Wednesday, July 28, 2010

UTPA Media Group's Mantle Growing Heavy With Awards


The Monitor.com
by
Click on the editing doors at Reel to Red Productions' Website  www.reeltored.com, and you’ll find seven animated commercial spots for the university.
Click on the screening room at the reeltored.com website, and you’ll find trailers for the productions that have won awards for Reel to Red Productions. The program has come a long way since it started in 2004.
“It was an internship program in the office of University relations,” said Chelse Benham, director of Reel to Red Productions and TV specialist V for University Relations at the University of Texas-Pan American.
“It was sort of a student production company inside of the office of university relations,” Benham said. “Really it was an internship program that I kind of set up to give students applicable work experience in TV production. But we have expanded way beyond that. In the last seven months we won a Lone Star Emmy from the state of Texas, a Webby People’s Voice Award, and a Telly.”
The tellyawards.com website says that the Telly Awards “honor the very best local, regional, and cable television commercials and programs, as well as the finest video and film productions, and work created for the Web.”
Reel to Red Productions won its Telly this year for seven animated commercial spots collectively titled the “Who Knew” campaign behind the editing doors on the organization’s website.
“That’s the one that won in the professional category. We weren’t (competing) against students,” Benham said. “That’s saying a lot because we had zero budget. We didn’t work with any budget. We weren’t competing with other students, so we’re very pleased with the result.”
James Hernandez, 28, worked on the “Who Knew” campaign that won the Telly award.
“All seven campaigns follow certain characters, and there’s a male and female character,” said Hernandez, a public relations and advertising senior at UTPA. He played the male character in the piece Location, Location, Location, which he developed. .
“It’s actually to bring to light a lot of things that maybe some students or potential students knew nothing about the university,” he said. “Hence, Who Knew?”
In the “Location”, students and potential students were shown what was available near campus, such as Mexico and South Padre Island.
“Of course, we have another commercial that was advertising the affordability of Pan-Am compared to other universities,” he said. “Well, Who Knew it was that affordable? And so on and so on. They all follow the same formula, we just emphasize different benefits.”
Numerous students worked on different components of the Who Knew campaign.
“I did the audio,” said Oscar Garza, 28, who just finished his master’s degree in English. He plans to teach but also do free-lance work on the side for video production and media. He’s very proud of his work on the “Who Knew” campaign.
“My feeling toward all that is just an actual sense of accomplishment, kind of like hard does pay off,” Garza said. “It feels like it’s not work. That’s probably the best way I can describe it is, working on these things, it’s not working at all.”
While the Telly award was for the seven commercial spots, the Webby People’s Voice Award this year was for the entire website, Benham said.
“It was global,” she said. “It is the Oscars of the Internet. It awards the best Internet content sites, websites, blogs, globally. And we were in competition with Germany and California and North Carolina and beat them out for the People’s Voice Award and we just returned from New York City on that. And then of course we’ve won two Lone Star Emmy’s for two productions.”
Viewers who click on the screening room will find trailers for the productions that have won Emmys for the organization. The trailer for Dead Letter won an Emmy in 2007.
“It was a trigger film,” Benham said. “A trigger film is what you call a short film dealing with some heavy issues that triggers dialogue with teenagers, or at-risk youth. It’s used as a way of creating conversation and our film was 20 minutes long.”
To make this film, she and some students went to a detention center in Hidalgo County and spoke with 18- and 19-year-old detainees who were fresh in prison or waiting to go into the prison system. There were five issues in the film: teen pregnancy, going to college, substance abuse, teen relationship violence, and drinking and driving.
“Those were the five issues of the film and then with the testimonials we kind of show you what consequences there are if you really make the wrong decision,” Benham said. “And then we created an animated comic book.”
Reel to Red also won an Emmy in 2009 for a documentary called Heart of Experience. In that film, the team from Reel to Red followed a study abroad group that went to Europe.
“That Heart of Experience won a competition in Germany because social media and education was the conference,” Benham said. “It had won because of the shock that our students encountered with things in Europe, especially the Holocaust. And so that documentary is an hour long, and it won the Lone Star Emmy for that. We are very very busy. We do a lot of things.”
The group’s latest project is the Bucky Challenge game that will soon be released on Apple iTunes.
“It’s a 2D five level sports game,” Benham said. “It’s free. It’ll be able to be played by anybody who downloads it. Bucky’s our mascot here at the university, and so we used him and the buildings and various places on campus as our images and created the animation and game aspect in this software program for the iPhone or iTouch, so that once we publish on iTunes, anybody who wants to can download it and they’re gonna play a game that has our mascot and our university and our signage all over it. We’re very excited about that. ”

Tuesday, July 27, 2010

GameSalad - Testing game on external device/Pull app from iTunes

Since I last wrote, we did get our app up, but not running, in iTunes App Store under - Games>Sports>Free> "Bucky Challenge". It was so exciting seeing it listed. I was excited until I read the two comments under the game that rated it poorly because it was too hard to play. Mind you, this app wasn't in the store 12 hours before the reviews were in, so I suspect they came from people at iTunes who tested it. Honestly, that's pure conjecture because I have no way of knowing, but I was shocked to see two reviews first thing in the morning when the app got posted some time in the middle of the night.

