The downside is looming large - the hyper-casual game development process itself doesn’t take long, but now you have to wait for the objects to be modeled, animated and drawn. Our artists have put together 2D sketches of what lighting should look like, the specialists in 3D brought them to life in Unity and passed the preview scene along with some tips to the developers.Īs a result, we got a unique sniper game about the mafia, and the development studio got first-hand experience of how beneficial it is to have staff 3D artists, among other things. We also involved our internal animation experts and helped figure out the lighting. We decided that it makes sense to make our own asset library, and now Azur Games has a huge one with various characters and vehicles that will suit not only the Mafia Sniper 50s setting, but also games set in the modern world. For one, we transferred assets from Taxi Run to other projects that also earned money. They’ve made cars for Taxi Run before and it’s paid off handsomely. The development studio didn’t have its own 3D artists (it will happen later on), so internal artists at Azur Games were assigned to help with the assets. Side note: From an indie developer to a full-cycle studio with the publisher. As a result, this leads to the players simply getting tired of seeing the same models in every hyper-casual game. This isn’t an ordinary type of deal for hyper-casual games, where many use prefabricated assets to increase the speed of development. In many ways, this was required by an unusual setting. The main difference was that we decided to make most of the graphics from the assets we produced ourselves. Mafia Sniper became our new project - just like its predecessor, it belonged to a unique niche, but had a more modern setting that allowed us to be as ambitious as we wanted to be. Dmitrii Zusman has shared an article on Azur Games’ blog about working together on the hyper-casual Mafia Sniper project. After we released the rather successful Western Sniper with Bazinga, and it immensely boosted the studio’s growth in terms of internal expertise and resources, we decided to move on and make a game in the same genre, with all the experience gained in mind.
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