- Written by Jenkki
Hey Trials fans, just a quick note to let you know that if you have been dying to play our newest mobile game Trials Frontier but you don't have an iOS device, the game is now available on Android as a soft launch in select countries, including Finland and India. The worldwide release will happen in the next few3 weeks. More information below:
RedLynx has announced that its popular mobile game Trials Frontier is now available for Android devices in Finland and limited, select other countries as part of a soft launch prior to a full, global release in the coming weeks.
Trials Frontier is the first mobile game in RedLynx's best-selling and award-winning Trials series for consoles and PCs. The game which is free-to-play features a compelling storyline, friendly competition, and the outstanding, easy-to-approach physics-based gaming system Trials titles are famous for. The iOS version of the game received an Editor's Choice award from Apple and was downloaded more than six million times from the App Store in its first week.
- Written by PixelKitsune
This time on RedLynx developer diaries, some of the people steering the bikes of Trials introduce themselves and tell their stories about how they ended up at RedLynx.
John Lloyd, community developer at RedLynx
I bought Trials HD live on Xbox Live the weekend that it came out and I started playing it. I really enjoyed it, so I started building tracks and hanging out at the RedLynx forums to promote my tracks and find other good tracks from other Trials HD builders. After a while I started making videos to promote my tracks and tutorial videos on the editor, because there weren’t a whole lot of good tools to learn how to use the editor and people were asking me a lot of questions about my tracks.
From there I got contacted by Anba, and we talked back and forth about my tutorials. I really had no idea who he was, but when he proposed that I started doing some videos for Redlynx, which I agreed to do. He said that he has to get this cleared with the PR and all, but since he’s the founder of the company, it shouldn’t be a problem. At that point I realized that, oh, I’m actually talking to somebody really important at RedLynx. *laugh*
From there on they asked me to come to Finland to work on the first DLC of Trials HD, but I couldn’t do it because I couldn’t get out of US within the timeframe that they asked me to. Therefore I started doing the first edition of RedLynx TV from home. I came to Finland for the first time in 2010 to shoot some material for that, and during that visit I also worked on some tracks for the second DLC of Trials HD, and that’s when they asked me to come and be a level designer on Trials Evolution, which I started in 2011.
Jack Robson, level designer for Trials Fusion
I started playing Trials HD in 2009, and eventually began building custom tracks at home as a hobby. I guess I’ve been building tracks since then. One day RedLynx contacted me and asked me to come and build tracks for them, and of course I jumped off at the chance, so here I am.
By the way, Finland’s winter wasn’t actually as bad as people made it sound like.
Karri Kiviluoma, Lead Game Designer
I used to make puzzles and games for my friends, ranging from mazes on paper to programming simple text adventures, ever since I was a kid. So I guess I knew this was something I wanted to do in the long run.
Regarding how I actually got my “foot in the door”, I used to frequent a forum where I met Jonathan Blow when he was working on Braid for XBLA and he needed some testing help on it so I worked on that for a while. After that I put a lot of effort in creating a professional looking portfolio with graphic design, game design documentation and level design examples. I applied for a full time job at a few developers and got a position in game design luckily.
I can’t stress enough how important an excellent portfolio is for any discipline in game development. It’s the best way to show what you can do.
Konsta Kontunen, Lead level designer
I’m the lead level designer in Trials Fusion. Before Trials Fusion I’ve worked on Trials HD DLC, MotoHeroz, Trials Evolution and Trials Evolution DLC.
I originally got into Trials after seeing the preview of Trials HD in a Finnish game magazine Pelaaja in the year 2009. I had always been a fan of games like Elastomania and the old flash Trials games (not realizing they were made by RedLynx!), so I was eager to get to play a similar game on xbox360. I got instantly hooked on the “easy to learn, hard to master” – gameplay mechanics of Trials and went on to first finishing all the tracks in the game and then getting all the gold medals.