Needless to say, it was disheartening to see the app get the low ratings. I immediately tested the game on my iTouch and had each team member try to play the game. Sure enough the first level wasn't working properly. I immediately pulled the game from the iTunes App Store and brought it back into GameSalad to review the rules.

**I need to mention here that we did not test our game on an external device before we published it. Of course, it seems completely reasonable and due diligence to test an application BEFORE releasing it, but it ran well in the program so we thought nothing of it. However, let me say that it is critical to test the game because the functions in GS don't necessarily work according to plan in the application once published and running on a device.

In fact, our game uses directional buttons on at least three of our five levels. Two of the levels require the actor to jump over other actors. Our jumping behavior was too extreme, thus not allowing the actor to move over other actors before falling back down on the actor it was jumping. The player lost a life for each actor it hit. With only three lives, the player would lose the level fairly quickly. The jumping action wasn't moving directionally left or right, just up and down. We eventually fixed this, but for the purposes of this blog, here is a tutorial on jumping http://gamesalad.com/wiki/how_tos:gsc_jump. http://gamesalad.com/wiki/faqs?force_rev=1

We did trace the rules and discovered something missing. We added another rule that allowed the jumping function to work, while the directional keys are pressed and we lessened gravity so that the actor wouldn't fall so quickly. We hope this works. The optional word here is hope.

We still didn't test our game. Why you might ask? Because all of our iTouch devices are updated to the latest version of iTunes, while our Mac OS is Leopard, not Snow Leopard. The newest version of XCode works with Mac OS 4 and the external device needs to have OS 3.1.3 or higher to work with Mac OS4.

Because we don't have the newest version of the MacOS we could not connect with the device to download the test version of our game to the device to test the game. Yep, that's right. Though we know it to be extremely bad practice to release a game without testing, we did republish the game to iTunes again without testing it.

Here's another bit of information you need to know. We tried to republish our game to GS in order to upload it to iTunes, but we encountered an error message. We found out that GS doesn't allow earlier versions of the program (before 0.8.8) to be published. We had refused to upgrade to the newest version of GS because we were nervous that our game would lose some settings and not function properly. It has happened before when we upgraded. Fortunately, that was not the case this time.

**Remember, work with the latest version of GS when you go to publish, otherwise you might run into an error message preventing you from publishing.

I am posting a link here to some tutorials that might help you to publish. The following link shows a video tutorial by Tshirtbooth on how to get your game onto an external device.

http://gamesalad.com/wiki/developing_for_iphone:building_gamesalad_viewer#how_do_i_install_the_gamesalad_viewer_on_my_iphone

http://gamesalad.com/wiki/developing_for_iphone:preparing_for_build

We shall see what the future holds for us. If again our game doesn't function properly we will be upgrading to Snow Leopard and hooking up our device to test. Wish us luck.

Friday, July 23, 2010

"Bucky Challenge" is in the iTunes App Store!

The Pan American
by Victor Ituarte

After recently winning a Webby, an Emmy, and a Telly, Reel to Red Productions continues to raise the bar with its release of a UTPA-themed mobile game for the iPhone and iPod Touch.


The app is a sports-themed game called “Bucky Challenge” in which the user guides Bucky, the UTPA mascot, through a series of athletic challenges by using the touch screen.

Chelse Benham, the Director of Reel to Red and the game’s Creative Director, led five Reel to Red team members along the journey of creating the app.

“It’s actually a marketing tool to expose the youth to the University,” says Benham. “The idea of doing a game app became interesting because The University of Texas at Austin had a utility app that was popular. It was number seven on the most popular free apps in the iTunes App store. I wanted an iTunes game that could be used to market UTPA.”

The idea behind the app is to expose the public to the university behind the mask of a fun game that is free to download.

What is novel about “Bucky Challenge” is the entire game takes place on the UTPA campus.

“’Bucky Challenge” is a multi-level sports game where we literally took photos of the campus and incorporated those into the game. We figure that if it takes someone anywhere from 30 minutes to an hour to play the game, what they’re seeing are the real University buildings and signage all that time. At the end of the game, the University’s website is displayed on the win page. It’s a new way to market to the youth on their terms,” Benham said.

Not only are users exposed to images of the campus, a few familiar faces will be present in the game as well.

“The game has humor. It’s meant to be funny. I and our other graphic designer, Hilda Del Rio, made the Reel to Red team into bubble-head characters that can be seen in the game. We also arranged a photo shoot with Ricardo Gonzalez who plays UTPA’s mascot, Bucky ,” says Alexis Carranza, graphic designer and assistant director for Reel to Red. “We did a one-hour photo shoot with him dressed in costume and posing in different sport poses. That was a lot of fun because Ricardo was patient.”

Designing the game came as no easy task. The group had no coding or app-building knowledge, and learning the software development kit from Apple to create an app that functions with the iPhone was an enormous undertaking.

“It required learning everything from the human interface guidelines (HIG) for Apple to trying to learn Xcode, which is C++ and Objective-C-based coding. That’s almost impossible trying to learn overnight and still put a game together,” Benham explained.

