6/13/2023 0 Comments Roller splat voodoo level 18To make it slightly more psychological, Voodoo focuses on "system one" of the brain - the part of your brain that doesn't need to have things explained or seriously focus on everything it does. "You can have the most beautifully polished system which everyone loves and wants to come back to constantly, but without that moment-to-moment feeling of solidity and fun, you just cannot make a game work," he explains. ![]() "We really think that many of our big successes with studios come as a result of months of work alongside a publishing manager, with the platform, with the learnings, conversations that spark ideas or that spark pivots, and advising on where to invest your time," explains Shea.Īs for actually developing the game, Hill believes it all boils down to one thing - is the game actually fun? We really think that many of our big successes with studios come as a result of months of work alongside a publishing manager Alexander SheaĪnd the publisher isn't just looking for a game to partner on - it looks at the studio as a whole, and aims to make a long-term partnership with them. "Not only from a technical perspective," adds Shea, "but it also means you've thought of a lot of details in the game that makes it deep, that makes it fun, that makes it engaging, replayable." "Voodoo as a publisher has built a platform to help us work with everybody that wants to work with us," says Shea, explaining that this allows smaller, lesser-known developers without a track record to grow and improve their games with tools like free test campaigns and shared knowledge from the experts at the team.įor developers with a proven track record, Voodoo asks a few questions - are these ideas original, and is the idea executed to a high-quality? To answer these questions and more, we spoke to publishing manager Alexander Shea and studio head Simon Hill about what goes into developing, publishing, and maintaining a Voodoo hit.Īs much as Voodoo likes to get its hands dirty when supporting the development of a game, it first of all needs a game to work on - and that means partnering with the right studio. ![]() With over 100 games launched and over 3.7 billion downloads across its portfolio, it's safe to say the publisher knows a thing or two about the genre.īut what exactly has gone into making these games as successful as they are? Is there any way to simply boil down "The Voodoo Approach"? When you think of Hyper-Casual games, you're probably thinking of something from Voodoo.
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