![]() ![]() Seeing all of those fun and crazy elements fit together smoothly let us know we were really onto something. The end result was the Crisis stage 'The Penny Drops' which included what would become Agent Intercept staples: exciting transformations, enemy confrontations, and a multi-stage boss battle. However, it also helped us realise just what Agent Intercept could and should be. A vertical slice is a polished demo experience, which requires all of the content to be in a near-finished state. It helped the team really focus in on the core action/driving gameplay, and make it feel as smooth and good and satisfying as we wanted.Īt what stage in development did you feel you had a game that you were happy with?ĭwayne Kirkwood: After spending the initial months exploring ideas and building out the core gameplay, we set ourselves a lofty goal: a single-stage 'vertical slice' build. There were big ideas for the number of missions and gadgets and vehicle transformations, many of which we have since implemented.īut allowing ourselves to deliver a contained yet meaningful product was freeing. ![]() What was the biggest challenge you had to overcome during development?Īndy Satterthwaite: As is often the case and scope was a challenge. The team is made up of around 30 developers, including several industry veterans. ![]() Since launch, we've more than tripled the content, with plans for even more to come. Olivier Chrun: We started development of Agent Intercept in February 2019 and released the first version with the launch of Apple Arcade in September 2019, but haven't taken our foot off the gas! How long did development take, and how many people worked on the game? We wanted everyone to have the chance of being a super-spy. PocketGamer.Biz: Where did the initial idea for the game come from?Īndy Satterthwaite: The idea of being an 'Agent' in an amazing transforming vehicle, using cool gadgets, and saving the day in the nick of time again and again was something we've wanted to make for a long time.Īpple Arcade was the perfect chance to unleash our spy fantasies. This week we spoke with PikPok chief design officer Andy Satterthwaite, chief publishing officer Karah Sutton, lead designer Dwayne Kirkwood, product manager Olivier Chrun, and design manager Rick Stemm, regarding the development of Apple Arcade title Agent Intercept. To highlight all of the hard work that often goes on unseen in the background, is reaching out to developers to learn more about the general rigmarole of releasing a video game, with our ' Making Of' series. And in the current mobile market, that's only the first step in having a successful game. No matter the size of the game or how long it ultimately took to make, each new title involves a lot of hard work, hard decisions, and a little bit of luck before it even gets out the door and onto devices. The process in creating a game is a difficult, long and often stressful process, but it's one that can reap many awards alongside actually seeing your ideas come to life.
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