Amir Fassihi's Blog
Team Lead at Dead Mage game development studio. Living the day trying to distinguish the edge of chaos in game development with talented developers from different disciplines and chilling out in the evenings writing game code.
Every game development studio needs to customize their own development process due to different projects and teams. Here are the top three things that have worked very well for us so far for our latest PC/Console title, "Children of Morta".
This articles describes some of the challenges we are facing in order to convert our mobile platformer, Shadow Blade, into a respectable PC game in the same genre.
Shadow Blade is an action platformer for the mobile devices that was released this January. The following is a postmortem about the main challenges during the development of this game.
Analyzing measured game play data from actual player sessions can help in increasing the quality of the design in games. Our experience using data gathering and analysis tools for a platformer game, Shadow Blade, are shared in this article.
A smooth gameplay is built upon the foundations of a smooth frame rate and hitting the 60 frames per second target was a significant goal during the development of our upcoming action platformer game, Shadow Blade. Here is what we learned along the way.
Amir Fassihi's Comments
[Blog - 12/16/2014 - 03:05]
[Blog - 12/17/2014 - 01:51]
Good points. I also think ...
Good points. I also think that for the same reasons you mentioned, the mobile producer is dealing with mostly young and inexperienced developers compared to the console producer who is mostly interacting with the best technical people in the industry. It is interesting that on the other side, most of ...
[Blog - 09/09/2014 - 05:13]
We are battling with the ...
We are battling with the convincing the media part at the moment and don 't have definite solutions for it at this stage, we are still working on it and might have an update in the near future. r nThe mobile game took us 18 months in total, we have ...
[Blog - 04/15/2014 - 07:51]
So you say it is ...
So you say it is not necessary to purchase a Vita DevKit Are you sure the Unity License for Vita is free
[Blog - 04/10/2014 - 04:58]
Thanks a lot. Yes in ...
Thanks a lot. Yes in fact we have been working on the PC version and will announce it very soon.
[Blog - 03/25/2014 - 09:27]
If you balance your game ...
If you balance your game for non-payers which are probably 97 percent of the gamers, payers which are most probably non hard-core gamers will not face major challenges and walls against their progress so the tendency for them to pay will be very much reduced in my opinion.