Archive for Jay

C3O Release – Fog of War and Recruiting

Hi guys,
We’ve just released a new version which you can check out now:

The two main features are Fog of War and Recruiting.


Fog of War represents what your survivors can see, where they have been, and where they have not been. The dark area shows unexplored regions, while the semi transparent areas have been explored, but you don’t have line of sight. This compliments the next feature release, recruiting.

6 survivors are now scattered across the map for you to find and recruit. Simply walk up to them (or let them walk up to you) and you will be able to control them. You have no way of knowing where they will be, so you must send your guys out and try to find them. Be careful later on in the game as they could be infected when found.

We’ve also added a brief intro/story/goals/tutorial, which will be built upon in future versions and will eventually work like the original C3O tutorial.

There’s also a few other minor tweaks, with fatty now taking a little less time to turn, and running slightly faster, among other things.

Keen to hear how you go, how long you last, etc!


Binary Space Requires UI, UX Designer/Advisor

UPDATE 20th July: We are no longer looking for people for this position. Thankyou to everyone who applied.

Binary Space, developers of the game Class 3 Outbreak (, are looking for an experienced UI, UX designer to advise them on their existing and future UI/UIX design. The role will be a short term contract period, starting immediately. We are looking for someone with a creative background and/or art director experience who has designed interfaces, preferably in games. We are considering applicants from anywhere, but Adelaide is preferred. You would help us to create UI that flows logically, is easy to use and understand, and that also has a distinctive look and feel.

Requirements and Qualifications

  • 3+ years experience or 3+ titles released as the lead UI/UX designer, preferably in games
  • A solid portfolio of work that confirms you have built great interfaces previously
  • Ability to concept and brainstorm a dramatic, cohesive visual theme for the interface that is used throughout the game
  • Be able to document UX flow from screen to screen, with detailed descriptions and reasoning.
  • Team player
  • Knowledge of usability, human factors, and the UX process

Please send any applications to with your CV and portfolio.

Story Writer Required

UPDATE 20th July: We are no longer looking for people for this position. Thankyou to everyone who applied.

We have just begun full time work on our zombie game, Class 3 Outbreak! Part of the upcoming development involves writing up a compelling game-world and backstory that we can use to give our game some character. Story will be used throughout the game in the background to give the game context, through dialog, game objectives, an in-game journal, and potentially even for missions.

Jay is currently writing the dialog, but we require an experienced writer to help us create a detailed game world, backstory and to advise on already completed dialog.

Effectively, we need a “creative writer advisor”. The position will be a short contract period (~20 hrs) to develop all of the above. Ideally you will have one or all of the following:

  • Experience in writing for games and/or interactive storytelling
  • Experience in writing novels or screen plays
  • Specific background or interest in apocalyptic tales, sci fi, horror and drama
  • Credits in completed projects
  • Knowledge of the zombie and horror genres in games, film or novels

Please apply to and include your resume and writing samples that are relevant to this position and target audience.

Crowd Funding Class 3 Outbreak

So far we’ve been developing Class 3 Outbreak in our spare time, with over 2000 hours spent during the last 2 years. Our goal is to turn Binary Space into a business. We love making games, and want to be able to work on games like Class 3 Outbreak full-time. To that end we are looking to raise funding in several ways, one is through government grant funding, another is through crowd funding.

We’ve recently been awarded a couple of grants by South Australian government funding groups, which we are of course pretty stoked about!:

– $50k from the South Australian Film Corporation
– $10k from the South Australian Creative Industries Program

We’re in the final contracting phases on these, and expect to be able to switch into full-time development of Class 3 Outbreak from around June.

This will keep us going for a couple of months, but what then?

We’re using the IndieGoGo crowd funding website to raise money to keep us working full-time for as long as possible. So we are asking for your help to support us in our indie endeavors! If we reach our target of $50k, that will allow us to keep working for several more months, and put us on the path to being profitable and self-sustaining. But any amount would still be a big help – we’ll work for as long as we can afford, or work part-time.

IndieGoGo allows us to give away pre-orders for our game, along with perks if you spend a certain amount. All of the perks include free access to all of the paid features, as they are developed. So when we start charging our other players for those, pre-order customers get them for free. When we introduce virtual currency, we’ll also give you some for free. And of course, whatever amount you give us, you’ll receive our undying gratitude, for helping us make Class 3 Outbreak a reality!

Our primary plan to become profitable is to make Class 3 Outbreak “freemium”. It will always be free to play, but players will have the opportunity to purchase additional features if they wish. We’ll have a virtual currency via which you will be able to buy extra items such as weapons, and we will offer exclusive paid features as well.

To kick off our crowd funding efforts, we’ve just released a Royal Wedding map for the game. Saxon quickly coded in Prince William and Kate Middleton and some onlooking crowd members, and I drew up the Westminster Abbey map. Of course, zombies descend and make a mess of their wedding. We think it’s pretty funny, and so hopefully a lot of other people think so too. If it picks up steam and spreads then we will be very happy!

We have outlined a feature set for Class 3 Outbreak on the IndieGoGo website, head on over, check it out and please support our game. Thanks!

Class 3 Outbreak’s Editor now in Open Beta

We are happy to announce that the open beta version of Class 3 Outbreak’s Editor is out now! Saxon has been working hard on this over the last year, and in the mean time C3O is closing in on 1 million plays. With the new editor, you can now paint down maps in your local area, then unleash the zombie hordes upon your street, workplace or school. Map creation is achieved by painting down colors over the top of the satellite imagery – red for walls, green for trees and grey for flat ground. There are a few basic tools such as a line tool, free hand tool and fill, with the ability to change brush size as well. Once you’ve finished, you can publish your map and share it with friends or fellow gamers.

