I'm here in Alaska in the log home where I grew up, nestled amongst the birch forest. It's nice to have a bit of a break from production and relax (and eat!) with the family as Flewn moves into its final stages. I can't believe its been over a year already.
Most of you have filled out the survey to receive your rewards. I am still waiting on about 100 responses. Make sure to fill it out ASAP, I'll be utilizing family help here to pump out almost 800 prints and send them to everyone. If you have any questions or concerns please email me directly at email@example.com or through Kickstarter messaging. I want to make sure everyone is satisfied and happy with their rewards.
The digital downloads will be sent to everyone on or before the launch date. No, the launch date is not yet certain but production is wrapping up.
The music is in the final stages. I'm giving Enoch a rough edit to score the last scenes and clean up and tweak the others. I am really happy how the music has turned out and the reactions to it have been positive overall.
I'm working to smooth out a few awkward points in the story. Some animation tweaks still need to be added to give life to a number of remaining scenes. All the art will undergo final continuity edits, final color tweaking, and name organization to prepare image sequences for programming.
The programming already has a system in place, it should go through smoothly. However, plenty of hangups could occur before publishing. Luckily I have a team of engineers through the helpful folks at GameSalad ready to help out if needed.
I want to address one element of the Kickstarter pitch that has undergone changes. When initially working on Flewn, I set out to make a great story first and then to explore the potential an interactive story could become. As I developed Flewn, I struggled with a design dilemma: flow of good story vs. fun game mechanics. Any video gamer will tell you they enjoy the game experience but often skip through the storyline to get to the action. This became the same issue with Flewn. I had to rethink the way interactive stories work. Traditionally the interactive story presents a scene with puzzles, games or hidden animations to be discovered. This works great for more game oriented stories but fragmented the storytelling flow. It is my intention to tell a great story first without letting the technology interfere. With that design intention in mind, I took out the flying parts of Flewn to be used in their own app later on and developed what I like to now call A Cinematic Storybook.
What is a Cinematic Storybook?
The Cinematic Storybook takes the simplicity of the illustrated children's book and adds music, sound, and animation to create a flowing storytelling experience. The only interactive mechanic is the swiping motion. The swipe advances the story as simply as turning the page of a printed book. As you swipe, illustrations gently pan or zoom on each scene revealing intricately rigged animated scenes in focal (parallax) depth. As the narrative unfolds, music accompanies and deepens the mood and sound effects heighten the immersive feel. The brilliance of this design is that a tablet computer can then be turned around and the story shared with an audience, classroom or your friends. This type of sharing becomes difficult when games or puzzles are placed in the middle of a story, fragmenting the story experience. With the cinematic storybook, the readers attention is immersed in a fluid storytelling world. I think your going to love how it works and could become a model format for future stories.
I cant wait to share Flewn with everyone,
I would love to hear your thoughts in the comments below,