
The result is a game that looks a lot like the old Command & Conquer series, where you have to send infantry, tanks, helicopters, jets, and other futuristic weapons to attack a base. We said let’s make a mobile game that delivers the fun and excitement of a traditional RTS game, but with the right amount of finger-to-tablet interaction.” “We pretended we were not part of a large publisher, and we made every decision matter. “We kept the team as small as possible and pulled in industry vets,” Skaggs said. And they were able to do that by adopting the Unity game engine, rather than trying to create their own technology for handling 3D graphics, physics, and other game tasks.Ĭameron McNeil, the principal game designer, joined from the team that created Solstice Arena, a multiplayer online battle arena (MOBA) game created by A Bit Lucky, which was acquired by Zynga. They kept the team small and nimble at just 20 people. Skaggs assembled a team that included former Command & Conquer Generals developers, as well as seasoned social game developers from FarmVille and CityVille. We wanted to capture the fun of a real-time strategy (RTS) game and put it in a light and consumable form.” “And we would target the next-generation tablets and smartphones. “Two years ago, we decided it was ready,” he said. They decided the tech just wasn’t there yet.

His team created a prototype that took six minutes to load on the web. Back in 2008, Skaggs, a former Electronic Arts studio executive, was originally hired to make a strategy game.
