


Shane and I both come from the world of mobile games, so focusing our first launch on the App Store just made sense. What business factors influenced this decision? You’ve chosen to launch on mobile using a free-to-play model. Try refreshing your browser, or tap here to see other videos from our team. While it might not be the easiest design philosophy for a studio to adhere to once investors and partners enter into the picture, we’re fortunate enough to be at the start of our journey and can let a project breathe until we believe it’s the game it deserves to be. By keeping an open mind about what was working and what wasn’t, we were able to focus on the fun in every revision until Block Droppin’ evolved into the game you see today. We focused on this, stripped out a lot of the other elements (including the alphabet), and chased a very specific player experience through multiple iterations. While the original idea ultimately proved too complex for mass market appeal, there was something incredibly satisfying about the sliding tiles we’d implemented. The first of these was a word game with a sliding tile mechanic. And with that, Rocketship Park was born.Īs we were making grandiose plans for our first major release, we thought it would be fun to prototype a few of our smaller ideas just to see what the mechanics would feel like. As the year drew to a close and we considered future projects, we realized how much more could be done by formalizing what we do. What’s more, we both shared a belief in a central design philosophy: That games are at their best when built around creating a specific feeling or emotion in a player. It was a great experience, and we quickly realized that we each had strengths that balanced out the other. We decided to test a working relationship in 2016 with the development and release of AlphaPit on the App Store. What’s more, we both had a focus on mobile games which caught us both by surprise. While there were plenty of active members in similar disciplines, Shane and I were the only two who were fully immersed in the games space. Shane McCafferty and I first met as members of our local co-working space, Cowork Niagara. Collectively we have nearly two decades of experiences in mobile games, and that keeps growing every day. Jim Squires: Rocketship Park is a team of two located in St. How many of you are there, and how did you come together? Post Arcade: Tell us a little about Rocketship Park’s genesis. This advertisement has not loaded yet, but your article continues below.
