Top Gun iPhone Gameplay Movies & Interview

Posted in iPhone News by admin. Published April 18th, 2009

A lot of developers have struggled with the iPhone’s accelerometer-based controls, but Top Gun’s controls are fast and responsive. What’s your secret?

Honestly, I think it’s just experience. We have been doing actual iPhone dev for over a year (as we started before the SDK was released last year). With each game, we’ve looking into what worked and what didn’t and refined. There’s a vast difference between Moto Chaser and Days of Thunder, and then from Days to Top Gun. We’ve listened to feed back about what customers liked and hated. One of the main goals of Days of Thunder was to reduce over-steering. We then applied that to Top Gun. The results gave us pinpoint accuracy.

How big was/is the team that created Top Gun for iPhone and how long did the project take from beginning to end?

The Top Gun team consisted of two top-notch programmers, one 3D artist, one 2D artist, a sound engineer and myself. What’s cool is, this is roughly the same team that made Marathon: Durandal for XBLA, as well as Days of Thunder. Top Gun took about 3 and a half months (give or take) to get it where it is now.

Top Gun iPhone Gameplay Movies & Interview

Top Gun iPhone Gameplay Movies & Interview

[Thanks: http://ve3d.ign.com]

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