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March 8, 2010

Where O Where is Vava Bear?

Filed under: Community Team Blog — Khatie @ 6:43 AM

Most of you know me through my daily posting for our Gravity Bear’s Fan Page weekly game, Where O Where Is Gravity Bear? I have to tell you, I love coming up with weekly ideas to hide GB. But it wasn’t until I started looking back did I realize that there was so much of me in the clues! You see every one of those creative little tidbits was somehow inspired by my life. Let’s take a look at a couple of past ones, shall we?

  • The Eiffel Tower: No brainer… I am French.
  • Bear in a pool: Pretty easy, the bear well ya, Gravity Bear, and pool because it’s the winter and I miss laying out at the pool (my fav thing to do, btw).
  • Baby’s Eye: I just had a lil bear cub. He actually turned 3 months yesterday! So I am pretty much obsessed with all things baby.
  • Tuna roll:  I <3 sushi.
  • Praying Mantis Hive: Ya that was a weird one, I agree. My husband came up with that one. I think his exact words were “No one is EVER gonna get this one!” Ehm… let me remind you that Susan Fickett Keeney guessed it by the 3rd clue! Praying Mantis Hive

So next time you play WOWIGB, remember that you will not only see where GB is hiding, but also a tiny glimpse into my world as well!

~ VavaBear

February 26, 2010

Working for the Bears

Filed under: Uncategorized — Khatie @ 4:04 PM

I just finished my first month here at Gravity Bear. They hired me to be the Community Director, working on the first title Battle Punks! I must say, this month has flown by for a number of reasons:

1. The team is AMAZING. I have had so much fun getting to know the team, how they work, and their quirks. Working in the game industry you really never know what you will get. There are many kinds of devs, both creative types and business types. Sometimes you get prima donnas, sometimes you get cold fish, and sometimes you get anything in between. The Gravity Bear dev team is happy, hard-working, helpful and hilarious. I have never had so much fun with a dev team as I have with this one.

2. The fans are AMAZING. Again, you get all sorts in this line of work and online communities are generally known for their disinibition and snarkiness. But these fans are terrific! The alpha testers are all supporting this game and reporting bugs and sending feedback in a steady stream. The team loves the input, too and they work to make the game into something each and every player will love. It’s a mutually beneficial exchange of information and input that is a joy to facilitate.

3. The game is AMAZING! Fun, innovative, captivating. I can’t say enough about the game. I usually love playing all games and so “working” on them is a joy. Battle Punks is a keeper; I would play this whether I needed to or not. I would share invites with friends. I would tell others about it. I would probably write the team an email or post in the forums telling them how awesome I thought it was. And I get to “work” here instead!

Time flies when you’re having fun. And I get to have fun for a living!

~ Khatie (Mama Bear)

: )

February 23, 2010

Impressions of our pre-launch community

Filed under: Community Team Blog — Koala @ 12:21 PM

When Aletheia and the Gravity Bear team asked me to run the Gravity Bear Facebook Fan Page I was pretty stoked, and a little nervous at the same time. You see, I have a background in video games, and yes I spend about 80% of my day on the world wide web. And, ummm… 75% of that time is spent on Facebook, but can I create a fan page about a video game that has not been released yet, and keep you fans patient yet have fun at the same time? The Gravity Bear team thought so!

The fan page actually took off pretty quickly. I started the “Where O Where Is Gravity Bear” weekly contest, and literally you guys jumped right in with your crazy guesses! I am still amazed that Andreas Brynervall guessed correctly on the second day! (It was the Eiffel Tower, but I mean c’mon, would you have figured it out so quickly?: WOWIGB pix clue #2). But every week I try to stump you fans with a super tough one, and every week someone surprises me and guesses it. The Gravity Bear fans are cool AND smart.

I think the best part of creating and administrating the GB fan page is that I can interact with all you that are as excited about the games that GB is working on, as the developers are creating them. I get to see both sides; you, the supporting fans, and the devoted GB team. And now that our debut game, Battle Punks, is finally announced and we opened the Alpha version to all of you to test, you should see the feedback we are getting!! I mean its unbelievable the amount of you that are playing our game and helping us out with a crucial part of our game… testing! So when we launch Battle Punks, you guys can honestly say that you had a hand in making the game what it is… AWESOME!

xoxo

~ VavaBear

October 28, 2009

Better Metrics for Virtual Goods and Economies

Filed under: Dev Blog — Phil @ 11:45 PM

I’m super-excited to be announcing our partnership with SQLstream today, and I think it’s appropriate that we timed it with the Virtual Goods Summit. The technology they provide is particularly applicable to virtual goods, and virtual world economies, and it’s even more applicable for those things on Social Networks.

Imagine being able to monitor purchasing behavior for new virtual goods the minute they deploy. Imagine being able to track all falloff points, from feed notification, to in-game promotion, to storefront bounce and conversion (with multivariate analysis). Correlate these metrics with post-purchase in-game usage, repeat purchases and gifting behavior. We get all this in real-time, iterating and optimizing the entire process in an afternoon.

Imagine the ability to identify corollaries between game-play behavior and conversion to paying user, to monitor the player base in real-time for individuals that meet that criteria, and present them with a customized offer the exact instant they’re most likely to buy. On the flipside, watch for users that are statistically on the verge of quitting, and automatically send them a customized incentive to stay. Even if they are only getting bored, it’s possible to watch for this, and adjust the experience to compensate.

Beyond monetization and user behavior, there is the power to continuously monitor changes in viral distribution on the macro level. As Social Networks change their APIs and policies, we have the power and tools to rapidly iterate on new distribution methods, and identify new opportunities.

