and precisely ordered marks will seem to breath from your screen in response to the rhythm of the composition.

The idea of the personal response to the subtleties of sound and rhythm is what comes to the fore with this project, leaving you not only with a strong yet surprisingly subtle visual interpretation of music, but also the strangely satisfying idea that your own personal responses and movements could play a role in creating this wonderful sound.

Try out Selbstgespr?che for yourself.

Hidden Heroes.

Hidden Heroes.
The award-winning “Hidden Heroes” online exhibit, designed by Grimm Gallun Holtappels.

About this project:

Who has not at some point looked down at one of the myriad of products that make everyday life easier and thought, “Wow, that’s clever. What a simple memorable design.” The Hidden Heroes online exhibit, designed by Grimm Gallun Holtappels, pays homage to the zipper, the paperclip and many other such items.

Why is this design memorable?

Interaction with the exhibit is highly pleasurable because it stimulates several of the five senses. The design is beautiful and colorfully pleasing to the eye, while every action of the mouse creates a satisfying response and amusingly memorable sound that transports you right back to personal memories of using a particular Hidden Hero. Our favorite is the Flipflop, designed by Bernd D. Hummel around 1960; great noise — it transports us to sunny days and sand between our toes!

You can experience your own Hidden Hero, too!

Grimm Gallun Holtappels's Website

Grimm Gallun Holtappels's Website

Grimm Gallun Holtappels's Website
The lively and addictive website of Grimm Gallun Holtappels.

About this project:

Grimm Gallun Holtappels has created an almost addictive experience on its own website. By showing us around its office space, we are allowed to shuffle through a trail of files that fly through bright white rooms, giving off pleasingly subtle page-turning noises. Each file selected then speedily transports us to a new workspace and converts to a two-part three-dimensional box that can be rotated in different directions to reveal different details.

Why is this design memorable?

Experiencing the pleasures of moving through this online 3-D environment is very personal and mnemonic. Looking at the office space, we are aware of the depth of field and of other rooms existing in the distance. The ability to turn and twist the three-dimensional boxes, revealing different planes and detail, is very reminiscent of experiencing and interacting with the intriguing puzzles and other captivating games of our childhood. For us, one of the most memorable and subtle aspects of this design is the constant gentle movement of the website, seeming to rise and fall as if in time with our breath, emphasizing the personal and sensory nature of this viewing experience.

Enjoy your interaction on the Grimm Gallun Holtappels website.

In this section, we highlight design examples that involve totally unexpected materials, plus extraordinary dexterity and commitment on the part of the designers. It is impossible not to be amazed by the workmanship that went into these venerable pieces, and one cannot help but get a lasting impression.

Sagmeister’s Banana Wall.

Sagmeister’s Banana Wall.

Sagmeister’s Banana Wall.

Sagmeister’s Banana Wall.

Sagmeister’s Banana Wall.
The various stages of Sagmeister’s “Banana Wall” for Deitch Projects.

About this project:

Certain examples of highly memorable design not only stay with us, but make us think, “I wish I had thought of that.” It is amazing to consider the dexterity needed to produce this huge design spectacle, in which the designer selected unusual materials for their capacity to ripen and change color. Green fruit is used to create border patterns, rules and letterforms that spell out “self confidence produces fine results” while yellow bananas create a contrasting background.

Why is this design memorable?

This project confronts us with piles of fast-ripening bananas, and the slightly infuriating fast-ripening aspect of this popular fruit is used to amazing affect by Stefan Sagmeister. All of us have experienced bananas ripening more quickly than we would like, but how many of us have thought to use the change in color of 10,000 pieces of fruit to creative affect? It’s a great example of pushing something so common to the extreme, and it creates a memorable and unique experience. The clever, meaningful link between Sagmeister’s quote and the color change is also a powerful metaphor. As Stefan Sagmeister says:

“After a number of days, the green bananas turned yellow, too, and the type disappeared. When the yellow background bananas turned brown, the type (and the self-confidence) appeared again, only to go away when all bananas turned brown.”

