![]() ![]() ![]() We were already in the early stages of development on Mini Motorways when they approached us to talk about their plans for Apple Arcade. How did the partnership come about with Apple?Īpple has always been a very supportive partner and they really get what we're trying to do with games like Mini Metro. From here, you have to create roads to allow people from the red houses to reach the red buildings and people from the blue houses to reach the blue buildings, and so on. You are presented with a map with different-coloured houses and buildings. Mini Motorways is a game about building road networks to allow people to navigate around your growing city. There is a drive for more content for these platforms too therefore there are real opportunities for indies who have a compelling pitch. We've been seeing declining revenues for a while now which hasn't gone unnoticed by the platform holders, and it's been great to see their responses via Apple Arcade and Google Play Pass.Īpple Arcade specifically has done a lot to rehabilitate the image of mobile games in the eyes of ‘core gamers’, so we may see more crossovers in the future between desktop, console and mobile - which I'm looking forward to. For the area that I know most about – premium - the last six months has been very volatile. Like a lot of other segments of this industry right now we're in a transitional period. What is your opinion of the mobile games market for indies right now? ![]() We were quite worried about this until we found out that it's okay, everyone struggles with this and we just need to be better about setting up a structure around it as well as setting expectations better.īeing able to keep making games that I want to make with a great team and in an enjoyable and sustainable way. We had quite a difficult time of this before we started on Mini Motorways. It's tough to decide what you want to work on next. Mini Motorways launched on Apple Arcade on September 19th, 2019įurthermore, something that we're always learning about is ideation. Our strength comes from our people and they're the most important part of the studio, so we're always looking for better ways to support them and we also spend a lot of time on our hiring processes.Īlso, we're always conscious of our responsibility of giving each member of our team interesting work to do and creating opportunities for them to further their skills and careers. What have been the biggest challenges you've faced so far as an indie?įor Dinosaur Polo Club the biggest challenge has been how to grow our team in a sustainable way. One day could include any number of things, such as: working on a map for Mini Motorways, testing the localisations, talking about new design ideas, scheduling job interviews, booking GDC meetings, working out specifications, talking to publishers about upcoming titles, responding to fan email or just doing a shopping run for the office. I'm sure every indie says this, but there's not really a typical day. What is a typical day in your life as an indie? The next year it got onto Steam Early Access and it just kept going from there. ![]() It was instantly compelling and even before the end of the weekend, we knew we'd be taking it further. My brother and I decided to spend a weekend competing in a Ludum Dare and ended up coming up the game that would become Mini Metro. Robert Curry: I'd been in and out of the games industry since the early 2000s and by 2013 I found myself happily employed as a web/app developer while keeping game development as a hobby. We'd heard a lot of pitches for game subscription services but this one was the first really compelling one that we knew we had to be a part of. ![]()
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