I was getting better and better at the game and my goals kept rising higher as I progressed. After a few months I was grinding the same tracks over and over again and bettering my times so I could reach the second place on the global leaderboards just after the first place Trials legend Lestropie.
After getting 2nd eventually I wanted to try my skills with the in-game editor. Started off building super hard extreme tracks, but quickly moved on to making bit more varied tracks in different visual settings. Back at this time Antti Ilvessuo (creative director at RedLynx) had noticed that there was a Finnish guy(Me!) near the top of the global leaderboards and decided to contact me. He tried my tracks and offered me a chance to come and try the upcoming DLC tracks for Trials HD.
While at RedLynx for the first time, I was helping out setting the medal time limits for the DLC tracks and later on was given the chance to make some of them as well. After the short stint at helping out with the first DLC pack I was offered a contract and since then I’ve worked as a level designer on several game projects up to this day.
Daniel Leigh, level designer on Trials
I’ve always wanted to be in the game industry, and actually tried to get into a gaming school in the UK, but I couldn’t get in, which was unfortunate. I’ve been playing Trials for ages and making maps most days, so I started making some more maps to Trials. Later, I got contacted by Anba, who said that I was making some awesome levels and asked whether I worked in the gaming industry, which of course I wasn’t. He gave me an assignment to make another level as a test, so I spent four days doing that and sent it to him. What happened next was that he took my information and flew me to Finland. It’s so weird - one minute you’re playing the game, and the next: game industry drop. No experience in the game industry, just a lifetime of playing games and the knowledge gets you the job. It’s quite incredible, really.
Sami Juntunen, Level Designer, RedLynx
I'm just an average Joe who came here from northern Finland. I studied jazz and automation, but I've never had a real job before. I've had a lifelong passion for playing and creating games and I've been relentlessly pursuing my dreams of getting into the real game industry, unleashing my creativity for something truly rewarding and having a job I love doing every single day.
One math.random() day, when I was sitting at home unemployed and playing games as usual, it was finally my turn. My contribution on Trials Evolution got noticed and two weeks later my life changed forever.
Jonas Meyer, environmental artist at RedLynx
I started working at RedLynx 2,5 years ago. I was working on tracks on Trials HD and Evolution back in the day, and was active on the forums. I was talking to some of the developers and I sneaked my way on their friends list on Xbox Live and was constantly bothering them to check out some of my tracks. Apparently they liked some of them because eventually when Redlynx was looking for new level designers they sent me an e-mail asking me if I would work for them. Back then I was still in school, but everything would be better than school, especially working on your favorite thing, in my case video games. So of course I said yes, and came to Finland from Germany.
So originally I was working as a level designer, making DLCs for Trials Evolution. After we made both of those games, I joined the art department at RedLynx, where I started working as a world designer. I started working on the base world, the game design of Fusion and working on the general… artsy stuff… color corrections and such, which is what I’m doing here today.
Lee Rowland, Senior Level Designer on the Trials series
When Trials HD launched, I bought the game like many other people. I started using the editor before I finished the game and started making tracks. While doing it I always looking at the leaderboards and I saw that there was a RedLynx employee in there, so I sent him a friend request, which he accepted.
So as I was making tracks I sent messages to my friends to please try them out. The RedLynx employee played them as well, and after some tracks, he sent me a message and asked whether I would like to start working on the tracks on Trials HD DLC pass. Obviously I thought it was a joke and I didn’t believe him, and made him prove himself on the forums. But it was all legit, so I accepted and came here to work on the first DLC pack, and I’ve been here ever sense. Now I’m the person who’s contacting other people making those custom tracks on the track central.
Pasi Piispa, associate producer
I ended up in the game industry because of personal interest and purely based on chance. I have a background in music, but at some point I realized that my talent and motivation isn’t enough for being a professional musician, so I ended up taking new studies, ethnomusicology as my major and hypermedia as my minor. There was quite an active game studies area in my university, and it hooked me to playing games for a long time. Eventually I decided to combine music studies and game studies and wrote my thesis on sound design and elements in video games. At that time I also worked on writing game reviews and news for a few Finnish game sites.
