Playstation 3 slim and pricedrop

08-18-09

Huzzah! The rumors were true. Sony has announced that they will release a slimmer, cheaper version of the PS3 September 1.

Wow. That’s great. A lot of more people will buy PS3s…

It’s just a bit sad that Sony is already lagging behind with every service associated with the PS3. The online functionality is simple not nearly as good or entertaining as Microsofts Xbox Live. PSN has less games and content. PS3 developers are still not getting enough help to really push the PS3.

So, as I did smile for a short while at the very late price drop, I’m afraid it might not be enough. And while I do enjoy and respect the 360. Something tells me I just don’t want Microsoft to dominate my living room as they have, for far to long, dominated my workspace.

The first Real virtual world

08-18-09

Oh alright, virtual worlds have been around a long time. But never as alive as this.

One of the largest MMOG’s in the world, Eve Online, is getting a sister game from the same developer. The game, Dust 514, will feature shooter gameplay in the same world as Eve. That’s right. Games in different genres played in the same game world at the same time. Even if the games themselves do not interact directly the indirect possibilities of cross game effect and not to mention news has the potential to be amazing.

This could really be the first MMO world that might live on, with the games coming and going. A true perpetual world.

The Genuine Man

08-13-09

The marketplace has changed radically in the past 5-10 years. All of a sudden we find ourselves in the middle of crashing multinational corporations that aren’t as flexible or personal as smaller firms.

The shift that has happened is a shift towards quality. Consumers today look for genuine experiences. Genuine products from genuine companies with individuals working for them, not the grey wall of suits in the giant corporations of the 80’s and 90’s.

But this shift has missed a small but vital point in itself. If we all look for genuine content for our lives, and that content is provided to us in genuine, but still, designed ways. Doesn’t that make us anything but genuine?

In persuing the genuine experience are we trying to be genuine ourselves and if so, what does that really mean?

How can a person be genuine? Or better yet, how can a person not be genuine?
Finding genuine experiences and genuine products might actually be helping in becoming more genuine people. More individual, with more specialized products. Only consuming what we really want to and not following exclusively the main stream of content.

This is a huge problem for companies today as everything from entertainment to basic services strive to be more genuine and personal without loosing it’s cost efficiency. This is especially interesting for game developers as all games are crafts of art and love. There are no non genuine parts of a game. So we could, theoretically, make the entire process of creating a game, selling the game and living with the game a genuine experience available for the consumers.

But how could we do this? Well, what is a genuine experience?
Creating a genuine experience is hard no doubts, and this is just a theory of mine. But let’s begin with making customers part of the process from the start. Customers could be allowed to invest in the process and through investment get discounts on the finished product as well as more information about the development process such as developer commentaries, alpha footage and maybe even product testing. How much disclose is already a very fine balance and selling the information to the customers would make it even more so. But it would help keep development agile and make the product as well as the development a lot more genuine.

The product itself is actually the simplest step to make more genuine. Simply replace the word product with experience and rethink it. Very few products sold today are simply products made to used and thrown away.  Start thinking about your products as experiences for the user and a completely new dimension for sales and value becomes visible. Does a player want to pay for content? Yes. Does it need to be large expensive expansion packs of ontent? No.

There are of course an infinite amount of possibility to what we can do to improve the genuine emotional impact of our products and services. But taking the first step and doing anything at all is really the hardest part.

Welcome the genuine consumer into the marketplace and start your company on becoming more genuine today. Shift happens, either we lead that shift or we’re left behind by it.

 

Twitter

2010

JesperBylund.com remake

I redid jesperbylund.com, finally hosting it myself.

It includes my portfolio and blog and was designed to be an interactive information sheet about me and my work.


Since all design is iterative I can't be sure this first version will work as intended. Only testing will tell. But since it's based on cognitive processes it should be an interesting website to most visitors.

2009

Tele2.se remakes 09

Tele2.se was relaunched with a new design in Febuary of 09. The new design was created by Cordovan Digital and implemented into the CMS Reddot by myself, Jakob Neander and Tobias Lindman.

The black top was a redesign of the Business part of the site in the summer of 09. Designed once again by Cordovan Digital.

Shattered Alliance

This was my third year project at the University of Skovde. Together with a team of 18 third and fourth year students we designed and implemented everything from the engine up. We had planned a 8 player cooperative shooter with online ranking.

The game was bought by the University and was intended to be used for PR purposes at LAN parties.

Sadly, the engine development was delayed due to changing demands from the University and in the end lighting and core gameplay progression was never fully implemented.

The game was however a great success as in it's final stages it did support online ranking and up to 8 players cooperating over LAN. The University even hosted a compitition in which new students downloaded the games and ranked for most kills during a week. A price was awarded and over 200 students did compete.

2008

Dreamlords the Reawakening

Dreamlords the Reawakening was the follow up on the critical success Dreamlords. Dreamlords never had monetary success and to reboot the brand and still retain the community Lockpick Entertainment created Dreamlords the Reawakening which was something of a cross between a sequel and an extension.

The lore was the same but the game play was not.

Dreamlords the Reawakening was picked up by several publishers and published in three territories. It was commercially successful for about a year before the economic crisis hit us and bankrupted the company.

Dreamlords the Reawakening is still being developed by active community members and former devs.

Dreamlords

Dreamlords was the brain child of a group of student from the university of shoved. It was a unique mix of RTS gaming and web based long term strategy.

The game was released to critical success but we never broke even. Dreamlords also lost a number of developers as the profitability shrank at the same time as interest from other game developers grew.

Grim Breed

Grim Breed was my second year project at the University of Skovde. It was a RTS game designed to be simplistic but offer a unique UI that let players issue complex orders to troops with ease.

The game was severely hampered by an external pathfinding library that we found out to late was not up to the challenge of guiding such a large number of units. The game was a great success for the members of the team and is to this date one of the most successful game projects to come out of UoS.

who am I?

what do I do?

I'm just a really tall guy who happens to love to understand what people do and why.

I fell in love with what engages people early on and decided digital entertainment and products were the way of the future.

I work smart, not hard, to find the details that matter. And I love to see people feel my work without really percieving it.

IF you need this knowledge or the effects of it, I'd be happy to share it with you. Follow or contact me:

I design for interaction. No matter what the product or service.

And I make that interaction fun. Interaction and fun are closely connected, it's harder to create fun without interaction, most people just don't know why.

Ease of use and simplicity is a side effect of designing for interaction, and all my work echo this effect.

Jesper Bylund CV Download my CV

jesper bylund.com