Skip to main content

Firemint

Company
News

Inside Business have made available for viewing their televised feature on Firemint with CEO, Rob Murray, on the ABC website. It's a great piece on Firemint's success on the Appstore market, and Rob does a great job explaining some of adjustments that the Melbourne studio has made moving from work-for-hire publisher work to self publishing their own games.

As many independent studios are very well aware, self publishing requires a whole lot of effort in other areas that games developers aren't traditionally involved with, but it's something Firemint have realised the importance of. From the feature...

ROB MURRAY: We need more marketing, more support and community interaction, more forecasting and business intelligence.

So, we're kind of expanding that department within our company.

One of the current big issues facing the local games industry as well as any company that depends on exports is the Aussie dollar reaching parity with the U.S, and Firemint is explains the measures they will have to take to weather through this challenging period...

ROB MURRAY: We can talk about a 10 per cent rise in the Australian dollar that just cuts straight into our revenue and you can imagine what it does to company profits.

Ultimately, there's not much we can do to combat a strong Australian dollar. All our costs are labour costs.

It's very labour intensive. All we can do is slow down our growth, hold back on what we're doing, and fortunately we will have the margins to get through a dollar that might go to parity.

It's an excellent feature on Firemint that's well worth watching. It's also great to see what the studio looks like as well as see some of the dev folks who make the magic happen. View it at the ABC website.

Company
Location
Job Position
News

Firemint is one of the best iPhone and iPad game development studios in the world. Our award-winning hit games Flight Control and Real Racing have been immensely successful and are played by several million people all around the world. Although we use cutting edge technology and a high level of creativity to produce our games, we are an entertainment company and our mission is to delight our customers.

We’re currently looking for a Community Manager and Customer Support Representative who wants to make sure that our players have an awesome experience whenever they interact with Firemint outside of our games as well. This is a new position due to the growth of the publishing side of our business, commencing ASAP.

Your role will be to look after players across a number of channels, including our support site (http://firemint.com/support), Facebook fan pages and Twitter, as well as engaging with our community wherever conversations are currently happening (eg on gamer forums). Communication will be in both directions; you’ll let our community know about new and updated games, competitions and promotions, but you’ll also be there to listen to concerns and help resolve them, and gather and record ideas to report back to our development teams.

Your tasks will include:

  • Nurture and grow our online community on channels including our site, Facebook and Twitter. Generate and contribute to conversations and provide a welcoming environment to all players.
  • Work with our marketing team to run competitions and other promotions.
  • Manage online feedback on our support site and provide timely, friendly responses and updates, liaising with our QA testers and producers.
  • Monitor various online sources and log issues reported by customers.
  • Drive resolution of known issues with our development team and provide regular reports about outstanding issues to game producers.
  • Maintain a database of community generated ideas and suggestions for our games.
  • Develop in-depth knowledge of all Firemint games.
  • As the majority of our players are overseas and/or active on evenings and weekends, some early morning, late night and weekend work may be required for time sensitive interactions.

As this is a new role in an expanding department, you may also be asked to perform miscellaneous related tasks.

About you:

  • You have a proven track record in creating an exceptional customer experience. You can empathise with the customer’s point of view and have a mature, level-headed approach.
  • Your written communication skills are outstanding. You can strike a friendly, natural and conversational tone in written responses to customer issues without sounding patronising or overly formal. For many of our customers, English is a second language so you communicate clearly and concisely, using simple language. You can back this up by showing us examples of your writing from previous roles.
  • You love online communities and social media, and are an avid user of Twitter and Facebook. Past experience using social media for work purposes would be great. If you don’t have hands-on experience, you can demonstrate an understanding of the issues involved.
  • You are self motivated and conscientious, and it’s important to you to deliver on your commitments. You work well under pressure and to tight deadlines with many competing demands on your time. You are careful, methodical and organised. You have developed a personal approach that works for you, for keeping track of things you need to get done.
  • You must be interested in games and online communities. Our games are designed to be approachable and enjoyable for a wide range of people, so you don’t need to be a hardcore or champion gamer!
  • Past experience in Community Mangement, Online Customer Support, Public Relations or Journalism will be very highly regarded.

