Thankfully that’s changing these days with the new 1v1 mode with Voice Chat and Spectate that we’ve launched which has seen a welcome response from fans and newcomers alike. In hindsight, we probably bit off more than we could have chewed with MaskGun and while the learnings were invaluable, we weren’t as agile as we would have liked. It’s the stories of the community that sustained us to grow to be a game that’s 62 million players strong. We have veterinarians in Mexico learn English and forge connections with other players halfway across the world, we have real estate consultants by day moonlight as clan presidents by night, and we even have women gamers that ended up being our biggest supporters, streaming MaskGun at every opportunity. We noticed there was a community growing around the game. We even felt like giving up and doing something else altogether with our limited time on earth. At moments, all of these felt insurmountable.
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In addition to this, getting multiplayer netcode to work as it should, allowing a seamless experience regardless of your location had a lot of trial and error too with our server locations to optimize in-game latency.
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But If I had to pick one still, I’d say Indus just for the scale of the ambition and the effort that we have put in.Īside from this, there are some key differentiators from a functional perspective for MaskGun such as the small download size, clocking in at around 150MB versus the competition which was close to 1GB if not more, which is important for markets like India where data caps are still the norm since this was days before cheap data rates, we had to make sure our download size wasn’t as big. Each game teaches us something new and helps us get better at making the next one. For us, game development is an iterative process of trial, error, and discovery. It’s tough to say which project I’m most proud of simply because when we make games we don’t hold back. We are currently working on our most ambitious project to date – Indus Battle Royale, a made-in-India-for-the-world battle royale. Along with building popular mobile games such as MaskGun, Silly Royale, and Tower Conquest, we have invested deeply in building its own gaming engine for running hyper-scale, real-time multiplayer games that included the official PAC-MAN game.
Our founding team includes Sanket Nadhani, Christelle D'cruz, Sreejit J, and Navneet Waraich. I’ve been making video games since the iPhone was released back in 2007. Roby John: I’m Roby John, CEO and co-founder of SuperGaming. Could you give us a little bit of background about who makes up your team? What projects did you previously work on? Which of them are you most proud of? 80.lv: Please, introduce yourself and your team.