

We were working with Google and Alcon to deliver a mobile VR experience that was true to the Blade Runner universe. Then, we spent a huge amount of time iterating on the gameplay, combat balance, story, and pacing.įor Blade Runner: Revelations, we started from a very different place. Just the right blend of heroics, action, and humor. We also took a lot of time to develop a version of the Marvel Universe that encompassed the game play mechanics and still felt ultimately "Marvel" in its style and tone. We spent a lot of time infusing the personalities of each of the characters their models, animations, combat abilities, fighting styles, and visual effects. From the start, the teams were focused on creating a beautiful mobile game that captured the fantasy of having all your favorite Marvel characters teaming up and fighting each other.
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Giz: Each of those projects had a very different creative process and unique challenges.įor Marvel Strike Force, the game was co-developed with FoxNext games. What can you share about your team’s creative process in working on these games for their respective platforms? The one consistent factor is that we pour all of our passion into our projects, so I think the quality of the game is part of what makes it a Seismic game.īD: Seismic Games recently launched 2 large franchise titles in Marvel Strike Force on mobile and Blade Runner: Revelations VR on Google Daydream. So far, we've worked on a Turn-Based Strategy Mobile Game in partnership with FoxNext ( Marvel Strike Force), streaming game show ( Jeopardy: Playshow), a mobile VR interactive narrative game ( Blade Runner: Revelations), a location based interactive project, and an unannounced mobile game in an entirely different genre. Unlike some studios that focus on perfecting one type of game, we like to explore new games with each new project. Giz: I think our "gift" and our "curse" is that we like to take on new challenges with every game we make. There is still so much innovation to be had in mobile games, especially AR, that it felt right to explore that space.īD: What do you feel sets Seismic Games apart from the other games houses in the industry, and what has come to define a “Seismic” game? There was this a brave, new world of games, and we were really excited about bringing our experience from console gaming into these growing platforms.
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Giz: After working on console and PC games for many years, it became clear that social, mobile, and VR games had so much potential to explore new game genres and mechanics.

Barbra Dillon, Fanbase Press Editor-in-Chief: As the Chief Creative Officer of Seismic Games, what inspired you to co-found the organization and to launch its game development?