It’s pretty heady stuff, but that’s the nearly limitless power of stream computing. We’re very excited to highlight it as an important part of our strategy and vision, to raise the bar for games on social networks and present the best possible experience for our users.

October 25, 2009

Almost here…

Filed under: Dev Blog — Phil @ 6:33 PM

It’s been a proverbial flurry of activity here in the past few weeks, as we ramp up to do our first “official” press announcement in a few days. There’s always that nervous anticipation before unveiling something significant, and I’m feeling it big time. I think this is the most extreme case of “nervous anticipation” (sounds better than “jitters”) that I’ve had to date. The whole team here has a lot of time, creativity, and labor invested in Gravity Bear, and I really feel in my bones that it’s about to pay off. We’ve accomplished a tremendous amount since we started just a little over a year ago… It’s been a year that feels like 3 in terms of experience.

That said, I feel like we’re doing the best job that we can, given the fantastic opportunities in front of us. Somehow, at every turn, we’ve always managed to attract the right partners and friends at just the right time. This past month has been a huge example of that… Solutions present themselves when they’re most needed, and new opportunities abound. Biggest lesson here is that talking to people is good… A simple lunch with a friend for catch-up can morph into an amazing possibility. It seems like virtually everyone is up to something cool in the space right now. In light of that, it’s extremely heartening the amount of interest that we’re getting, even though we’ve been in stealth up until now. For anyone working in the space of games for social networks, the buzz emanating from the wire is exhilarating.

I’m continually amazed at how hot this space is getting. We knew when we were starting out that games on social networks was going to grow in 2009, but it’s exceeded my expectations. By all accounts, it’s looking like our plan is bearing fruit, looking like there’s going to be a lot of demand for what we’re making at just the right time. It’s amazing how many anecdotal examples filter back to us, of seasoned games developers itching to take the plunge. We watched it happen earlier this year at the executive level, across all the big players, and now the creative teams are following suit. It’s good to feel like our teeth are sharp just as the ocean is starting to get a little red. It’s also good to know that we’ve got a few tricks up our sleeve :)

I’m so grateful for the team here at Gravity Bear. I’m proud of what we’ve been able to accomplish, and super-excited about where we’re going. It’s absolutely a great time to be doing what we’re doing, and we would not be here without all the generous and talented people that helped us along the way. I love helping friends succeed, and love the feeling of getting the support from those I trust and respect. I can’t wait to see what we all come up with!

October 7, 2009

Presents!

Filed under: Dev Blog — Koala @ 9:10 PM

Woohoo!  We received a mysterious (but useful!!)  “crunch kit” today from a Gravity Bear friend.  YAY!  None of us were prepared for the pure awesomeness that was inside…

Best. Gift. Evar!

presents Curious George Plush, Savage Strikes (book), Paul Frank: Julius Journal, Tarot Cards, Artist’s Model Female Hand, and a bottle of Crown Royal.  YAY!

Now we just have to match them up….

Letter

September 30, 2009

Is there anybody out there?

Filed under: Dev Blog — Ether @ 10:25 PM

Welcome to the Gravity Bear dev blog!

Ether here, posting temporarily to get some “filler” on our blog for when our website goes Live.  Currently, our dev blog consists of lorem ipsum stuffs, which is gibberishly interesting, but not very informational for someone coming to read up on Gravity Bear.   Going forward, our CEO/Creative Director, our Game Designer and other Gravity Bear folks will be the major contributors to this blog, but for now those folks are all plugging away on the game so the readers will have to deal with me!  Muhahaha… !!

I suppose you’re wondering what Gravity Bear has been up to… ?  Well, we’ve spent the last year at Gravity Bear trying to get a game out!

Hrmph.  It just seems wrong to summarize the last year in one sentence:  “…we’ve spent the last year at Gravity Bear trying to get a game out.”

The reality is that the last year has been a crazy/scary/exhilarating/exciting/nerve-wracking adventure.  We’re hoping to get those experiences in our blog eventually, but since everyone here is super busy working on the game and since we can’t officially talk about the game yet, I’ll have to write about something else.

I guess this would be a good time to talk about our plans for the blog, and FB page, and forums, and <insert current hip social media thingy here>.

Our goal is to use or Developer Blog to talk about our experiences with game development here at Gravity Bear. We want to keep the tone of our blog Serious & Professional and our fearless leader, Phil Shenk, will likely be doing the majority of those posts.

We would like to have  a “Meet the Crew” segment, which will highlight one member of the Gravity Bear family.  Ideally we can get these out biweekly or monthly; more frequently than that would be silly, since our family is pretty small.

We’re also planning to post important info and updates for our game–new content we’re adding to our game, why we’re adding it and all that jazz.  Our designer, Alan Hu, will be making most of those posts.

The Facebook page will be where we keep most of the “light-hearted fluff”, and I’ll be doing the majority of the updates there. ( I’m told that no one will take us seriously if I blog, so I need to keep my silliness on the Facebook Page and in the Tweets.)There we plan on having contests, posting pictures, and keeping everyone updated on all the random stuff that happens here at our crazy lil company.

Well, I should probably wrap up this “test post” for now since it’s getting long and I have oodles of work to do.    If anyone has any ideas on features or info they would like to see on our Blog or Facebook Page or Forums, please Please PLEASE let us know.  The blog, the site, the FB page—it’s all just a way for us to communicate with our fans and friends.  If there’s something we can be doing better to keep you involved and engaged—we want to know!

-Ether

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