Posts Tagged ‘interview’

Behind the scenes of Robot Rescue Revolution – Exclusive Interview

Wednesday, November 27th, 2013

With the upcoming release of Robot Rescue Revolution on the European PlayStation Network, I thought it would be a great time to sit down with Łukasz Bróg (Producer), Artur Mikołajczyk (Lead Programmer) and Łukasz Zegrodnik (Lead 3D Artist/Animator) and talk a little about the development of Robot Rescue Revolution!

1. Tell us a little about Robot Rescue Revolution?

Image 4 edit Behind the scenes of Robot Rescue Revolution   Exclusive Interview

Artur: Robot Rescue is a hardcore logic game that pushes your brain to the limits. In the Revolution edition you are able to design your own customized levels and share it with other players from all around the world. It’s a lot of fun to see how others get by in the puzzles you create.

2. Where did the concept for the Robot Rescue franchise originate?

Łukasz B: The game that inspired us with the underlying concept for Robot Rescue was called “Binary Land” which was a computer game released back in the 80’s that only the oldest computer geeks would probably remember! The games potential was quickly recognized appearing shortly after on the NES console. It’s a straightforward, classic game where players need to bring together a couple of penguins, moving them simultaneously through a labyrinth. The idea of simultaneous movement was adapted into the Robot Rescue games and that is where the similarity between the two games ends.

male Behind the scenes of Robot Rescue Revolution   Exclusive Interview3.  Why bring the robots from the Robot Rescue series to the PlayStation network?

Łukasz B: The Robot Rescue franchise was well received by Nintendo users and so we decided that it would be great to expand its availability to other consoles for other gamers to also have access to and enjoy. The decision lead to its expansion to the PlayStation Network as we felt that in this market players enjoy game originality and will appreciate the challenges that this game possess. In return for exhausting their brain cells players would have fun with the progressively difficult levels.

4. What does each world in Robot Rescue Revolution represent and what was the greatest difficulty you faced when designing maps for each of the worlds?

Łukasz Z: There’s no meaning or back story behind the three worlds in Robot Rescue, we just wanted to have diverse environments, each with a distinctive feel and atmosphere. The greatest difficulty was making it all look good with the technical limitations in mind such as polygon count and texture resolution.

5. What features do you think players will enjoy the most?

Artur:  As I mentioned before, the possibility to create your own puzzle and share it with other users is a great new feature but Robot Rescue Revolution also has something else – new two player mode. In this mode players can compete or cooperate with a friend to complete the level. I think that it’s perfect for players wanting to play with friends.Image 3 Behind the scenes of Robot Rescue Revolution   Exclusive Interview

6. What was the reason behind changing the look of the robot from the original DS one?

Łukasz Z: One reason for changing the look of the robot was that the old version would not look good as an animated 3d model. Another reason is that this we wanted to refresh the robot’s look, add a little bit of character to him.

7. Being a game based on strategy and logic, what do you think are the challenges players will face in Robot Rescue Revolution?

Artur: Robot Rescue Revolution is very a challenging game full of difficult puzzles. The most challenging levels are those with many traps and the main element, that players have to control all the robots simultaneously, also adds into the difficulty factor. This means that every move is important and every mistake deadly.

Image 1 Behind the scenes of Robot Rescue Revolution   Exclusive Interview8. What aspects of development did you enjoy the most?

Łukasz Z: The thing that I enjoyed the most was making the 3d model of the robot character and animating him, I especially liked creating the animations for the various ways the robot can get killed by traps. I also enjoyed playing the game, it’s really challenging. Sometimes even frustrating, but I like difficult games.

Artur: The best part about developing Robot Rescue Revolution was seeing the reaction of co-workers when they first saw the game.  Comments like “Wow, it’s so cool!” definitely made all the time spent and hard work worth it.

