

The key though was that we didn’t put anything into the game that would exclude people. Matt Hall has a technique where he pitches a game for one person, whereas I try and make them as fun as possible for me to play. “In general we like to make our games as inclusive as possible. “We concentrated on making a game that people would want to share with each other, make something funny that people would share, giving people a reason to come back the next day.” “We thought Crossy Road was a good game, but you never know what’s going to happen when a game actually comes out,” said Sum. Which leads us to the next piece of advice. Whereas Ben is really technically awesome and led the development of Shooty Skies.”Įven though they now have a bigger team, Sum said his goal was to create “something similar” to Crossy Road where they could “experiment with monetization” and where the team could put into practice the lessons they learned with the original Hipster Whale hit.īy finding a team that worked well together, it seems they were able to focus on the same goals and develop games that everybody was happy with. “Matt Ditton handles a lot of the business side, but he’s a technical programmer too. “Every member of the team has their own skills that complement each other,” Sum is keen to note. If you take six months to make a game, everything might have changed by the time it comes out.” Finding a team that gels 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,” says Sum. (Mighty Games was already around before Crossy Road even came out, but hadn’t released anything at that point.) The pair then teamed up with Ben Britten and Matt Ditton of Mighty Games and began work on Shooty Skies. 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. “I then met up with Matt, and started to work on Crossy Road.” But Faerie Solitaire didn’t actually fire the starting pistol on his career. “My first release was called Faerie Solitaire for the guys at Big Fish Games,” Sum explains. Sum, who has been one of the leading forces behind two massive mobile hits – Crossy Road and Shooty Skies – spent years developing titles for his own entertainment and didn’t actually release his first game commercially until 2009. Andy Sum began making games as little more than a hobby more than a decade and a half ago.
