Design and conquer! Olympus Rising developer interview with Pete Walentin, Keen Flare CEO and Producer
If you haven’t yet heard the battle cries echoing around the world, Olympus Rising is live and available to download now from the App Store and Google Play!
It’s been a special last few days for the team at both flaregames and its Frankfurt studio, Keen Flare, with the game receiving rave reviews and Editors’ Choice honours. With the game now out in the wild, Pete Walentin, Keen Flare CEO and Producer on Olympus Rising took the time to talk about the game’s development process and the lengths the team went to in bringing the glorious Mt. Olympus and its surrounding world to life.
Firstly though, check out an overview video showing just how much the game evolved during development.
1. What were the key development tools/services you used to make this game look so good?
For Olympus Rising we are using the Keen Games proprietary Game Library. Keen’s library is a set of modules, allowing us to pick what we need for Olympus Rising. This keeps us pretty flexible and combined with Keen’s tools, their support and their decades of experience in console game development, it was relatively easy to create such a good looking game.
2. What are some of the key challenges in developing such a high spec mobile game?
The biggest challenge is always to deliver the same experience to different devices with different hardware specs, keeping the performance where it should be and ensuring a smooth performance for every user. We are supporting from iOS8 upwards, so it needs to run on an iPad Pro as well as on an iPod Touch 5th generation. Quite a difference in hardware specs and that is always a challenge.
3. Tell us how support and feedback from Apple helped the development process?
At some point in development you should always ask for external feedback. Apple sees a lot of high quality games and are a good source for honest feedback. Apple always set the bar as high as possible, which helps us to push what we are doing even further.
4. How did you take on their feedback and implement it in the final game?
The game was already looking good, but the feedback told us we had to push ourselves still further. The good thing about the feedback was we already had things in mind to improve the visuals. As we had already implemented Metal, it was relatively easy for us to add things like bloom or color grading without losing much performance. The feedback was very welcome and it helped us greatly in going the extra mile and be even happier with what we created.
5. What are some of your personal favourite features – from a game content point of view – you’ve included in the game?
That is a tough one. There are so many. Besides just enjoying the visual appearance of the game – whether it is Mount Olympus and the beautiful, detailed buildings, or all the Vfx we are firing in battle – the thing I like the most is the integration of the island world in the game. Besides looking beautiful – it’s even possible to do a bit of whale watching – I like the way we handle the matchmaking in the game. Having my own realm and pushing intruders away feels better than clicking „next“ in a menu to get the next opponent.