We had the opportunity to sat down with Rade Stojsavljevic, the president and co-founder of Jet Set Games.
We talked about how this small studio in Nevada started and how things started progressing towards the creation of Highborn(you can see our review here), we finished our interview asking what’s in store for the game and the studio.
Q: When did you start making your very first game?
A: I built my first game in the mid ’80s when I was a kid and learned BASIC programming on my Apple II. It was a really simple adventure game that played like a choose your own adventure novel. The first commercial game I worked on was in 1993.
Q: How did the idea of making Highborn appeared?
A: We knew we wanted to make a strategy game and Brett Sperry, Adam Isgreen, and myself sat down in a conference room discussing ideas. Brett wanted to build something fun and light hearted and was talking about a bunch of classic strategy games. We thought about what makes a phone different as a gaming platform and quickly determined that the game needed to gracefully handle interruptions, like a phone call, and should be something you could play in short bursts when you were between tasks. From there it became apparent that a turn based strategy game was the way to go.
Q: How did you felt after the game release on iOS/Android?
A: We were really happy when the game came out. Players responded well and gave us some great reviews and feedback. I recall reading several customer reviews stating they had never played a strategy game before, but loved Highborn. It was great to see that a lot of our design assumptions prove to be valid.
Q: Did you found any difficulties during development?
A: We spent a lot of time on the interface. It was our first iOS game, so we had to re-learn everything we knew about interface design and usability. Things like making the best use of space without having buttons too small to click, how to make scrolling feel right, splitting action and reaction so your fingers aren’t blocking your view of the game when something important happens, etc. Lots of initial ideas never worked right and we had to start over. For example, we had this combat mechanic where you held the phone with two hands and flicked out spell or action cards from the bottom corners with both of your thumbs. It sounded like a great idea but once we put it in it became obvious that the particular motion of flicking your thumbs felt really unnatural and broken.
Q: How hard was it to port Highborn to the PC platform?
A: Technically it was relatively simple. Most of the work was redesigning the interface, optimizing gameplay, and rebuilding all of the art assets. We didn’t want to do a straight port, so we rebuilt the entire game in 3D with a lot more visual detail. That also allowed us to streamline the combat experience so everything happens on the game map, instead of switching to a different 3D view like the iOS and Android versions.
Q: Who is taking care of the dialogues in the game? It’s one of the aspects of the game that I loved most!
A: Our designers, Joe and Joseph, wrote all the dialogue in the game. Both of them have a great sense of humor.
A:Yes, we have a design for that and will start on it shortly. If it proves to be as fun as we believe it will be we’ll update the game to include it.
Q: Will there be any new DLC for the game?
We are currently wrapping up the missions for Chapter 2 right now and will release it later this month as DLC.
Q: What’s in store for the future of Jet Set Games!?
A: We’re working on a bunch of exciting new games. Our next mobile game is in development and is coming along nicely. We’ve been playing it and tuning as we go along and I can’t wait to announce it.
The Pure|News team thanks for the interview with Mr Stojsavljevic and we got our fingers crossed for the future of Jet Set Games!
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