What we can offer you:

  • Engage with a genuinely passionate and enthusiastic community, representing a world-class studio and some of the best games anywhere. It’s not a hard topic to sell ;)
  • No suits and no clueless corporate clients! Everything you do will be for Firemint.
  • We’re leading and innovating in digital entertainment, so you’ll have the opportunity to contribute to some very cool stuff.
  • A great, professional but laid back team environment with some of the smartest and most talented game makers anywhere.
  • Light, open-plan modern studio environment in central Richmond location, awesome coffee immediately across the road. Many local cafes, restaurants and shops.
  • Close to public transport with various train and tram stops within walking distance.
  • Lots of small perks – free fresh fruit, game library, Friday drinks.
  • Most importantly, the opportunity to do your best work yet.

Please apply at the Firemint site only (no applications by postal mail please) and include your resume and a cover letter written in a similar tone you would use interacting with our community, keeping in mind the points above. If shortlisted, you must be able to attend an interview in our studio in Richmond to be considered for this role so unfortunately we can only consider Melbourne-based applicants.

No recruiters, please.

Company
Location
News
Submitted by Anonymous (not verified) on Mon, 27/09/10 - 3:45 AM Permalink

the days of full time QA positions are gone...

always casual. hard to keep yourself afloat.

perfect if you still live with your parents and live in the same city as the developer.

Submitted by Anonymous (not verified) on Wed, 29/09/10 - 2:08 PM Permalink

Sounds like the right job for me

Submitted by Anonymous (not verified) on Thu, 30/09/10 - 8:12 AM Permalink

Sounds like the perfect job if you live on your own and live in the same city as well.

Submitted by Anonymous (not verified) on Fri, 01/10/10 - 10:58 AM Permalink

Can someone who has no experience in this role apply?

Submitted by Anonymous (not verified) on Fri, 01/10/10 - 1:14 PM Permalink

but just a heads up, studios usually go for the people with the most experience who they can pay the least. I've known people with game designer positions get let go, only to get hired as QA testers at other studios.

Submitted by Anonymous (not verified) on Fri, 01/10/10 - 1:52 PM Permalink

lame. LOL :P might apply for it anyway see how i go..

Submitted by souri on Thu, 07/10/10 - 12:39 PM Permalink

Applications for these particular positions are now closed.

Submitted by Anonymous (not verified) on Thu, 07/10/10 - 2:27 PM Permalink

Does this mean that someone has already been hired for the job or that you're going through the applications?

Submitted by Anonymous (not verified) on Thu, 14/10/10 - 4:14 PM Permalink

has the "contacting for interviews" process been completed?

*** APPLICATIONS FOR THESE OPENINGS ARE NOW CLOSED ***

We’re looking for experienced Quality Assurance people on a casual basis for testing game software on Apple mobile devices and on other platforms. Previous testing experience is preferred.

As part of this role, you will:

  • Test game software on various devices / platforms
  • Carefully document all software defects.
  • Analyse ebb and flow of the game with input as necessary.
  • Prepare clear and concise bug reports
  • Act as a resource to various development teams
  • Test games under development to ensure they are true to their vision and provide feedback on playability.
  • Ensure test plans exist and are up to date

QA team members are expected to contribute to the Get satisfaction support system, including:

  • Timely, polite responses to customer queries and complaints and
  • Maintaining a list of active ideas

Requirements:

  • Exceptional written and verbal communication skills are required
  • Strong attention to detail, willing to learn, adaptable to new processes
  • Strong organisational skills
  • Enthusiasm about being part of an expanding professional team.
  • Computer literate
  • Self motivated

Due to the nature of this position, benefits and relocation assistance are not provided.
Casual positions only (approx 38 hrs/week to start with)
No overseas applications accepted for this role, sorry.
You must have permission to work in Australia.

*** APPLICATIONS FOR THESE OPENINGS ARE NOW CLOSED ***

Company
Location
Job Position
News

We're looking for Game Programmers with a range of experience, from junior to senior. Graduates are encouraged to apply!

Requirements

* Fun. You should know how to make it!
* Understanding of 3D maths essential
* Demonstrated understanding of how to translate a game design into code and fill in gaps as necessary
* Ability to quickly understand new codebases
* Passion for graphics programming and games
* 3D graphics or mobile experience a bonus
* Be self driven, with strong problem solving skills
* Experience in an established studio and/or a playable demo that is all your own work.

Please apply through the Application Form at the link below...

