Downloading - iLounge
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IDESIGN THE IDESIGN INTERVIEW<br />
David Papazian<br />
CEO<br />
IPAD 2 BUYERS’ GUIDE<br />
After nearly three years in the App Store, David<br />
Papazian’s Mobigame has become known as one of<br />
Apple’s most daring third-party game developers -<br />
willing to radically switch graphic styles, game genres,<br />
and play mechanics from title to title, and survivor<br />
of a brutal, well-publicized legal fight over the name<br />
of its first game. Here, Papazian discusses some of<br />
Mobigame’s landmark design choices.<br />
On Making Universal Games<br />
Mobigame’s titles generally offer universal iPad/iPhone/<br />
iPod support - ideal for iOS users. “In most cases, we<br />
believe it is really absurd to sell different versions of<br />
the same app for iPhone and iPad,” says Papazian.<br />
“On a Mac or a PC, you can change the resolution<br />
of any game inside the game, and that’s exactly the<br />
same here, it’s just a question of resolution. Especially<br />
with the Retina Display, which is almost the same<br />
[resolution] as the iPad. We respect our customers a lot<br />
and it’s only fair to make a universal app when you can.”<br />
On Perfect Cell’s Gritty Look<br />
Perfect Cell was the company’s fourth<br />
game, and broke with tradition with a<br />
more realistic look. What inspired the<br />
change, which demands extra art labor?<br />
“After Edge and Cross Fingers, we did<br />
not want to be the guys who make<br />
games with cubes, triangles, and other<br />
geometric shapes only,” Papazian explains.<br />
“We wanted to make a game for gamers,<br />
something serious, not a clone of a Xbox<br />
game with a virtual d-pad, but instead<br />
something dedicated to the iPhone<br />
and its touchscreen. I must say that my<br />
associate Matthieu, game designer on all<br />
our games, is a big fan of Kojima’s Metal<br />
Gear series. When he had the idea of<br />
slicing humans with the ‘draw and dash’<br />
feature, it was obvious that the game<br />
had to be realistic, with a lot of blood and<br />
physics, a la Tarantino. We also wanted<br />
to work on the light and the atmosphere<br />
to give it an unique look and feel that<br />
anyone would recognize immediately.”<br />
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