Obsessions Make My Life Worse and Work Better, created by Sagmeister Inc. using thousands of coins

Obsessions Make My Life Worse and Work Better’ created by Sagmeister Inc. using thousands of coins

Obsessions Make My Life Worse and Work Better’ created by Sagmeister Inc. using thousands of coins

Obsessions Make My Life Worse and Work Better’ created by Sagmeister Inc. using thousands of coins
“Obsessions Make My Life Worse and Work Better” created by Sagmeister using thousands of coins.

About this project:

The subject of this piece by Stefan Sagmeister perhaps helps to explain the attention to detail in his other designs in this section. “Obsessions make my life worse and work better” at first glance appears to be a typographic design involving copper-colored letterforms that are elaborately embellished with floral decoration. However, upon closer inspection, this project makes highly unexpected and mnemonic use of materials. This time, small coins have been carefully and precisely arranged across a paving-slab grid structure.

Why is this design memorable?

As with the other designs in this section, the dexterity and patience necessary to produce this result is breathtaking. The vulnerability of this design is also plainly evident. The work is executed outside in a public space and is open to being disturbed by the weather and visitors. In fact, during the first night after completion, a local resident spotted passers by removing a souvenir coin or two and called the police. Unfortunately, the authorities responded quite dramatically, sweeping up all of the coins into black bin bags — supposedly to secure the work! We can hardly believe what it must have felt like to discover the blank space, and a part of remembering this piece is being able to identify with this experience.

The Comedy Carpet located in Blackpool, UK

The Comedy Carpet located in Blackpool, UK
“The Comedy Carpet” located in Blackpool, UK.

About this project:

Many of the other mnemonic works in this section are made of materials that give them a fragility and vulnerability that make them mind-blowing, almost literally. However, The Comedy Carpet by Gordon Young and Why Not Associates involves the memorable and amazing use of materials in a different way.

The carpet, a typographic work on an extraordinary scale, is a celebration of comedy, and it references more than 1000 comedians and comedy writers. The design itself takes its inspiration from traditional music-hall posters; it features songs, jokes and catchphrases in granite letters, carefully embedded in a concrete layer and displayed in carpet form in front of Blackpool Tower on England’s northwest coast. Described by its creators as “A remarkable homage to those who have made the nation laugh, it’s also a stage for popular entertainment that celebrates entertainment itself.”

Why is this design memorable?

The answer to this question is the mixture of high-quality design, amazing manufacture, grandness of scale and outdoor setting.

The making of this extraordinary carpet certainly helps make the product itself so memorable. At first sight, the letterforms seem painted, but each of the 16,000 30-millimeter characters were cut by the carpet team in a workshop specially established for this project. For us, having the chance to walk on this beautifully constructed carpet of type makes for an unforgettable experience.

Executing this typographic detail at such a momentous scale in a famous outdoor environment is quite remarkable. Of course, those who understand English and recognize the comedians will enjoy another highly memorable feature: humor. Like the other works in this section, the Comedy Carpet turns the ordinary into the extraordinary, making it larger than life and totally immersive.

Cleverly chosen colors and careful composition have the power to make a design distinctive and striking. The works in this section demonstrate a number of ways in which color and composition can have great impact and linger in the mind.

Pages from Elephant Magazine

Pages from Elephant Magazine

Pages from Elephant Magazine

Pages from Elephant Magazine
Elephant magazine demonstrates a compositional dynamic that is highly memorable.

About this project:

Elephant magazine by Studio 8 without a doubt uses color, image and composition to effect, but the London-based design company’s skill with composition is what prompted us to focus on this magazine.

Why is this design memorable?

Elegant typography, including text with a lightness of touch, is carefully arranged on pages, with letterforms headings used in unexpected ways to create beautiful imagery and dynamic spaces. Careful and precise alignment helps to bring the details together, fixing your attention on what is important, while leaving a pleasurable lasting impression that is sure to have you looking out for other issues.

