Winners of Apple Design Awards at a party at the "MakRadara"
Miscellaneous / / December 19, 2019
One of Apple Desing Awards 2015 winners was the puzzle Shadowmatic, which was developed by a team Triada Studio Games from Armenia. The toy is highly remarkable, and even in February "MakRadar" gave its forecast that Shadowmatic should pick one of the trophies at WWDC 2015. And so it happened.
Shadowmatic team consists of four people: a programmer Bagrat Dabaghyan, designer Arsene Avoyan, composer Sergei Melkonyan and producer, art director Ara Aghamyan. At three o'clock in the morning "MakRadar" sought Aru Aghamyan in San Francisco and recorded interviews with triumph Apple Desing Awards 2015.
- How was the awards ceremony?
- We are somewhere in half an hour before the ceremony began to suspect that we need something in store. Because until then concealed. Official invitation was not. But somewhere in half an hour we were asked to be sure to be at the ceremony. Well, here we have all understood. We were introduced to the first, it was very unexpected. We wanted to see how the others go just to figure out how to do at the scene to climb. Well, in general, understood.
- Who came up with the idea of games?
- The idea came about as a result of breynstormy. Long thought, what to choose. Then he decided that the time we have finished the engine, then based on it, and we will make a game. The engine is very well reflects the light and shadow, and we wanted to show the strengths of the engine.
- In the engine have a name?
- Not. We just call it "our engine."
- For example, there is the engine Quake ...
- Maybe we're too it somehow call.
- This engine is specially invented for you Shadowmatic?
- No, initially we planned shooter for the PC. Then he realized that the forces on a huge project we have is not enough. We decided to do a pilot project on iOS. We planned to make a game for 3-6 months, but in reality it took three years. At first thought to do something simple - a value, it is necessary to turn and look in the shadow of something familiar. Then the objects became more appeared clues and whatnot.
- And at what point you joined Apple editors? I think after this development accelerated sharply, right?
- Maybe if they did not join, we'd still be something there changed. They came to us after we posted the trailer and he received good press. We were asked to contact before starting. Since the beginning of contact with Apple.
- How to work with Apple's next?
- Contact the special was not. We recommend to make sure to localize. We planned 3-4 language, but Apple has hinted that should definitely Chinese, Korean, Japanese. It happened a few weeks before the release, and we added headache. Now the game is localized into 13 languages.
- The secret to creating a successful game for the iPhone, iPad? You, as the Apple Design Award winners, just need to know.
- Before the interview with you, I was at a meeting with representatives of Apple Business Development, where we talked about marketing. And when I said that we were from Shadowmatic, they leaned back in their chairs and asked what we were doing. They did not believe that we have come to ask for their advice. And we just made the game as they see fit, that we enjoyed ourselves, and everything else happens by itself. This is a partial answer to your question. We have tried to make a good product. There is no secret ingredient.
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