After about six weeks of trying to figure out Apple’s Xcode, Benham’s son assisted the group by informing them of a program called GameSalad. GameSalad is a program created by Gendai Games, a company based in Austin. http://www.gamesalad.com/ It is a beta 2D game design program with software glitches that were difficult to solve.

“GameSalad is freeware, but it’s a beta and it’s constantly having problems. It can be hard to work with. There are quirks about it you have to figure out what is causing the problem,” explained James Hernandez, the game’s technical engineer. “I’m sure it’s much easier on a second game. Mind you, our game is one of the very few being built with GameSalad that’s multi-level.”

Despite the trouble brought on by working with a beta, Game Salad turned out to be a simpler program to work with than Xcode.

“We were kinda discouraged at first working with Xcode, but once GameSalad came along the game building went from some impossible idea to being a real product in a short period of time,” says Hilda Del Rio.

Ultimately, the project was started as a learning curve for the members of Reel to Red.

“There was a lot of trial and error on trying to fix the movements of our characters. Especially in the editing portion when we put the levels together, and how those levels would interact with each other. It was challenging,” says Hernandez who initially underestimated the amount of physics that went into the creation of a game.

“It’s just another creative product from Reel to Red, where we expand the skill set of the team and showcase the University in a unique way,” says Benham.

People can see the screenshots of the “Bucky Challenge” at http://www.reeltored.com/ or download it for free from iTunes.

Friday, July 16, 2010

Publishing GameSalad Game into Apple iTunes Connect - The Learning Curve

It's been a while since I last blogged because the process of publishing our game has been monumentally difficult. When we were ready to publish we ran into issues in buying the GameSalad license. Apparently, the GS server wasn't working properly at the time and I was sent around in circles trying to purchase the license directly from GS or from Amazon. Eventually I gifted it to myself because it wouldn't work any other way. That proved a mess because I couldn't find straight answers on how to redeem the gift and was charged again when I accessed the gift account on Amazon. It was a mess. Things just aren't straight forward. There seems to be a lot of unnecessary hunting on GS.

Even within the forum, you can not simply plug in a phrase or word and call up entries that deal with the specific issue you are searching. I hope over time Gendai Games will work to improve user navigation and word search on the GameSalad site.

I did mange to get the license and move past that part, only to encounter another frustration when we tried to publish the game to GS.

Initially, we received an error message "No provisioning profiles found..."

Of course, we needed to go to the Apple Developer Center and download our Developer Certificate, Distribution Certificate and our Provisioning -> Distribution tab.  Aslo, we needed a WWDR (intermediate certificate) from Apple. Once we had filled out and downloaded these certifications, we put in them into the KEYCHAIN (on the computer ->applications->utilities->Keychain Access).

Then we went back into the GameSalad Program, into our actual game and clicked the orange Publish arrow to upload our game to GameSalad.

When we first tried this (and many subsequent times before speaking with GS) we received an error message. Eventually, we discovered with the help from the guys at GS that our project file was enormous because our images were huge.

HINT: When you build your game save the images you will use as "Save for Web and devices" from Photoshop. It will bring down the image size greatly. It is suggested that actors are below 100KB and backgrounds at 300KB or lower. We knew this going in, but by the time we published the game we had forgotten this golden rule. We believe the size of the file was creating the error message.

We had to go back and re-save ALL our images for Web, which reduced the project size from 198MB to 27MB! That was a huge savings. When we uploaded the file to GS it worked!

Initially, we had problems getting the file sent to Apple because of the file was rejected with an error message saying "The binary being uploaded does not contain an .app bundle". This ate our lunch for about five days because we didn't know what it meant and where to get the .app bundle it wanted.

Apparently, after we published in GS, we received a pop up window with three choices, "View in folder", "Manage portfolio", "What now?". We clicked on "Manage portfolio" and "downloaded" the published .gameproj file GS provided from the "Manage pportfolio" window, we zipped this file and this was the file we kept trying to publish to the Apple iTunes Connect site. 

BIG MISTAKE! Mind you the window "Manage Portfolio" has a big "Download here" sign, which has you believing that's what should happen. There aren't more straightforward directions on GS telling you that this isn't the window you want.

You do not want this .gameproj  file when uploading to Apple. This .gameproj file DOES NOT contain any of the .app bundle documents needed to publish to Apple, thus the reason for the error message from Apple when we tried to publish it.

Instead, we needed to click on the "View in Folder" window, which directed us to our designated folder - we had selected - to save the GS binary file when we clicked the "Publish" button. In that folder, we found a .app file that we had to compress into a .zip file. It is this .zip file we uploaded to Apple iTunes Connect. It went through.

Just remember: You do not need to use Xcode in any way to publish your GS.app file. Gendai Games has provided everything you would need to publish to Apple iTunes Connect in that .app file.  Now we are just waiting for Apple to approve our game and send us the notification that it is available in the iTunes App Store!

At the time of this writing, Google just released its new App Inventor Software for free. It too boasts no  coding required when building apps for the Android. I see the possibility of a new project just ahead. Thanks Gendai Games for the GameSalad software that helped us build our first app. It was truly an adventurous journey.