Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 22, 2019
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

How do you make the sequel to  Frog Fractions ? Like this

How do you make the sequel to Frog Fractions? Like this

January 11, 2017 | By Staff

January 11, 2017 | By Staff
    Post A Comment
More: Indie, Design, Production

"Start with a dumb idea, then grow it based on feedback, relying on what my personal fun/funny considers the obvious next move. Do that for a year and you have Frog Fractions."

- Game developer Jim Crawford talks with Kill Screen about his design process for Frog Fractions games.

In 2012 a free browser game called Frog Fractions became a sensation, in large part because it wasn't at all what it seemed.

"My intent was to make a game about the joy of discovery," creator Jim Crawford told Gamasutra that year. "People usually like mysteries more than they like solutions."

Last month, after a mysterious Kickstarter ("Most Kickstarters are very detailed about what you're paying for, but the nature of this one is that you're paying for a surprise") and at least two different alternate-reality games (ARGs) played out, Crawford confirmed that the sequel to Frog Fractions had been released inside another game -- Glittermitten Grove.

Devs who have followed the project may be curious to read a new Kill Screen feature on the project that includes comments from Crawford; given his avowed passion for preserving mysteries, it's worth noting that the full feature includes insight into the creation of his new game that could be construed as spoilers.

Beyond the game itself, the interview also delves into how Crawford contributed to an ARG for the project -- and eventually found himself pulled into a different ARG he wasn't in charge of.

"Since my usual mode of operations is to create chaos and try to tie it together into something coherent only when absolutely necessary, I agreed," Crawford told Kill Screen. For further details, head over to Kill Screen's website.

Related Jobs

Sony PlayStation
Sony PlayStation — San Mateo, California, United States

Sr. Manager, Competitive Gaming (North America)
Infinity Ward / Activision
Infinity Ward / Activision — Woodland Hills, California, United States

UI Engineer (Temporary)
Square Enix Co., Ltd.
Square Enix Co., Ltd. — Tokyo, Japan

Experienced Game Developer
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States

QA Manager

Loading Comments

loader image