Paula Scher's Maps

Paula Scher's Maps

Paula Scher's Maps

Paula Scher's Maps

Paula Scher's Maps
Paula Scher’s Maps has an amazing interplay of color and pattern.

About this project:

In the 1990s, Pentagram’s Paula Scher began painting colorful maps with incredible layered detail. Her creations use hand-painted type to show countries, cities, oceans and districts, as well as cultural connections, in compelling patterns.

Maps is published by Princeton Architectural Press and highlights 39 of Scher’s captivating works in great detail. Many sections are shown in full size, and the cover features a 3 × 2-foot poster of “World Trade” painted in 2010.

Why is this design memorable?

Compositions are packed with a huge amount of colored hand-lettering that overlays and interacts in an exciting way. Even without reading the words, the imagery is unforgettable, as the incredible detail, layering, color, composition and subject matter draw you into the depths of each work. As with many of the other designs in this article, the question springs to mind, “How did she do it?”

No doubt, many other examples could have been highlighted in this article, and hopefully you have been stimulated to recall favorites of your own. The dictionary says that a mnemonic design is intended to aid or improve the memory, which suggests that designers can never be sure of the impact their work will have.

Although we have categorized the works in order to tease out a number of common design decisions, an integral part of remembering a work involves such things as our personal experiences, culture and history and significant moments in our life. Designers can do their best to create fantastic designs and provide triggers that unlock memories, but having total control over whether an impression is lasting is impossible.

Posters,” Sagmeister & Walsh
See more of Sagmeister’s Chaumont poster.“Concordia Children’s Services: Piglets,” I Believe in AdvertisingPortfolio: Schau!, Britzpetermann
See more of Britzpetermann’s work“Hand Made Type,” Tien-Min Liao
Taiwanese designer and illustratorKarlo Jurina
Experience Britzpetermann’s design for Karlo Jurina.“A Look Behind
A look behind the project “Selbstgesprache” by Karlo Jurina and Britzpetermann.Hidden Heroes
An online exhibit designed by Grimm Gallun Holtappels.Grimm Gallun HoltappelsBanana wall, Sagmeister“Obsessions Make My Life Worse and Work Better,” Stefan SagmeisterThe Comedy Carpet Gordon Young and Why Not AssociatesElephant Magazine: Issue 1, Studio8 DesignMaps, Paula Scher, Pentagram“Author Q&A With Paula Scher: Maps,” Designers & Books

(il) (al)

Carolyn Knight and Jessica Glaser are academics from the University of Wolverhampton in the UK, graphic designers, and prolific design writers. Their numerous books focus on topics including the use of space in graphic design, mnemonics and memory devices and the understanding and creation of visual hierarchy. Their latest book is the best selling ‘Graphic Design Exercise Book’, published in English by RotoVision and in Spanish by Editorial Gustavo Gili. Their company Bright Pink Communication Design, works in such areas as healthcare, construction, education, financial services and the public sector.

Yay! You've decided to leave a comment. That's fantastic! Please keep in mind that comments are moderated and rel="nofollow" is in use. So, please do not use a spammy keyword or a domain as your name, or it will be deleted. Let's have a personal and meaningful conversation instead. Thanks for dropping by!

Read more >>

The Most Innovative Toothbrush You’ll Ever Own [VIDEO]

Do you prefer a classic or electric toothbrush when scrubbing your chompers? There are all sorts of toothbrushes available, but no matter how fancy your brush is, we bet it doesn’t have a fountain built in. That extra step of sticking your mouth in the faucet stream to suck up some water to rinse with is made easier with this handy brush.

A canal in the brush’s handle is like sticking a spoon in a powerful stream. It’s called the “Power Fountain.” The water shoots up like water from a drinking fountain. Simple, right?

The Rinser by a company called Amron retails for $22 (that includes the pre-order and discount going on now). And you won’t have to replace it too often — replaceable brush heads let you hang on to the handle for as long as possible. Each brush comes with one replacement head.

