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Prison architect mobile
Prison architect mobile










prison architect mobile
  1. Prison architect mobile full#
  2. Prison architect mobile Pc#

I think it was a great working relationship and they trusted us with our knowledge of mobile development. The team at Paradox have been really supportive all the way. They know their game inside out and were able to talk us through some of the nuances that would have otherwise taken a long time to understand. Mark, Chris and the Introversion team were a massive help. We had weekly calls with Introversion and Paradox to discuss the project. We had weekly calls with both parties to discuss the project and any issues that we could see with the conversion. Marc Williamson: Introversion and Paradox were great. How much contact did you have from Paradox and Introversion during the project, and were they hands-on in offering advice?

prison architect mobile

Overall development time was around eight to nine months, with the busiest period coming around the turn of the year. Joanna Jakubowska: The team averaged around six people and grew when we needed to push harder for deadlines. How big was the team on Prison Architect: Mobile and how long was the total development time? Prison Architect was the obvious choice to do that. I think the mobile game market is lacking deep, rich simulation games - titles that require thought, time and strategy - and Paradox is looking to fill that void. Our work went into improving the user experience but not into diluting the game in any way. The 2D viewpoint, drawing, zooming and panning - everything that you do in the game is a good fit for handheld devices. Prison Architect is a natural fit for tablet.

Prison architect mobile Pc#

The tablet version had to be everything the PC game was and really show that complex, deep games work on mobile - but with a modern, intuitive UI tuned for handheld devices. We were not looking to make 'Prison Architect: Lite' or 'My First Prison'.

Prison architect mobile full#

Joanna Jakubowska: The aim was always to bring the full experience across. How did you endeavour to balance the game to appeal to both Paradox's existing PC audience and the mobile gamers playing for the first time? Screen size was the other major issue, and we had to squeeze the entire interface down dramatically while at the same time increasing the size of the input fields. And if you haven’t, you have a chance to play a short demo - chapters one and two, and part of a sandbox mode, and then if you like it you can upgrade. So if you have played the game before, you don’t need to play chapters again. Prison Architect Mobile breaks down the game into smaller chunks, so players can cherry-pick the parts of the game that they want to play. The other big change was to the payment model. The UI was also given an art makeover with new icons, panels, buttons, wardens, etc. Prison Architect: Mobile breaks the game into smaller chunks.

prison architect mobile

Screen layouts, buttons, input methods, control system, menu structure - pretty much every aspect of the UI needed to be addressed to create an intuitive and engaging user experience. The largest change by far was to the UI and screen layouts, which needed a lot of work to make them touch-friendly. Joanna Jakubowska: The priority was to bring the complex Prison Architect PC experience to tablet. What were your priorities when setting out to bring the game to mobile and what ended up being the biggest changes you made to the original? We were approached by Paradox to pitch for the project in Summer 2016. Marc Williamson: With Prison Architect seeing so much success on PC and console, Introversion and Paradox had identified potential for the IP on mobile. : How and when did the opportunity arise for you to work with Paradox on a mobile adaptation of Prison Architect? Prison Architect: Mobile launched at the end of May, with all the content and depth that made the PC original such a cult favourite.īut how much of a challenge was it to bring all that to mobile, particularly as an external studio? To find out, reached out to Tag Games' Development Director Marc Williamson and UI Artist Joanna Jakubowska.

prison architect mobile

"If you talk to the PC audience, the majority of them would say there are no hardcore games on mobile," Paradox Interactive's Kim Nordström told, explaining the company's motivations for entering the space. After 18 years of working almost exclusively on PC games, Paradox Interactive established a mobile games studio in May.īut even before that, the Swedish studio quietly marked its arrival on the platform by signing up with Tag Games for a mobile version of the Introversion Software-developed Prison Architect which soft-launched in April.












Prison architect mobile