Feeding Frenzy Mobile

Credits: Lead Game Designer, Producer

Format: Brew and J2ME +200 handsets

Sprout Games' Feeding Frenzy was amongst the first wave of hit PC casual games. When the Real Networks mobile team scored the mobile rights it was quite a coup.

Feeding Frenzy featured large pre-rendered 3d graphics, fluid screen motion, humorous sound design, and delicately balanced mouse controls. These elements help the game to standout and were key to its success. Alas, it was these very elements that were toughest to transition to mobile. File size restrictions limit graphic size. Playback delays and sound chip bugs hamper the aural experience. Poor industrial design and key latency hamstring game controls.

To cope, we were forced to do some editing. A few fish were cut from the roaster to save on file size. The range in size a given fish could grow as it moved up the food chain was reduced. We were able to keep the signature burps and gurgle sounds but few handsets could actually play them. Through trial and error and a one complete overhaul we arrived at the variables needed to tune the controls and please the crew at sprout. In all the adaptation I directed pleasing the original IP holder is my primary goal.

Reviews: Pocket Gamer UK by Mike Abolins

Images Copyright RealNetworks 2006, Images Copyright Pop Cap Games 2006

 

click to close