Then when I graduated I somehow ended up in the IT industry for 5 years to work as a community manager on a major Finnish website. After a few years I ended up in a project management role, so basically I was doing similar things I do now. After some time I realized that I could do this, but related to things that I’m really interested in, and started looking for opportunities in the gaming industry. RedLynx job opening was the first thing I found, and here I am.
PK: What’s the difference between a producer and an associate producer?
The biggest difference between an associate producer and a producer is that an associate producer works closer to the team handling more of the daily kinds of tasks, whereas a producer works more on the big picture, contract details, budgeting and other high-level stuff. We are the ones who have their hands in dirt. :D
PK: Any advice you want to give to the people who want to work in the industry?
I guess the only common thing I can find between all of the people working here is that everyone has had a long, enthusiastic relationship with games. There are people who have been studying games or have been working independently on things, such as the demo scene targeted for game industry people, and people who have been working on completely different things for a long time and then realized that why not make games for a living because they liked it. When I started working here, the Finnish industry was still quite small, and the mobile games hadn’t gotten the exposure they have now, so you really needed to know the right people to get in. Back in the day I didn’t have any contacts. However, it’s easier now that there are more education, more ways for the students to get to the field, but also a lot more companies, and more employers, so people who do not necessarily have any experience in the industry can get in.
- Written by Jenkki
Today’s the day that we’ve all been anticipating: Trials Fusion™, the highly anticipated sequel to the massively popular platform racer Trials Evolution®, is now available for download on Xbox One, the all-in-one games and entertainment system from Microsoft, Xbox 360 games and entertainment system from Microsoft and PlayStation®4 computer entertainment system. PC gamers, rest assured; Trials Fusion will be available on April 24 for Windows PC.
Trials Fusion offers players an unlimited array of obstacles and challenges as they race against the clock – with players from around the globe – to set track records. The game builds off the same maddeningly addictive physics-based gameplay of its predecessors while incorporating brand-new features, including the FMX tricks system.
Players will be able to create tracks, made possible by the fan-favorite Editor mode, that stretch their imagination and skill, and put their friends to the test by sharing online with the bustling Trials Fusion community.
Whether players choose to race alone, against friends or in a worldwide tournament, the competition is endless. Just one run is never enough.
Take a look at the fantastic trailer here: http://www.youtube.com/watch?v=Q66R65fatR0&feature=youtu.be
- Written by PixelKitsune
We are living in exciting times: Trials Fusion is released tomorrow and lots of things are happening.
Tomorrow we’re going to celebrate the release with a 24 hour live stream party mayhem all over the world! Come hang out and play with game developers of Trials Fusion, which will be available on Xbox One, Xbox 360, and Playstation 4! There are going to be game and gear giveaways every hour. Keep an eye out for special guests!
Broadcast start time: April 16th, 10am PST (1pm EST)
Broadcast end time: April 17th, 10am PST (1pm EST)
In addition, this is what we did in Pax East with Track Jam:
And this is what Officer Ray has to say about Trials Fusion in his video series (more to come!):
Have you already had a look at our newest developer diary about the art of Trials Fusion? Watch it here: http://www.youtube.com/watch?v=jjBCdCBpSh8&feature=youtu.be
Tomorrow’s THE day! We are super hyped. How about you?
- Written by PixelKitsune
This Tuesday RedLynx sponsored the monthly IGDA gathering held in Helsinki, Finland. Game industry people got to party and mingle with each other in a friendly bar environment while trying Trials Fusion out before its actual release. The place was PACKED with way over 500 visitors and a 250 meters line outside the bar. Credits for the photos to Sebastian Aaltonen.
We want to thank PlayStation for providing us with PS4 stands, which looked super cool, and of course IGDA Finland for cooperation. More about IGDA (International Game Developers Association) can be found at their web pagewww.igda.fi . Go and check it out!