"We've been patiently waiting to move into mobile for a while," said Bryan. "It feels like it's a great fresh take if mobile had been around when we were developing the original, it might have been an even better fit for us than Facebook." "We're pretty excited about it," explained Caryl, speaking of the mobile launch. ""We've been patiently waiting to move into mobile for a while," says Bryan. ![]() On Monday, I got the chance to sit down with KIXEYE's Bryan Lam and Caryl Shaw to discuss the new title. Backyard Monsters Unleashed - which released today for iPhone iPad, and iPod Touch - has been redesigned from the ground up to take advantage of touch and swipe controls and with a number of exclusive features, including yard customization, a new matchmaking system, and Tribes functionality. It's a little fitting, then, that the franchise which initially brought KIXEYE onto Facebook will also represent its first steps into the world of mobile game development. "With these games, I think we essentially proved that core gamers do want to play games on Facebook that there's an audience for more traditional gaming" ![]() Arguably, it's also the title that ultimately put KIXEYE on the map. At the time, it was a downright revolutionary title, and a far cry from most of the Skinner Box simulators available on the social network. At any point, you can be assaulted either by wild monsters or the creatures raised by other players. 2009 was also the year that Scott and Preece began development on their first Facebook RTS, a title known as Backyard Monsters, which is a combination city-building/tower defense title.Įach player has a "yard" in which they can build a wide array of gadgets and structures, and defenses while raising monsters to attack other player's yards and steal their resources. In 2009, the organization's founders eventually settled on Facebook as the medium for their games a market they saw as particularly sparse in games developed for core gamers. Development studio KIXEYE - originally known as Casual Collective - was founded back in 2007 by David Scott and Paul Preece with a very simple goal in mind: to make the games that the developers grew with and loved playing.
0 Comments
Leave a Reply. |