Subatomic Studios Chooses Autodesk for ‘Fieldrunners 2’ Game Development
“With mobile game
development, it’s all about balancing high-quality and speed of
execution. This marketplace evolves so fast, you have to make a game in
nine months; otherwise, it’s going to be history. As a company we have
evolved to create games faster and
“I think a lot of developers underestimate the amount of time and money
they can save working with 3ds Max. The software pays for itself very
quickly,” added
Although “Fieldrunners 2” looks two-dimensional, Subatomic Studios developed the title on a 3D game engine and built all of its assets in 3D with 3ds Max software. This enabled the studio to create stand-out graphics and more fluid animation. The third dimension added depth to the game’s scenes, which enhanced the gameplay by creating a new approach to maze-building.
“It would have taken anywhere from several weeks to several months to animate a single game asset by hand, depending on its complexity. By using 3ds Max we were able to compress this down to just a few weeks per asset. Plus, we found even bigger time savings when it came to iterating. The software let us try things out very quickly and see our work in-game with just the click of a button,” explained Gotch.
The software also helped Subatomic optimize “Fieldrunners 2” for iOS, and it can be used to more easily prepare the game for release on additional platforms in the future.
“3ds Max allows our engineers to very quickly tweak the animations to
fit the memory needs of a device or platform. We are able to cut a
game’s size down by 30 to 50 percent, by selectively exporting
animations. This is hugely beneficial for mobile game development, when
you can make a big impact on the game with just a few extra kilobytes,”
said
To learn more about how Subatomic Studios used 3ds Max to develop “Fieldrunners 2,” visit http://area.autodesk.com/fieldrunners2.
About
† “Fieldrunners” received the Independent Games Festival (IGF) Mobile awards for Best Mobile Game of 2008 and Excellences in Art.
© 2012
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Source:
Autodesk, Inc.
Brittany Bonhomme, 416-874-8798
brittany.bonhomme@autodesk.com
or
Karen
Raz, 310-450-1482
karen@razpr.com