The only downside? Orders are not delivered until November.

Would you buy this brush? Tell us in the comments.

Read more >>

An innovative toaster

in Product Design  The playtime-inspired toaster was produced by interior designer Choe Jeongju. Toasters haven't had a refashion in eons, and while the old-fashion exemplar has ever acquired the problem neutralized in the past, adding a bit many interest to an antique designing is laudably if it works well. This courteous contraption not only toasts your preferred bread instantly, it also gracefully tips it direct onto your ready plate, ready to be decorated with your preferred toppings.

var linkwithin_site_id = 295656;Related Posts Plugin for WordPress, Blogger...
Read more >>

The DeanBeat: Skylanders is massive, innovative gamble for Activision Blizzard


The idea of melding toys and video games isn’t new. Toy companies created titles such as U.B. Funkeys that also came with toys. But doing a good job with a very ambitious game is rare. And tying together the products in the way that Activision Blizzard has done is unprecedented. Toys For Bob was able to move forward only because it knew that it could handle the task of making a high-quality video game.

EDITOR’S NOTE: Each week, I’m writing a column on videogames called The DeanBeat, while executive editor Dylan Tweney is writing a technology and business column called Dylan’s Desk. They are available to newsletter subscribers a whole day before they appear on the VentureBeat website.

Bring your toys to life. That was the big idea that drove Activision Blizzard and its game studio Toys for Bob to place a huge bet on a new idea: A massively cross-platform videogame that’s tightly integrated with collectible real-world toys.

That kind of risk-taking is especially unusual in a video game industry that is drowning with clones and sequels. And it represents a huge risk for Activision.

Based in Novato, Calif., Toys For Bob spent 2.5 years toiling on a brand new cross-platform video game that married the world of collectible toys with video games through a unique wireless technology that beams data back and forth between the toy and the game.

The result is Skylanders: Spyro’s Adventure, which will debut on Oct. 16 on the Nintendo Wii, Xbox 360, PlayStation 3, PC, 3DS, the web, the iPad and the iPhone. This kind of multiplatform launch with a new technology is almost as big as launching a giant new game franchise or a new console.

Paul Reiche, head of Toys For Bob, said in an interview that team knew what kinds of risks it was taking, but it decided to step up to the challenge anyway. The story of how they did so says a lot about how to innovate in an industry with so much prior art and risk aversion.

Asked if Skylanders was as big a bet as a Call of Duty game, Rieche (pictured) replied, “Fair enough.” He added, “There were many points where we suggested something very radical. There is an unfair perception that (parent company) Activision Blizzard is risk averse. This shows that when there is a good opportunity, they go for it.”

The project took shape a few years ago as Activision Blizzard was pruning back on its investments. Reiche and Fred Ford started Toys For Bob in 1989 and they built a number of video games. Activision bought the company in 2005 and gave it responsibility for developing the Spyro game franchise.

But then Activision Blizzard killed off a lot of game properties so that it could invest more heavily in the really big ideas. Of the top 20 games, only the top five were really selling well. That meant that there was no point in creating a game that might be ranked No. 20.

“That was the way the whole industry was moving,” Reiche said. “They said they wanted us to reinvent Spyro and the game he appears in. They said they needed something entirely new to generate the return on investment that Activision needed to be competitive.”

So Reiche’s team began toying with toys. They explored how to create toys that could be used directly in games. One of the team’s developers, Robert Leyland, experimented with wireless technology and found something that would work fast. So when you set a toy on an electronic “portal,” the data stored in the toy’s flash memory could be instantly transferred wirelessly into the console and then into the game world.

That way, a toy character could be inserted into the game world simply by placing it onto the surface of a portal. The toy could glow upon contact. RO Design, a technology arm inside Activision, helped with the design of the hardware. They added touches such as the toys having the ability to automatically save their data when they were added to a platform.

“They took it and turned it into something with low power consumption and a mass market design,” Reiche said.