Class 3 Outbreak beta world map

The game has also been moved to, where you’ll see that we have a world map showing the location of outbreaks across the globe. Maps that are published are moderated by myself, and if they’re of high enough quality, they go on the home page as one of the red markers. Even if you don’t get featured, you can still play and share your map.

Class 3 Outbreak beta editor with low fences

So now that our most important feature is out the door, we will be moving back to gameplay, so that players can load up their neighborhood map, then begin the task of surviving the outbreak. Unlike any other game, you will walk the streets and be familiar with your own surroundings. Very first on the agenda is controllable units, I believe we will be starting with just one controllable civilian, then we will go from there.

We look forward to seeing what maps you come up with. So far I’ve been deluged with about 60-70 map moderation requests in 2 days, which is a good sign. Tell us what you think, constructive good or bad criticisms are welcome. If you’d like to follow development as we get back into the fun stuff, you can follow me on Twitter @JayWeston or Saxon @SaxonDruce. Then there’s our Facebook page at and the forums.


Class 3 Outbreak

Play Class 3 Outbreak now at

The game is currently under development. To keep updated with the latest updates and progress, follow us on these social media sites:

Saxon’s Twitter: @SaxonDruce
Jay’s Twitter: @JayWeston

Adelaide Zombie Walk 2010

I had the pleasure of attending my first ever zombie walk on the weekend, and if you’ve never been I highly recommend it! We had (I think) around 3000 people turn out and fill the streets with zombies – everything from your classic blood covered shamblers to nazi zombies, Pop Cap’s ‘Plants VS Zombies’ game characters, and even zombie dogs, children and babies (!) It was hilarious.

While walking along I must say, it made me think, “how on earth did this event get organised?”. I could picture the conversation between the council and some zombie geeks:

Zombie geeks: “Can we cordon off 4-5 city blocks with some police for an hour or so on a busy Saturday night just so that we can pretend that we are all zombies?”
Council: “Sure why not”

I bet that’s word for word how it went.

Here’s a few shots I took:

Class 2 Outbreak in progress!

Class 2 Outbreak in progress!




Survival Mode added to Class 3 Outbreak

We just uploaded a new version of C3O with a simple survival mode, give it a go and tell us what you think!


Class 3 Outbreak Interview on

There’s a short interview with myself over at if you’d like to have a read

BSG’s sponsor search and Flash Game License

About a month ago we finished the first version of our zombie game, Class 3 Outbreak, and began pimping it to a list of sponsors. We decided to first try and contact a list of 20 or so via email, since I have the spare time to be able to talk in depth with sponsors myself, and being the cheap penny pinchers we are, we wanted to avoid giving FGL any money! FGL (Flash Game License) is a service which helps flash developers find sponsors for their games. So a few days later I got a few bites, but nothing that ever eventuated. For some reason, as also happened with ZOS, we got some sponsors saying “great game, how much?”, followed by no response afterward. Pretty strange, but I guess they mustn’t have wanted it that badly.

After that dismal little failure we decided to put the game on FGL and see what sort of action we’d receive. Over the course of a couple of weeks we got bids that started at $300 and eventually reached $5000, funnily enough one of the high bids was from a sponsor that we had emailed but who never responded. It seems like a lot of sponsors are now just depending on FGL and ignoring emails for sponsorship, unless this was just in our situation and our game, its hard to say. FGL’s bidding system is very easy to follow, and the transparency of who’s bidding and how much is great to help drive your price up. The percentage FGL takes is very fair – in our case we had no offers and ended up with $5k, I’m not good enough at maths to make up a % increase for that, but maybe something like lots%?

After chatting with Adam a bit and exchanging emails, I also found that they actively hunt down sponsors and market your game to them, something that I didn’t expect to see. We certainly came away from it feeling that we had been well taken care of and that every single sponsor possible had seen the game.

In the end we actually decided not to take a sponsorship at all. The two top bidders both had attractive offers, however one of them wanted a 700px version of the game (too small for our taste) to fit their portal, and the other one we felt suited a more traditional banner advertising/cost per click sort of model, and that ultimately fell through as well. Also for $5k we were still a bit on the fence as to whether we could make that in advertising and donations, and felt a little uneasy about giving up some money if the game did exceedingly well. Judging from ZOS, we “only” need to get a few million plays to make $4-5k, and Saxon and I both agreed that since we were making this game for fun, we’d prefer to go the riskier, more fun approach of self sponsoring. We also felt that we may gain more newsletter subscriptions, forum members, search engine rankings, and facebook fans this way, and we would really like to build a community around the game.

Once again we’d like to say a huge thank you to FGL, we were thoroughly impressed in every way! I can’t recommend them enough. Something else I’ll quickly touch on is FGL’s great First Impressions service. We submitted our game to First Impressions, and quickly got 20 really well thought out and highly varied opinions with detailed feedback and suggestions. Well worth the money.

Stay tuned to find out whether our self sponsoring was a good idea or not :) We have already appeared on Digg, but it was nothing compared to the landslide of traffic we had for ZOS. Funny, since C3O is the playable ZOS! I’m also emailing a few games websites and press, however it seems that a lot of them only cater to ‘downloadable indie’ games. Some specifically say no flash games, which I feel is possibly due to the glut of low quality flash games out there which make some people think that they’re all going to be poor. Really, whats the distinction between a flash and downloadable game apart from how you get hold of it? Anyway, I was trying to end my post, not start rambling about something else :)

Thanks for reading,