The team is made up of around 30 developers, including several industry veterans. Since launch, we've more than tripled the content, with plans for even more to come. Olivier Chrun: We started development of Agent Intercept in February 2019 and released the first version with the launch of Apple Arcade in September 2019, but haven't taken our foot off the gas! How long did development take, and how many people worked on the game? We wanted everyone to have the chance of being a super-spy. PocketGamer.Biz: Where did the initial idea for the game come from?Īndy Satterthwaite: The idea of being an 'Agent' in an amazing transforming vehicle, using cool gadgets, and saving the day in the nick of time again and again was something we've wanted to make for a long time.Īpple Arcade was the perfect chance to unleash our spy fantasies. This week we spoke with PikPok chief design officer Andy Satterthwaite, chief publishing officer Karah Sutton, lead designer Dwayne Kirkwood, product manager Olivier Chrun, and design manager Rick Stemm, regarding the development of Apple Arcade title Agent Intercept. 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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