“We’re seeing an effort by the kids’ community to develop more open-ended, low-cost opportunities for play, and that’s a good thing,” said Robin Raskin, president and founder of Living in Digital Times.
The first episode of the podcast sees When in Rome’s dialogue directors digging into the process of creating all the wonderful words in the trivia game.
New funding for the firm behind Beasts of Balance and When In Rome will support R&D, customer acquisition and new product development.
The world of each Voice Original is brought to life through voice acting, music and sound effects, with the smart speaker acting as the players’ personal guide to the experience.
Lead programmer at Sensible Object, George Buckenham, lifts the lid on how the firm went about ruthlessly stripping back the early design of Beasts of Balance to make it simple, straightforward, and most importantly, fun.
In the first of a new series of pieces from Sensible Object looking at the development process behind its new edition of Beasts of Balance, lead designer Tim Burrell-Saward talks us through the initial prototyping stage.
In addition to the Accelerator’s 13-week schedule of mentorship, training and collaboration, Sensible Object will develop new game concepts that illustrate the potential of voice Artificial Intelligence to augment the play experience.
“We are huge fans of cooperative gaming, but our customers have expressed requests for a competitive mode of gameplay, and so Battles was brought to life,” said Sensible Object CEO Alex Fleetwood.