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This game was made while I was working at Eyestorm. It was meant to be the first in a series of games where kids would follow a few characters in a story that would span across 4.000 years.

My responsibility was writing the story, creating the puzzles and all of the graphics.
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The story
The story features Fri, Frank and a professor. The names Fri and Frank comes from the norwegian word frimerke (stamp) and frankering (franking), and they were the mascot for The Norwegian Mail's club for kids.

One day, Fri and Frank found a letter while cleaning up their house. It was a really really old letter. It had characters they could not read, so they took it to The professor to see if he would understand. He is after all a very smart guy. The professor looked at the letter and was astonished! These were not regular characters, they were in fact egyptian hieroglyphs!

The professor has all kinds of equipment in his house. He put the letter in one of the many machines he has, and the machine showed that the letter was from 2014 BEFORE Christ! The professor jumped around of sheer joy. He was talking about examining the letter and publishing research reports, and maybe even put the letter up for display in a museum. The letter was suddenly taken from his hands!

It was Fri who took the letter. Fri and Frank did not look happy about this. They represent the mail service, which has had a motto for centuries: The mail must go through. This letter simply cannot be put in a museum for everyone to see. Especially not when The professor has a time machine. This letter must be given to the right person, in the right time.

And this is where the adventures of Fri and Frank starts.

Process
It was quite clear from the beginning that this would be a series of games taking the player through various historical settings. The message was that the mail must go through, and that people have been send eachother messages for a very long time.

We had some discussions on whether to make this game 2D or 3D. A friend of one of the guys in the team had been working on an isometric engine using Adobe (then Macromedia) Shockwave. It was decided that the game would be an isometric game.

This required creating quite a lot of 3D models. I learned a lot about 3D during that project. It was great fun but quite stressful.

Time frame
We were 2 persons working full-time for about 4-5 months.