What numbers or stats can you provide surrounding the game? The updates for seasons two and three aim to unlock completely new experiences. We expect this will happen sometimes after season three. How are you approaching live ops? What can you tell us about your plans in terms of updates?Īlthough we are doing regular updates with fixes and balancing changes, we plan to move to a fully live ops model a bit later on, once we have more content. Like for other launches, we had the usual hiccups, which we are improving via regular updates. The community reaction has been phenomenal, they love the gameplay and the graphics. How happy are you with the game's launch so far? Massive new content, moving closer to the esports vision. We've gathered a lot of data and feedback and are incorporating it all into the upcoming season two. We had a pretty short public beta and then launched the game worldwide with minimal features. While we continue to enhance the experience of all our existing games, the team is already working hard on a new project. Was the game soft-launched? If so, what did you learn from the soft launch period, and what were the biggest changes you enacted as a result? We thus had all ingredients to make a stunning mobile shooter with huge esports potential. At Madfinger Games, we've pioneered shooter games on mobile platforms, with our successful titles from the past. Why did you feel this was the right time for Shadowgun War Games to make its debut on mobile?Ĭompetitive shooters such as Call of Duty: Mobile (which we love) are having great success, proving that the multiplayer first-person shooter genre can be a hit on mobile platforms. We are happy every time our players are happy. We are in touch with our community and study every mood and feedback. Shadowgun War Games has accumulated two million downloads since launching in February Shadowgun War Games is a free-to-play game, and we continuously improve the game by adding new features such heroes with interesting skills and cool weapons, maps requiring different strategies, and game modes to entertain many kinds of players. When we started the Public Beta, it was the first moment we realised we created something special, thanks to warm feedback of our player base. As these technologies are still under active development, we had to rework many aspects of network communication.Īt what stage in development did you feel you had a game that you were happy with? For Shadowgun War Games, we employed a whole range of new technologies under the Unity Connected Games umbrella. We have a long history of collaborating with Unity on novel technologies. So, because of its multiplayer nature, we put a significant focus on the networking and matchmaking side of the game. What was the biggest challenge you had to overcome during development?Įvery game has its own set of challenges and War Games was no different. The team grew in time, adding more designers, programmers, artists, and testers. We started with a small team of four to five people, working mostly on the network backend and design of gameplay mechanics. We created a prototype of the game in late 2018, and the actual development began in March 2019. How long did development take, and how many people worked on the game? We are big fans of Overwatch and Call of Duty, but there are more games that inspire us. We are gamers at heart and we take inspiration from those games we enjoy playing. Shadowgun War Games is the follow-up of our award-winning Shadowgun Legends. Where did the initial idea for the game come from? It's a highly competitive team player-versus-player shooter where you choose your hero and fight alongside teammates to win fame and glory in the galaxy's favourite sport, War Games. Marek Rabas: Shadowgun War Games is our latest free-to-play tactical first-person shooter for iOS and Android devices. : Can you start off by telling us about Shadowgun War Games? This week we spoke with Madfinger Games founder and CEO Marek Rabas regarding the launch of Shadow Gun War Games and how the studio intends to keep the game relevant over the coming months and years. To highlight all of the hard work that often goes on unseen in the background, is reaching out to developers to learn more about the general rigmarole of releasing a video game, with our ' Making Of' series. And in the current mobile market, that's only the first step in having a successful game. No matter the size of the game or how long it ultimately took to make, each new title involves a lot of hard work, hard decisions, and a little bit of luck before it even gets out the door and onto devices. The process in creating a game is a difficult, long and often stressful process, but it's one that can reap many awards alongside actually seeing your ideas come to life.
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