To get over to the US for something like GDC for instance is really difficult, plus you’ve got the time difference.”Įven with such restrictions Sum has been able to make a name for himself, with the other feather in his cap being Shooty Skies. If you take six months to make a game, everything might have changed by the time it comes out.” The boys of Hipster Whale Andy on left, Matt on rightĪnd what is life like for the average developer in Australia? What advantages are there to working in mobile down under? “There’s a really good community here, and some of the games coming out of Australia regularly hit the top three of four in the US charts, which is quite an achievement given our population size is a lot smaller,” Sum explained, “but one of the big downsides is, we’re so isolated. You just don’t know what’s going to happen on mobile. That all meant that, if it didn’t go well, we hadn’t wasted all that much time. For Crossy Road, we made it in 12 weeks, but we actually set out to make it in six. “It’s always changing, which is why I think you should never spend too long making a game. “It’s always unpredictable,” says Sum of life on the App Store. Though both Sum and Hall were hardly green in terms of their experience with games development, the success Crossy Road enjoyed very definitely took the games press by surprise, with word of mouth proving a vital component in the game’s early success. “A year after that I then met up with Matt, and started to work on Crossy Road,” Sum added. How gaming studios use DataSuite to find hit gamesįaerie Solitaire didn’t actually fire the starting pistol on his career, however, with Sum – who resides in Australia’s second city Melbourne – actually taking a year off before making his next release, Dungeon Dashers, which rolled out on Steam back in 2013.
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