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Amazing Society; Gazillion

«Unity helped us discover the fun quickly,» says Jason Robar, vice president and studio director of The Amazing Society. He’s talking about the initial stages of his team’s development on its most ambitious title to date, Marvel Superhero Squad Online, which will is published by Gazillion. «We were able to prototype our major design pillars in about a month,» continues Robar. «We had kids and adults playing and flying around in the game, and we could start refining our control schemas instead of building basic client technology.»

Indeed, it was within the first few weeks of starting the project that the studio evaluated several technology options, before selecting Unity. «Our team has worked with many different game engines over the years,» says Robar. «Unity has been a great fit. I don’t think we would have been able to discover the fun as quickly had we gone any other route.» Robar believes this notion — understanding a given technology’s strengths and weaknesses — is one of the most important parts of the development process. «You have to channel your ideas into what can be accomplished within the limitations of any choice. Once we made the decision to embrace Unity, we then also tried to contain design decisions into those constraints.»

Perhaps the biggest of these constraints was the decision to make the game based inside a web browser. «Is the idea becoming more palatable to audiences? I think its still surprising to people that a browser game can look as good as any other 3D project,» says Robar. But when asked about the team’s choice to build a browser-based title, Robar has no regrets. «The production value can match or exceed just about anything else out there.»

> Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before

To create a game of MSSO’s scale and scope, The Amazing Society put together one of the larger overall teams using Unity, but took a slightly different tactic than most. «We adopted an agile approach to the team structure, so there are really several small teams united with a common goal and technologies,» says Robar. There are several teams supporting multiple feature teams, for instance, to leverage the art resources across different player experiences.» But despite his team’s relatively large size, Robar believes anyone can strike gold. «Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before. A one man team can develop, market and sell a game to the entire world.»

It’s a highly competitive climate, of course, and Robar knows that his studio is going against much more than World of Warcraft. «We compete for players’ time and attention with a lot of other entertainment choices, and not just other games,» he says. «I actually like to say that we make MMOEs — Massively Multiplayer Online Entertainment. We are actually all in the entertainment industry.» Indeed, the majority of the team has worked on other online titles, as it’s made up of veterans who average more than 13 years of game industry experience. «That helped us decide on what we shouldn’t do,» says Robar. «The hardest part of game development is not coming up with good ideas. It’s knowing when to have to abandon great ideas.»

The Amazing Society’s most useful Unity tools

Native use of FBX 3D file format simplified our export and import of asssets from 3DSMax and back, and saved us a lot of time. Broad support of many image file formats: TIFF, BMP, JPG, etc. etc. etc. Unity was able to use all these graphic formats without needing the files to be square, power of 2 pixels, and other old school restrictions.

Stories from Game Development

«Let the Wookie win!» was The Amazing Society’s motto all throughout development. Initially, heroes were designed to perform short two-move of attacks, and then work their way to the full five+ combo chain. Things didn’t go exactly as planned, however. «We kept seeing everybody on the team cheat to the max level so they could have more fun,» says Robar. «So, we said, ‘Hey, we want our heroes to be super right away!'» Now, all heroes start with the maximum combination, but can earn further upgrades to their optional Power Attacks.

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«Unity helped us discover the fun quickly,» says Jason Robar, vice president and studio director of The Amazing Society. He’s talking about the initial stages of his team’s development on its most ambitious title to date, Marvel Superhero Squad Online, which will is published by Gazillion. «We were able to prototype our major design pillars in about a month,» continues Robar. «We had kids and adults playing and flying around in the game, and we could start refining our control schemas instead of building basic client technology.»

Indeed, it was within the first few weeks of starting the project that the studio evaluated several technology options, before selecting Unity. «Our team has worked with many different game engines over the years,» says Robar. «Unity has been a great fit. I don’t think we would have been able to discover the fun as quickly had we gone any other route.» Robar believes this notion — understanding a given technology’s strengths and weaknesses — is one of the most important parts of the development process. «You have to channel your ideas into what can be accomplished within the limitations of any choice. Once we made the decision to embrace Unity, we then also tried to contain design decisions into those constraints.»

