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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 />

78

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