![]() With Sniper Strike we set out to create the first AAA quality shooter for mobile, and coming from a console background, we wanted to give players the look – and feel – of a big budget combat game that you can take anywhere. ![]() TG: What was the most challenging part about making Sniper Strike: Special Ops? How long did it take to make the game?ĮPS: Sniper Strike was in development for a little over a year before worldwide release, and we’re still hard at work on the game now as we prepare our first major update. ![]() With Sniper Strike we wanted to redefine the shooter experience on mobile by building a visceral, fun experience that blows everything else out of the water. We’re all huge FPS fans, and given our past experience, the game was a natural – and really exciting – fit for the studio. TG: What inspired the development of Sniper Strike: Special Ops?ĮPS: Our team at EightPixelsSquare has a long-standing history in console development, and we’ve been fortunate in helping to create some of the biggest shooters on console. Eight Pixels Square co-owner Hugh Binns chats with Techie+Gamers about the inspiration behind the development of Sniper Strike: Special Ops, AI driven enemies, and his favorite weapons to use in this shooter for iOS and Android. ![]()
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