Perhaps the biggest of these constraints was the decision to make the game based inside a web browser. «Is the idea becoming more palatable to audiences? I think its still surprising to people that a browser game can look as good as any other 3D project,» says Robar. But when asked about the team’s choice to build a browser-based title, Robar has no regrets. «The production value can match or exceed just about anything else out there.»

> Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before

To create a game of MSSO’s scale and scope, The Amazing Society put together one of the larger overall teams using Unity, but took a slightly different tactic than most. «We adopted an agile approach to the team structure, so there are really several small teams united with a common goal and technologies,» says Robar. There are several teams supporting multiple feature teams, for instance, to leverage the art resources across different player experiences.» But despite his team’s relatively large size, Robar believes anyone can strike gold. «Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before. A one man team can develop, market and sell a game to the entire world.»

It’s a highly competitive climate, of course, and Robar knows that his studio is going against much more than World of Warcraft. «We compete for players’ time and attention with a lot of other entertainment choices, and not just other games,» he says. «I actually like to say that we make MMOEs — Massively Multiplayer Online Entertainment. We are actually all in the entertainment industry.» Indeed, the majority of the team has worked on other online titles, as it’s made up of veterans who average more than 13 years of game industry experience. «That helped us decide on what we shouldn’t do,» says Robar. «The hardest part of game development is not coming up with good ideas. It’s knowing when to have to abandon great ideas.»

The Amazing Society’s most useful Unity tools

Native use of FBX 3D file format simplified our export and import of asssets from 3DSMax and back, and saved us a lot of time. Broad support of many image file formats: TIFF, BMP, JPG, etc. etc. etc. Unity was able to use all these graphic formats without needing the files to be square, power of 2 pixels, and other old school restrictions.

Stories from Game Development

«Let the Wookie win!» was The Amazing Society’s motto all throughout development. Initially, heroes were designed to perform short two-move of attacks, and then work their way to the full five+ combo chain. Things didn’t go exactly as planned, however. «We kept seeing everybody on the team cheat to the max level so they could have more fun,» says Robar. «So, we said, ‘Hey, we want our heroes to be super right away!'» Now, all heroes start with the maximum combination, but can earn further upgrades to their optional Power Attacks.

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«Unity helped us discover the fun quickly,» says Jason Robar, vice president and studio director of The Amazing Society. He’s talking about the initial stages of his team’s development on its most ambitious title to date, Marvel Superhero Squad Online, which will is published by Gazillion. «We were able to prototype our major design pillars in about a month,» continues Robar. «We had kids and adults playing and flying around in the game, and we could start refining our control schemas instead of building basic client technology.»

Indeed, it was within the first few weeks of starting the project that the studio evaluated several technology options, before selecting Unity. «Our team has worked with many different game engines over the years,» says Robar. «Unity has been a great fit. I don’t think we would have been able to discover the fun as quickly had we gone any other route.» Robar believes this notion — understanding a given technology’s strengths and weaknesses — is one of the most important parts of the development process. «You have to channel your ideas into what can be accomplished within the limitations of any choice. Once we made the decision to embrace Unity, we then also tried to contain design decisions into those constraints.»

Perhaps the biggest of these constraints was the decision to make the game based inside a web browser. «Is the idea becoming more palatable to audiences? I think its still surprising to people that a browser game can look as good as any other 3D project,» says Robar. But when asked about the team’s choice to build a browser-based title, Robar has no regrets. «The production value can match or exceed just about anything else out there.»

> Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before

To create a game of MSSO’s scale and scope, The Amazing Society put together one of the larger overall teams using Unity, but took a slightly different tactic than most. «We adopted an agile approach to the team structure, so there are really several small teams united with a common goal and technologies,» says Robar. There are several teams supporting multiple feature teams, for instance, to leverage the art resources across different player experiences.» But despite his team’s relatively large size, Robar believes anyone can strike gold. «Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before. A one man team can develop, market and sell a game to the entire world.»

It’s a highly competitive climate, of course, and Robar knows that his studio is going against much more than World of Warcraft. «We compete for players’ time and attention with a lot of other entertainment choices, and not just other games,» he says. «I actually like to say that we make MMOEs — Massively Multiplayer Online Entertainment. We are actually all in the entertainment industry.» Indeed, the majority of the team has worked on other online titles, as it’s made up of veterans who average more than 13 years of game industry experience. «That helped us decide on what we shouldn’t do,» says Robar. «The hardest part of game development is not coming up with good ideas. It’s knowing when to have to abandon great ideas.»

