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Как создавался бумажный
мир Fold the World
Статистика
• 2 100 000 установок
• Глобал фичер, несколько главных баннеров
• Средний рейтинг 4,8 звезд
• Издатель TabTale
• Best mobile game и Excellence in visual art на
DevGAMM 2015 MINSK
• Best game in show на Casual Connect
Amsterdam 2016
Разработка Fold the World
Уровни без редактора уровней
• Изначально все
делается на бумаге
• Уровень проходит
внутренний аппрув
командой
• Моделируется и
настраивается
художниками
• Встраивается в игру
программистами
Сказка и нарратив
• Выбор стиля сказки.
Адаптация под
персонажа и
настроение игры
• Попытки создать
интересную систему
сбора картинок с
историей
• Упрощение системы
• Тексты в xml
Разработка
• Freemium
• Веселье и шапито
• Сложность - черт ногу сломит
• Сказка с текстом
• Крупный паблишер
• 2 года разработки
Сложности в разработке
• Невероятно сложный pipeline создания уровней
• Отсутствие рефакторинга из-за спешки с
майлстоунами
• Опоздали с портом на Google Play
Что хотелось бы исправить
• Нарратив – скучная подача материала через
картинки
• Нарратив – слишком сумасшедший сюжет
• Слишком сложные уровни
• Поздний фичекат сбора сказки
• Парочку неудачных фичей
Вопросы
Спасибо!
• Райхман Григорий
• Game designer
• grisha@eon-games.com

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How the paper universe of Fold the World was created

  • 2. Статистика • 2 100 000 установок • Глобал фичер, несколько главных баннеров • Средний рейтинг 4,8 звезд • Издатель TabTale • Best mobile game и Excellence in visual art на DevGAMM 2015 MINSK • Best game in show на Casual Connect Amsterdam 2016
  • 4.
  • 5. Уровни без редактора уровней • Изначально все делается на бумаге • Уровень проходит внутренний аппрув командой • Моделируется и настраивается художниками • Встраивается в игру программистами
  • 6.
  • 7. Сказка и нарратив • Выбор стиля сказки. Адаптация под персонажа и настроение игры • Попытки создать интересную систему сбора картинок с историей • Упрощение системы • Тексты в xml
  • 8.
  • 9. Разработка • Freemium • Веселье и шапито • Сложность - черт ногу сломит • Сказка с текстом • Крупный паблишер • 2 года разработки
  • 10. Сложности в разработке • Невероятно сложный pipeline создания уровней • Отсутствие рефакторинга из-за спешки с майлстоунами • Опоздали с портом на Google Play
  • 11. Что хотелось бы исправить • Нарратив – скучная подача материала через картинки • Нарратив – слишком сумасшедший сюжет • Слишком сложные уровни • Поздний фичекат сбора сказки • Парочку неудачных фичей
  • 13. Спасибо! • Райхман Григорий • Game designer • grisha@eon-games.com