Łukasz B: I have to admit that the development of this game wasn’t easy. This type of game required a lot of refinement of the games mechanics as well as with the development and construction of the levels which for us was like one big puzzle in itself. I think I can speak on behalf of the whole team and say that we had the most fun dealing and solving these issues.

Bringing Bird Mania to the iPhone & iPad: our exclusive chat!

Monday, April 15th, 2013

Getting the goss on the latest Bird Mania installment on iOS devices!

Having kept the games’ development under wraps for many months, I had a chance to sit down with the Producer, Lukasz and Lead Programmer, Agata for some interesting insights into the game and its’ development on the iPhone and iPad.

What is the main idea behind Bird Mania?

Bird Mania 4 001 300x224 Bringing Bird Mania to the iPhone & iPad: our exclusive chat!

Lukasz: Our goal was to create an easy ‘pick up and go’ game that you can carry around with you all the time, enjoying the pure game-play for as long as you like, wherever you like, oh, and for it to also be extremely addictive! Generally, we wanted to return to the original electronic entertainment style and I think with Bird Mania we were able to achieve that goal.

What is Bird Mania’s storyline?

Agata: A short comic strip is made available within the Menu and introduces players to the story of Mojo. The story begins with Mojo the bird sleeping in while the rest of the flock departs for their annual vacation to Africa. Mojo wakes up to find that he has been left behind and becomes furious, so he quickly departs in the direction he thinks is Africa in a crazy chase to catch up with the flock. I believe that the storyline adds a colorful boost to the overall game and gives players a sense of purpose in their endless flight!

What aspects of game play remain the same in both versions and which differ?

Agata: The iOS version was adapted from the original 3DS version with underlying elements remaining the same. Moving it from one platform to another, we needed to change a few mechanical elements such as the controls and parameters to ensure that iOS players would still be completely charmed by the game’s mechanics. Another significant change is providing players of the iOS version with 3 chances per round instead of just one. With this players will become much more addicted to the game and will have the opportunity to boost their points even more, reflecting each players actual point score. Bird Mania iOS displays beautiful graphics and has been updated with additional worlds. Mojo now journeys through new, never before seen lands.

Mojo Evolution3 Bringing Bird Mania to the iPhone & iPad: our exclusive chat!

What makes the release of Bird Mania on iOS so exciting?

Lukasz: Bird Mania was positively received by the public when it was released on Nintendo 3DS. We had many enthusiastic ratings and reviews, and overall many positive opinions from players, whose voices matter the most to us. With all the positive reactions circulating, we decided to bring the game to iOS devices to give the wider community a chance to experience playing the game. We really hope that Bird Mania on iOS will be well received as a universal game that works well on both iOS devices and Nintendo 3DS. 

As the lead programmer, what did you enjoy the most in the development of Bird Mania on iOS?

Photos 139 300x214 Bringing Bird Mania to the iPhone & iPad: our exclusive chat!

Agata: My favorite part of the development process was definitely testing the game on fellow Teyon colleagues, and yes I admit I test on humans! icon razz Bringing Bird Mania to the iPhone & iPad: our exclusive chat! It is really satisfying seeing your colleagues who are fans of genres such as shooters and RPGS finding it difficult to tear themselves away from Bird Mania once they start playing! Receiving positive reactions from my colleagues makes every moment of the process, including the difficult times all worth the effort! I am very happy to see the game is gaining popularity every day even before its official release and cannot wait to see what players of the iOS version will think once they start playing! 

What are new players going to like about the game and loyal fans appreciate?

Lukasz: New players will definitely appreciate our attention to every detail. Our aim was to balance the gameplay and ensure that players of all levels can enjoy the game and play it on an equalized standing. At the same time, we ensured that every player would still be challenged by continually improving their flying skills, overall bettering their scores. Fan of the 3DS version will discover new and interesting elements added into the game including the popular social networking function as well as the ability to compare scores with other players and with friends.