The Amazing Society’s most useful Unity tools

Native use of FBX 3D file format simplified our export and import of asssets from 3DSMax and back, and saved us a lot of time. Broad support of many image file formats: TIFF, BMP, JPG, etc. etc. etc. Unity was able to use all these graphic formats without needing the files to be square, power of 2 pixels, and other old school restrictions.

Stories from Game Development

«Let the Wookie win!» was The Amazing Society’s motto all throughout development. Initially, heroes were designed to perform short two-move of attacks, and then work their way to the full five+ combo chain. Things didn’t go exactly as planned, however. «We kept seeing everybody on the team cheat to the max level so they could have more fun,» says Robar. «So, we said, ‘Hey, we want our heroes to be super right away!'» Now, all heroes start with the maximum combination, but can earn further upgrades to their optional Power Attacks.

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«Unity helped us discover the fun quickly,» says Jason Robar, vice president and studio director of The Amazing Society. He’s talking about the initial stages of his team’s development on its most ambitious title to date, Marvel Superhero Squad Online, which will is published by Gazillion. «We were able to prototype our major design pillars in about a month,» continues Robar. «We had kids and adults playing and flying around in the game, and we could start refining our control schemas instead of building basic client technology.»

Indeed, it was within the first few weeks of starting the project that the studio evaluated several technology options, before selecting Unity. «Our team has worked with many different game engines over the years,» says Robar. «Unity has been a great fit. I don’t think we would have been able to discover the fun as quickly had we gone any other route.» Robar believes this notion — understanding a given technology’s strengths and weaknesses — is one of the most important parts of the development process. «You have to channel your ideas into what can be accomplished within the limitations of any choice. Once we made the decision to embrace Unity, we then also tried to contain design decisions into those constraints.»

Perhaps the biggest of these constraints was the decision to make the game based inside a web browser. «Is the idea becoming more palatable to audiences? I think its still surprising to people that a browser game can look as good as any other 3D project,» says Robar. But when asked about the team’s choice to build a browser-based title, Robar has no regrets. «The production value can match or exceed just about anything else out there.»

> Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before

To create a game of MSSO’s scale and scope, The Amazing Society put together one of the larger overall teams using Unity, but took a slightly different tactic than most. «We adopted an agile approach to the team structure, so there are really several small teams united with a common goal and technologies,» says Robar. There are several teams supporting multiple feature teams, for instance, to leverage the art resources across different player experiences.» But despite his team’s relatively large size, Robar believes anyone can strike gold. «Free to play business models and the browser as a delivery system means that developers are closer to the customer with less barriers than ever before. A one man team can develop, market and sell a game to the entire world.»

It’s a highly competitive climate, of course, and Robar knows that his studio is going against much more than World of Warcraft. «We compete for players’ time and attention with a lot of other entertainment choices, and not just other games,» he says. «I actually like to say that we make MMOEs — Massively Multiplayer Online Entertainment. We are actually all in the entertainment industry.» Indeed, the majority of the team has worked on other online titles, as it’s made up of veterans who average more than 13 years of game industry experience. «That helped us decide on what we shouldn’t do,» says Robar. «The hardest part of game development is not coming up with good ideas. It’s knowing when to have to abandon great ideas.»

The Amazing Society’s most useful Unity tools

Native use of FBX 3D file format simplified our export and import of asssets from 3DSMax and back, and saved us a lot of time. Broad support of many image file formats: TIFF, BMP, JPG, etc. etc. etc. Unity was able to use all these graphic formats without needing the files to be square, power of 2 pixels, and other old school restrictions.

Stories from Game Development

«Let the Wookie win!» was The Amazing Society’s motto all throughout development. Initially, heroes were designed to perform short two-move of attacks, and then work their way to the full five+ combo chain. Things didn’t go exactly as planned, however. «We kept seeing everybody on the team cheat to the max level so they could have more fun,» says Robar. «So, we said, ‘Hey, we want our heroes to be super right away!'» Now, all heroes start with the maximum combination, but can earn further upgrades to their optional Power Attacks.

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