I have being working in the AAA industry for tha last 3 years and the crunch is what is forcing me to find something else to do in life even if I love 3d. Some places may be more respectful with their employees but in my experience the crunch is even calculated in advance cause they know the workers will accept that. Some people is very passionate and don´t mind to do it and that is fine but a lot of people have families and they want to build a healthy environment with them or other goals outside the working ours. Not to mention non-payed overtime and other abuses I faced. Hope this industry fixs this problem.
Those tilesets are sexy. Seeing new tilesets is like getting introduced to a new lego set.
The game director of TwoDots, David Hohusen, looks back the past year’s performance of TwoDots and talks how far the game has come in a short period of time.
When comparing the first year of performance for TwoDots with its predecessor Dots, the stats are similar in terms of downloads. TwoDots had 30 million downloads, whereas Dots had 20 million. Both had around 5 billion plays and great longterm retention in their first year (25% of people who downloaded the game the first year of release continue to play it).
Although there are similarities in the statistics for both titles, there is a huge difference when it comes to revenue: TwoDots generated $15 million, Dots generated $1 million. This is because, according to David Hohusen, the team at Playdots, Inc discovered how to bring in revenue while staying true to their core values ensuring that they are always keeping the “players’ interests and overall “fun” of the game front and center”.
David Hohusen emphasized that Playdots, Inc has been fortunate enough to have people who have “some of the best talent in the industry” who also share a similar vision of what they would want in a game. He also said there is much more to expect in the future of TwoDots with more games and exciting updates coming out, including a fully redesigned version of TwoDots that is launching in the near future with partner Tencent.
It’s been hard for me to see how far our team has come, because we’ve been designing levels and writing code everyday. But when I step back, look at the player usage data, the awards, the features and content we’ve built, I’m blown away.