Meanwhile, a senior artist at the company, I-Wei Huang, began the work on the toys. Instead of creating them as 3D animations first, Huang sculpted the characters as physical objects.

Once they had these elements together, they started building the game. They recruited Toy Story film writers Joel Cohen and Alec Sokolow to craft an adventure story for the game. They decided to target the Wii at first.

“We saw no competitors there,” Reiche said. “We thought of how to integrate toys directly into the game play. You play as your toy, and you have an avatar inside the world. You can take your toy to school, and it had a revenue model that worked. It was a blue ocean.”

Reiche said that Toys For Bob could keep it simpler by creating a Wii game for Spyro, without the toys. Dave Stohl, the Activision executive in charge of development, told them to take the bigger bet and go with the toys. As the idea moved up the executive chain, it became bigger and bigger. Toys For Bob built up its team for the Wii game to more than 100 developers. Another 100 developers from other Activision Blizzard studios also helped out. Vicarious Visions made the Nintendo 3DS version and Frima built the web, iPad, and iPhone versions.

About a year ago, the project stood at a critical decision point. Activision Blizzard chief executive Bobby Kotick had to weigh the options for launching the game as it was originally scheduled or pushing it back. He decided to postpone the project by a year, adding a huge amount to the overall budget.

Eric Hirshberg, president of Activision Publishing, a division of the parent company, reviewed every part of the project in fine detail. Reiche had to explain details like why every toy had a certain kind of pose. Hirshberg said the company would bend its marketing plan to support exactly what the creative team wanted to do.

“We had a complete functional game and a set of toys,” Reiche said. “But we all felt we could make this a whole lot cooler. So we went back to polish it. We had to decide that we were going to treat it like other top-tier products like Call of Duty. We chose to put out something awesome.”

Toys ‘R Us got behind the game in a big way, taking the stage with Toys For Bob in a major unveiling at the Toy Fair show in New York in February. The Skylanders toys have been named “top toys for the holidays” a number of times, alongside products from regulars such as Nerf, Hasbro, and Mattel.

“We’ve never shipped a toy before, but we are already in the top tier,” Reiche said.

The extra year gave Activision Blizzard plenty of time to come up with a big marketing plan with a big budget.

The resulting design was for a fighting game where players could stick their toys on a portal, instantly adding them to a game world. They could then play through the adventure, fighting hordes of enemies. Then the players could swap out characters as they wished. When they took the characters home, the toys would retain the memory of what they had done in the game. When you put one of these toys on a portal again, the character will have the same kinds of capabilities that it had recently earned at your friend’s house.

Not only that, but you could level-up a character on the PlayStation 3 and use that same character in a Wii game. You can have a similar experience if you play it on the web or an iPhone or the 3DS.

The game has more than 30 characters. Each one has a “brain” for retaining data and can be used in the adventure story where the goal is to defeat the evil Portal Master, Kaos, and his many minions. The game world is full of monsters, treasures, quests, puzzles, and mythical lands and creatures. You can use the characters in your own game or take them to your friend’s Portal of Power. Players can play cooperatively, or fight each other in a multiplayer arena.

In the meantime, rivals such as Smith & Tinker’s Nanovor hybrid toy-games have crashed and burned. Nukotoys is still aiming to do something similar in the toy-game hybrid market. And Disney Mobile has just launched toys that can be used with a Cars-themed iPad game. The whole idea of hybrid toys is gathering more steam.

The toy stores are lining up racks of the merchandise for Skylanders and they’re promoting them in interactive kiosks. Commercials are starting to run on TV and on YouTube. Activision Blizzard has lined up a considerable inventory of the toys, which will sell for $7.99 a piece.

It’s going to either be a big success or a big crater. But there is no question that the game is innovative and that Activision Blizzard and Toys For Bob are swinging for the fences. That kind of measured gamble is what we all want to see more of in the game industry.

“People should be watching this,” Reiche said. “We are not going at it half-cocked at all.”
Read more >>
Next Post