![]() But it’s more that the way we want you to play our game and enjoy it, you’ll be able to do it. We don’t have to account for device fragmentation, OS version fragmentation. We know all the color will look the same. We know exactly how we’ll experience the product. But I think more than that, it’s for a number of reasons, one of them being that we know people will experience the products we make the way we intend them to. Our focus is on iOS first.Ĭash: For us, it’s been the bread and butter since the first iPhone was announced. With Alto’s Adventure, it took us about a year to get to Android, and we had another company do that. But for me, I’m focused on iOS stuff.Ĭash: That’s the same for us. Another company ports my games to Android eventually, but it’s whenever we can get it together to do the contract and have them port it. Gray: Monument Valley one and two were both exclusive to iOS for a short period, and then we did the Android version later on. GamesBeat: To what degree are you exclusive to iOS now or not? It’s the sort of thing you’d make at the beginning of the App Store. You’d hold the phone up to your mouth and talk into it and create all these different crazy mouths and noises and stuff. Gray: Before I turned up, we made a voice replication app. That was our first year in the App Store as Snowman. They were there on day one for the iPhone, and same for the iPad, being a Mac software company before. Ryan Cash: I used to work for a software company that made productivity software. Zach Gage: I think I’ve been doing it since before the iPhone 3G, but I wasn’t right when it started. The company’s been working in mobile about 12 years Ustwo in general, the thing that kicked the studio off was iOS, from a design perspective. ![]() GamesBeat: How many years has it been on iOS for each of you?ĭan Gray: Since the beginning, really.
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