We want to push a different envelope and go in a different direction.”Ĭhair Entertainment changed a lot over the course of the series. Even though I knew we could make a lot of money, I would rather move on to something new. He added, “To me, that was a perfect time to move on to something new. You could play it in multiplayer and co-op, and it truly was an endless game.” The third game is the fulfillment of the expression of our original vision, with the combat in place, a robust meta structure, and extreme custom crafting. And there was a meta game attached to it. We had more to explore when we got to the second game. We creating a new subgenre of role-playing game fighting. It was very exciting for us to create Infinity Blade and turn it into a trilogy. “We want to create unique, exciting new things. “To me, it’s about creating the game you want to make,” he said. Donald Mustard said the team decided on its own to conclude the series. Given the circular design of the Infinity Blade series, the game never really had to end. You can now order those characters from those games via Sandboxr from within the game. It was a huge sprawling game, and we had enough time to build the quality that we wanted.”ĭonald Mustard said he thought it was cool that you can now use 3D printing to create toy models of the characters from the game. “By that time, it was a little more like Skyrim,” or a game with huge scope, Donald Mustard said. Staying on a punishing game development schedule, Chair Entertainment released Infinity Blade III on Sept. It released Infinity Blade II, which had more variety of landscapes and fighting, in December 2011. With the second game, Chair Entertainment had much more time to work on the title. “And to me, the best games embrace their constraints and find creative solutions to get around them.” Every device and every game has its constraints,” he said.
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“We were always looking at how to push the envelope further than people thought was possible, and this was a way to do it. Since mobile devices didn’t have much memory, the design of the game was a great match, Donald Mustard said. This circular battle made good use of the core assets of the game, and it minimized the amount of memory needed. You fought over and over this way until you reached the conclusion. Then, 19 years later in the game’s time, your son would appear and refight the God King. Each time when you reached the evil God King, you would fight and lose. The game had just a couple of scene locations where you could fight other characters in sword duels. While that game was a technical achievement in graphics, Donald Mustard acknowledged that it was designed to fit inside the constraints of mobile device. It sold a few million copies in its first few weeks. By December 2010, almost five months after the team started working on it, Infinity Blade shipped. Jobs said that if the game was going to be on stage, it also had to be released in the same year. The team finished its demo, and Apple showed off “Project Sword” on stage at a big event hosted by Apple founder Steve Jobs on Sept. It was to answer, ‘What can you do on mobile that you could never do on a console?’ How can we make something that is completely unique to this device that can deliver the rich game experience that I expect when I play?” “The goal wasn’t to bring the console experience to mobile. “We had to trust our instincts,” he said. But the company had no clue about whether anyone would like it. “We thought that if we could make a gamer’s game for mobile, then gamers out there might be really interested in playing it,” she said.ĭonald Mustard said the company decided to make a game that was fun for the team to play on a new platform. As a studio, it had hardcore gamer employees who were playing a lot of games on mobile devices, said Laura Mustard, the marketing manager at Chair, in an interview.
It had to learn how to make a mobile game using Epic’s Unreal game engine. With just a couple of months before the next major press event, Chair rushed to build a sword-fighting game that felt like a realistic sword-fighting simulation. But it abandoned that project after it learned that Apple wanted a demo to show off the 3D graphics capability of its latest iOS devices. Epic Games, the maker of the Gears of War console games, acquired Chair in 2008.Īfter it launched Shadow Complex, Salt Lake City-based Chair started thinking about a sequel. Founded in 2005 by Donald Mustard and Geremy Mustard, Chair created games like Undertow and Shadow Complex on Xbox Live Arcade. The closure of the game brings an end to a chapter at Chair, which has become one of the most successful mobile-game studios.