Enemy Birds kas Bringing Bird Mania to the iPhone & iPad: our exclusive chat!

What should we expect from Bird Mania in the future?

Lukasz: Everyone here at Teyon all agree that Bird Mania is definitely worth further sequels. In general, we haven’t forgotten about our loyal 3DS fans or other gamers using different mobile phone platforms, so you can expect more to come from Bird Mania in the near future. That is all I can give away at the moment!

For updates and news about Bird Mania head to our Official Bird Mania Facebook Page!

Looking through the eyes of Heavy Fire: Shattered Spear’s Project Manager

Thursday, January 24th, 2013

With the excitement and anticipated release of the next installment to the Heavy Fire series, Shattered Spear, I decided to sit down and have a quick chat with Mariusz, the Project Manager from Teyon about his team’s work in producing the latest Heavy Fire game. And here is what he had to say…

Pic 1 edit21 300x224 Looking through the eyes of Heavy Fire: Shattered Spear’s Project Manager

What is the basic story-line behind the game?

The storyline in this version is completely different to the previous Heavy Fire titles. So far, every Heavy Fire release has had its own unique adventure and this release is no different. The only consistency between each version of the game is the main character, Will, who this time takes part in missions in Afghanistan and Iran where he, along with his team, try to prevent a nuclear disaster.

Are there any new additions to the mechanics of the game?

Heavy Fire: Shattered Spear is based on similar mechanics to the previous titles. However, there have been a number of minor and major improvements as well as the creation of several new solutions aimed at attracting players who enjoy this genre. The player has at their disposal many more weapons and military equipment to use and apply, then in Heavy Fire: Afghanistan. Each weapon provides its own unique style of play. There is also the option of using guns within vehicles such as tanks, helicopters and gunship (AC-130).

Pic 2 edit2 224x300 Looking through the eyes of Heavy Fire: Shattered Spear’s Project ManagerOur aim wasn’t to create an entire revolution, but to concentrate on certain elements that we hope appeal to our audience. We changed our approach to the story-line by creating one consistent story-line from beginning to end instead of just a series of missions to complete. The graphics engine and sound have also been improved as well as the expanded selection of weaponry and vehicles to use throughout the game. We also increased the use and interaction of elements within the environment, to help players in the elimination of the enemy and lastly developed more diverse sceneries of the locations where the battles with the enemies take place.

As the project manager for this version of Heavy Fire, which part of its development did you enjoy the most?

Hmm, it’s hard to say. For us, making games always brings us pleasure. Every element we create, we not only do it for ourselves but also the players that will play the games we develop. We always approach our work not only in a way to get the job done, but also for the team to enjoy the whole process and have fun developing these games.

Where do you see the series of Heavy Fire heading? Will there be more additions to the franchise in the next couple of years?Pic 3 edit2 300x181 Looking through the eyes of Heavy Fire: Shattered Spear’s Project Manager

The possibilities are endless. Definitely there is a chance for the game to be released on other gaming platforms. We aren’t excluding spin-offs. The next big steps will be aiming for next generation consoles and I hope that we will also be able to release new and better games to add to the Heavy Fire series.

Heavy Fire: Shattered Spear is available from Tuesday, 29th of January on Xbox 360, PlayStation 3 and on PC in the US! Check out www.heavyfire.com for all your Heavy Fire needs, including screenshots and the trailer for Shattered Spear!

Teyon interviewed by Nintendo Life about Heavy Fire: Special Operations

Monday, May 31st, 2010

heavyfire so thumbnail1 Teyon interviewed by Nintendo Life about Heavy Fire: Special OperationsWould you like to know more about our upcoming on-rails shooter Heavy Fire: Special Operations? Mateusz Makowiec (Marketing) and Piotr Łatocha (Project Lead) were interviewed by Nintendo Life and they revealed some information concerning  inspirations behind the title, the development process, game features and controversies. They also mentioned some of our next titles!

The whole article is available here.