Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 18, 2018
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Video: Depth in simplicity: The making of Jetpack Joyride

July 31, 2012 | By Staff

July 31, 2012 | By Staff
    Post A Comment
More: Smartphone/Tablet, Design, Video, GDC

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]

Without a doubt, Australian developer Halfbrick Studios has become one of the biggest powerhouses in mobile development. Ever since the studio launched its food-chopping simulator Fruit Ninja in 2010, it's become one of the most prominent studios across iOS, Android, and beyond.

And at the 2012 Game Developers Conference, Halfbrick chief creative officer Luke Muscat peeled back the curtain on one of the studio's most recent hits, Jetpack Joyride. It took the studio 10 months to create this simple, one-button action title, and now you can take a look at how it all came together in this video of Muscat's presentation, courtesy of the GDC Vault.

Even before Halfbrick actually started developing the game, however, the team had a number of essential goals it wanted to meet. First, Muscat says Jetpack Joyride had to be a one-button game, because that simple control scheme helped it appeal to even the most inexperienced players.

"We also wanted to have the same 'ad break play' model that both Fruit Ninja and Monster Dash had, where you can fit the game in during a [television] ad break, or you can play it on the train or on the bus.

"And this time, we were hoping we could add a bit more depth to the hardcore players. We wanted to make this game for our fans, and we really thought we could add a bit extra in there as well."

To learn how Halfbrick tackled those goals and to see how it all came together, simply click the Play button on the above video.

About the GDC Vault

In addition to all of this free content, the GDC Vault also offers more than 300 additional lecture videos and hundreds of slide collections from GDC 2012 for GDC Vault subscribers. GDC 2012 All Access pass holders already have full access to GDC Vault, and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can send an email to Gillian Crowley. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more free content, as GDC organizers will also archive videos, audio, and slides from upcoming 2012 events like GDC Europe, GDC Online, and GDC China. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Related Jobs

Respawn Entertainment
Respawn Entertainment — Chatsworth, California, United States

Senior Character Artist
Qualcomm — San Diego, California, United States

Game Designer
Sanzaru Games Inc.
Sanzaru Games Inc. — Foster City, California, United States

Environment Artist
Sanzaru Games Inc.
Sanzaru Games Inc. — Foster City , California, United States

UI Artist

Loading Comments

loader image