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Create free accountso uh please introduce yourself and your game i'm olaf a game designer from la black game studio based in warsaw poland and yesterday we pitched our last game magic food by mozart and the thing is that this is like opera is transformed into a mobile puzzle game and this is quite unique i think at lab like apart from games we are doing some new technology stuff so the thing was that last year we made a video set design for actual opera that have premiered in vienna and based on this visual video set design we translated it into a game so those two look quite similar it's like in a stages are in a cubic form and then we added mechanics like sliding puzzle
mechanics but all the game is following opera storyline so you will hear narratives that will keep you up with the story and you will hear mozart music in the background and it's a really good experience what was it like designing a video game compared to designing a set design is there any similarities or is it a very different way of designing things totally different yes because in a game you have to focus on gameplay experience to make it fun yeah because if it just looked okay and no one would like to play it so okay we made it look good on the stage we translated it into a game but then we focused very much on what to do to make the gaming experience nice what was it like pitching your game in three minutes how do you find that oh it was really fun and we were practicing a lot before we came here so
fortunately we were quite prepared but and it was a new experience for me it was the first pitch for us like that and i think we were speaking even faster than we expected that we would because there was some time spare left which was good actually because judges could have ask us questions but yeah it was fun did you receive any useful feedback that you might use to change the game definitely from the judges and from people that i'm meeting here from other indies it's a very valuable info for us to focus on what to change would you recommend an event like the big indie pitch to other developers definitely a great opportunity to stand out to boost some exposure for your game to know people to network yeah it's great experience and when can we expect to play magic
flute we're gonna release in uh late spring or summer 2015. is that uh you said to coincide with the yeah premiere yeah we want to bond this with an actual opera premiere uh in tokyo and that will happen somewhere in these days we are not certainly sure what dates sure so uh the game probably will be finished earlier but we'll keep it for the premiere really well thank you so much thanks a lot brilliant thank you thanks
Magic Flute by Mozart represents a unique intersection between traditional performing arts and mobile gaming. Developed by the Warsaw-based studio LabLike, the project originated from the team’s professional background in creating video set designs for live theatrical productions. By adapting the visual aesthetic and narrative structure of the opera into a mobile puzzle format, the studio aims to bridge the gap between classical music and interactive entertainment. The gameplay utilizes sliding puzzle mechanics set within cubic environments, ensuring that the player’s experience remains engaging while staying faithful to the original opera’s storyline and musical score.
The development process highlights the distinct challenges of transitioning from stage design to game design. While the visual language of the opera provided a strong foundation, the studio emphasized that prioritizing gameplay mechanics was essential to ensure the title was fun to play rather than merely a visual showcase. This iterative design approach was further refined through industry feedback, specifically during pitching events where developers sought to balance artistic fidelity with player engagement.
The release strategy for the game is intentionally synchronized with the global arts calendar, specifically targeting a late spring or summer 2015 launch to coincide with an opera premiere in Tokyo, Japan. This cross-promotional approach serves to elevate the game’s profile by leveraging the prestige of the live performance. By participating in industry networking events like the Big Indie Pitch, the studio successfully utilized peer and judge feedback to refine the final product, demonstrating the value of professional exposure for independent developers looking to distinguish their work in a crowded mobile market.
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