It was released in April 2010, along with a budget advertising campaign filmed in a park on the Brisbane River which highlighted ninjas' age-old hatred of five-a-day diets. The game was finished in six short weeks. It felt like the best one to play." 'Oh, this is the real deal' "Fruit Ninja felt like the star out of those. "So we just sat down and started brainstorming ideas. While most of the team was off helping put together a game for another studio, Luke and fellow designer Joe Gatling turned their attention to making an iPhone game. It seemed like a kid's toy."īut the stars would align for the simple idea to succeed. "It seemed too simple, especially as a studio that had traditionally made complex, hard games. However, the idea didn't hit home with many of Luke's co-workers. And I was like, 'Oh s***, this could work as a game'," Luke said. "One of the things they do is they throw a pineapple in the air and cut it mid-air. One thing that came to mind was a late-night ad campaign for knives that could cut through anything. It was very much not a profitable game," he said. Luke was coming off somewhat of a personal failure, a complicated game called Rocket Racing he had designed had not done well. 1 Cowman 7:43am Thanks for the reply I played the first release and kind of understood the plot but I feel like there were a lot of gaps in the story that I missed for some reason. They needed something of their own to top up the coffers, so every second Friday they would pitch ideas to each other hoping to strike gold. Luke and his team figured they had roughly one year to turn things around. "The exchange rate changed a lot, which meant we were no longer an attractive area for work for hire," he said.īased out of a small space on Brisbane's inner-north, Halfbrick had been focused on making games for larger studios overseas. Luke Muscat was a 25-year-old designer at Halfbrick Studios. While the Australian dollar was buoyed, it had a negative impact on the gaming industry. It was 2009 and the global financial crisis was in full swing. The player's finger acts as a sword - slicing and obliterating fruit, splattering juices all over the wooden dojo walls. It was a relatively simple idea: slicing fruit mid-air with a sharp blade.įruit Ninja would become one of the most recognisable games of its era, a perfectly mindless pastime for bus stops, ad breaks and, sadly for a certain generation, classrooms.įor the uninitiated, Fruit Ninja is a highly addictive game where a range of tropical fruits are tossed from the bottom of the screen. Survive the night and find as many clues as you can about the threat.When Luke Muscat pitched an idea for an iPhone game inspired by late-night knife ads he didn't think it would become a global phenom. Remember that the light will always be your friend. Night Zookeeper is a childrens brand that makes learning fantastically fun and helps kids aged 6-12 unlock their creativity. Use your surroundings to your advantage and hide under desks and in corners to avoid being taken by the ghost which haunts the office. The storyline is presented with short monologues, displaying the thoughts of the player, as you need to perform certain tasks to proceed in the game to continue discover new clues about what's going on. Even if you can't relate to the game storyline, you will still get a good experience. The basic idea is that players who have been in similar situations, and worked with similar office jobs, will relate themselves to the game setting and scenario and become immersed. One Late Night is a short immersive horror-game experience, starring an unnamed graphic designer employee, working late one night at the office, until strange things start to happen. A full version of the game was released one year later under the name One Late Night: Deadline. One Late Night is a game played by Markiplier.
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