The advantages of having a small team size are that everybody gets to touch a bunch of different areas of the game, including areas that they wouldn't normally work on. We're a very small team - there are only four of us right now. How long did development take, and how many people worked on the game? It makes the racing feel more creative and dynamic than other similar racing titles. It's worked out really well, and players really enjoy the freedom that Warp Drive gives them. We had some interesting ideas in the realm of teleportation, so we doubled down and integrated that core mechanic directly into the gameplay loop. being able to flip onto the ceiling and race up there instead. Warp Drive focuses on unexpected traversal i.e. Our last title, Trailblazers, was the world's first co-operative track-painting team racing title. Specifically, we focus on introducing new ideas to the racing genre and make games that simply haven't been tried before. Where did the initial idea for the game come from?Īs a studio, we try to innovate as much as possible. The reaction since launch has been great! We're now collecting feedback and continuing to add more content to the game post-launch. We shipped the game on both desktop and mobile platforms, as well as it being part of the Apple Arcade service. We wanted the gameplay to feel fast and fun, being a mix of racing game and rollercoaster ride. Cars can teleport around the track, racing upside down at a moment's notice. : Can you start off by telling us about Warp Drive?īen Ward: Warp Drive is our studio's second racing title and is all about high-speed anti-gravity racing with lots of surprising game mechanics built-in. This week, we spoke with Supergonk founder Ben Ward surrounding the development and release of arcade racing title Warp Drive on Apple Arcade. To highlight all of the extensive 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 and handheld games market, that's only the first step to making the title succeed. No matter the size of the game or how long it ultimately takes to make, each new title involves a lot of hard work, tough decisions, and a little bit of luck before it even gets out the door and onto devices.
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