Media Type:
Company:
Submitted by Anonymous (not verified) on Thu, 23/09/10 - 5:25 PM Permalink

I have to say this lookos so great! So much more going on in this version and the art is fantastic. Well done guys

(More details: http://firemint.com/fcmove)

Flight Control HD for PlayStation Move is available from Sep 15 (Europe/Asia), Sep 16 (Australia) and Oct 21 (Japan). Use the PlayStation Move motion controller to direct planes to the correct runway, but don't let them collide!

Company
News
Submitted by souri on Wed, 08/09/10 - 3:24 PM Permalink

Not long ago, it was the common expectancy for game companies to release a game that they've worked on for multiple years only for it to have a shelf life of a few months before hitting the bargain bin / sale at a $15 - $25 price or so. It still is for many games, really, for boxed retail.

Who could predict then that you'll be able to make much, much smaller games with a smaller budget / time footprint, and still have them sell exceptionally well 18 months after release. I'd imagine after 18 months, most boxed retail games have long gone from the shelf.

Submitted by Anonymous (not verified) on Wed, 08/09/10 - 6:42 PM Permalink

Movies live on as DVD's and sit on the shelves for years. A constant revenue stream (even if it is a trickle). Retail games have that small window to shine before they disappear into obscurity.

Although things like the Virtual Console on the Wii is changing that, but still for the majority games have a much smaller retail window than movies or music to try and turn a profit.

What started off as one of many concepts developed by Firemint CEO's Rob Murray during the 2008 Christmas / New Year holiday break has turned out be a one of the great success stories on the Apple Appstore. Firemint have just announced that Flight Control has hit a whopping 3 million sales for the iPhone and iPod.

Even after 18 months of release, Flight Control fans will enjoy more free updates with support of Apple's new Game Center features coming and other additional extras in the pipes. Congratulations Firemint!

(Here's an old interview with Rob Murray back in the early days of Flight Control)

(Press release)

We're thrilled to announce that Flight Control has now landed on more than 3 million iPhone and iPod touch screens! Our ever-popular App Store classic continues to delight new players around the world, and even 18 months after release is in the top 30 paid games in 64 countries around the world, including #7 in Netherlands, #12 in UK, #14 in Australia, #16 in France and #27 in the USA.

3 million Flight Control landings

Over 2 billion planes have been landed on Flight Control's online leaderboards, approximately equal to 5,000 times the air traffic handled by LAX per day! Flight Control has enjoyed numerous free updates adding social and online features, additional airfields and gorgeous updated graphics to make the most of the iPhone 4 and iPod touch 4th generation Retina display. We will also release an update that supports Apple's new Game Center to coincide with its launch, and even more free updates are currently in development.

Flight Control has also spread its wings to new platforms, with Flight Control HD, the highly successful adaptation for iPad being awarded a prestigious Apple Design Award for its "innovative gameplay, outstanding use of Multi-Touch, and superb attention to detail". Flight Control HD for PlayStation Move is about to launch in glorious 1080p, coinciding with the Move motion controller's European launch on September 15. It supports drop-in/drop-out multiplayer for up to 4 people and stereoscopic 3D, and features an exclusive new map that cycles through day and night. Flight Control is also available on Nintendo DSiWare, and through a licensing agreement with Namco, is currently rolling out on non-Apple mobile phones.

Flight Control is a fantastic example of an App Store success story, and we're overjoyed that player communities around the world are continuing to embrace its elegant simplicity and insanely addictive gameplay. There's a lot more Flight Control to come, so stay tuned!

Company
News

Firemint have released a swag of new images of Flight Control HD, the latest iteration that's coming out mid-September as a DLC on the Playstation store for the PS3.

The screenshots show off the new Playstation exclusive maps, each of which contains an interesting mechanic to make it more challenging for fans. The "Metropolis" map cycles through day and night, emergency air ambulances will take priority for landing in the Australian outback map, the aircraft carrier map contains a rotating aircraft carrier, and the winter map has wind forces and drifting snow that will influence how and where planes travel.

The other great features include stereoscopic 3D Mode, 1080p graphics, the party-style multiplayer mode for up to four people to play at the same time on the one screen, and most fantastically, Flight Contol HD for the Playstation store will support the Playstation Move motion controller (as seen in a recent Firemint developer video).

(Firemint CEO, Rob Murray) Multiplayer is insanely fun, you can never be quite sure whether a new player is going to help or hinder your efforts so there tends to be a lot of laughing and jeering...

It's turned Flight Control HD into an extremely social game.

Subscribe to Firemint