Interview

Finland focus: Frozenbyte's Mikael Haveri on the long road of hard lessons bringing its first iOS title Splot to launch

Console-based Trine dev enters the mobile ring

Finland focus: Frozenbyte's Mikael Haveri on the long road of hard lessons bringing its first iOS title Splot to launch
Frozenbyte won critical acclaim with its digitally distributed console and PC title Trine, and is looking to follow up its success with the hotly anticipated Trine 2.

But that's not all that the team, based in Helsinki, Finland, is working on.

An original IP platformer in the form of Splot is on the way to iOS devices and it'll be the first mobile game to come from the studio.

We managed to pilfer some of Frozenbyte marketing manager Mikeal Haveri's time, to ask him about how development was going and what challenges his team has had to face.

PocketGamer: Splot will be Frozenbyte's first foray into the mobile market and was initially in development for the DS. Why have you decided to make that jump?

Mikeal Haveri: Splot is the brain child of one of our founders and he actually got some of the ideas from his kids. Basically, he started to make a mobile game with his friend and eventually it was brought in to Frozenbyte as a project.

The game was originally intended for the DS, but as time went by we saw it more fitting for other platforms. Many of the concepts were intended for a touchscreen, so a lot has been kept from the original premise, but a whole bunch of stuff has also changed along the way.



The Splot that we will release will be a very different game from a lot of iOS games in the way that it reminds us of old SNES games, but it does take into use the innovations that iOS allows for.

What are you hoping of Splot?

We are hoping that Splot will be a huge success of course!

All high hopes aside, we wish to bring out a game that works for many different people. A simple and easy to understand puzzler that hopefully shows many levels of depth when you get more into it.

How will you tackle the problem of discoverability?

Well we have been talking to other mobile game devs here in Finland and they have given us some good tips. I think if a quality game makes it to the top lists, it might have a good impact.

Also talking to guys such as you and maybe even putting some marketing money in can't hurt.

In terms of longevity, we are planning on releasing small updates on a frequent basis, so content wise visibility shouldn't be an issue.

What pricing model will you support?

We are not a 100 pervrny sure of all the pricing stuff yet, for now all I can say is that a dollar will get you a long way.

There's no release date as yet, but when are you hoping the game to be available by?

We hope to release Splot in January for iPhone and iPad (plus Steam) and hopefully later for Android and other mobile OS.

How has development of Splot been different to your approach with console based digital distribution games such as Trine and Trine 2?
Splot has been very different from developing the Trine series. We have a totally different team for it and they have been completely focused on the mobile side.



It has been a long road of learning the hard way but things are looking to turn out great.

It will have some noticeable similarities to Trine and even some well known character appearances. In the end Splot will have that special little something we try our best to convey in all our games.

This is mainly the feeling and quality that we like in games and also wish to put into all our products. So we hope that all types of gamers enjoy what we have done with the game.
Thanks to Mikael for his time. You can find out more about Frozenbyte here

When Matt was 7 years old he didn't write to Santa like the other little boys and girls. He wrote to Mario. When the rotund plumber replied, Matt's dedication to a life of gaming was established. Like an otaku David Carradine, he wandered the planet until becoming a writer at Pocket Gamer.