lazy game developer

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Squid Rage

Squid Rage

Simply another clone of Fist of Fury. I really liked the game’s dynamics, style, and animations. Development went smoothly and quickly, and I can’t recall any major issues during the process.

Like most of my other games, this one was created by a small team at Synesis. In-game purchases were not implemented, but the game did include ads – judging by their appearance, they were provided by Chartboost. Coins needed to unlock characters dropped randomly from defeated enemies.

Snow Swords

I worked on the engine and game code while at Synesis. Graphics, music, animations, and all other non-programming aspects were handled by other talented specialists.

I can’t go into full detail about the development process or the internal structure of the engine and game. Both the game and the engine – as well as the toolchain needed to build the game – were written in C++.

The development process itself was similar to most casual games: we chose the game concept, the artist/designer created sketches, and we approved them together. Animators and integrators then got involved, while I focused on writing the game code and, when necessary, refining the engine.
Everything was then combined into a single project, resulting in a game for iOS and Android.