Interviews Archives - GamingonPhone https://gamingonphone.com/category/interviews/ Premier destination for all things mobile games Wed, 22 May 2024 12:35:47 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 https://gamingonphone.com/wp-content/uploads/2020/08/GamingonPhone-SQR-Logo-Black-2-S@4x-65x65.png Interviews Archives - GamingonPhone https://gamingonphone.com/category/interviews/ 32 32 Inside the Supercell Creator Program: An Exclusive Interview with the Head of the Initiative https://gamingonphone.com/interviews/inside-the-supercell-creator-program-rick-crane-interview/ https://gamingonphone.com/interviews/inside-the-supercell-creator-program-rick-crane-interview/#respond Tue, 21 May 2024 14:00:00 +0000 https://gamingonphone.com/?p=391632 Supercell Creator Program is one of the best content creator programs for mobile games. The way the Creator Program is handled can be considered as the benchmark for the mobile games industry. To dive deeper into this system ahead of Squad Busters’ global launch, we at GamingonPhone sat with Rick Crane, the Product Owner at …

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Supercell Creator Program is one of the best content creator programs for mobile games. The way the Creator Program is handled can be considered as the benchmark for the mobile games industry. To dive deeper into this system ahead of Squad Busters’ global launch, we at GamingonPhone sat with Rick Crane, the Product Owner at Supercell Creator Program for an exclusive Interview that delved into his role, challenges, future aspirations, and most importantly get insights on what it takes to build and nurture a fantastic community of content creators.

1. Hello Rick, can you introduce yourself and talk about your role as the head of the Supercell Creator Program?

Rick: I am Rick Crane. I was born in the UK and moved around a lot of my life. I moved to London, then I moved to Barcelona, and then I found myself in this amazing situation to work for Supercell, which has been great. At Supercell, I’ve been through many games. Boom Beach was where I started. Then, I helped with Hay Day Pop. Then finally I moved over to Clash as a community manager.

When I first joined in 2018, we flew over to San Francisco and brainstormed with some of our OG content creators, what is it that you are looking for? and they helped us build what we had, which was a website that had this tier system in place, you could get the creator codes.

In 2018, from the end of September until the beginning of March, I just had 18 whiteboards around me, where I was scribbling, ideas about how we could make this the best place for content creators and provide something for our players. 

Hay Day Pop
Hay Day Pop (Image via Supercell)

The end goal is for the players to have the best experience. These content creators (who are players and love our games so much) can engage with our platform, learn, build their businesses, and their fandom can learn from one location.

The creators win because they’re growing, and if they make a business out of this, I see that as a massive win. Then the players, because they’re engaging with our content so much and they’re enjoying their favorite content creator and getting freebies everybody wins. So that was the decision and design of it.

2. What skills do you believe are essential for someone in your position? 

Rick: To tell you the truth, I keep a bag next to the door because I don’t know, one day I’m sure somebody’s going to come and say, “Rick’s useless”. I could just walk out of the office, out of shame quickly because I’m surrounded by so many talented people around me. I feel I always have to improve myself because my colleagues are so smart.

But I think the skill set for me depends on the objectives. I have so many different roles in this position.
My mind goes to where I am now—there’s a new bounty coming out for the launch of Squad Busters, which is a new piece of tech that we’ve never done before. So I’ve got to think about how it functions, how it works, how it feels for the content creator, and whether it makes sense. Is it clear? Is it understandable? Is it going to impact us as a company as well?

Every time I get asked this kind of question, it’s really hard to put it in a one-sentence thing. It’s also the same as our CMs; it’s not just about posting on social media. There are so many things on the backend that they have to do, like script writing for the update videos/strategy/reporting/meetings/idea generation. There are so many things every day that I can’t explain them simply.  

3. The requirements to become a Supercell Creator are very player-friendly, opening the opportunity to plenty of aspiring creators. What was the thought behind that? In addition, do you see opening this opportunity to plenty of aspiring creators?

Rick: When creating the Academy, it was always in my mind that I wanted to lower the threshold bar for people to get in. Looking around the industry, they’re looking for big content creators. I hear a lot of people saying they want to be a content creator and is the hardest job in the world because you have to be everything – a video editor, a thumbnail designer, a scriptwriter to an editor.

Supercell Creator Elixir
Image via Supercell

We hope that our tools will allow them to go past the whole learning process and that, in the end, we can build those relationships with these guys in the long run. We treat our creators as family and not as a marketing channel. If we see them growing, we can assist them and I think it’s just a nice give back that we can give to the world.

4. What strategies do you use to build and maintain a strong community among Supercell creators? 

Rick: I think just openness and transparency. I think I’m an authentic person, and I think that shines through the way that we talk to our creators, whether that be on our Discord channel when you are an official creator or on our Slack channels. Being able to have that open transparency, I think is really, really good and I love the fact that we allow our creators as well to talk about the negative things that they see about our games.

We don’t want to silence them as that information is so valuable to us as community managers to pass that feedback on to our game teams to say, this is what the sentiment is right now, and if we make this change, it can help make the game better for our players, which is the end goal. So I think that’s key that we have at Supercell. 

5. How do you handle negative feedback or criticism from the creators?

Rick: With open arms? *laughs* I think that’s the key. If somebody has a thought or opinion, then that should be taken into account. There are obviously priorities inside the game teams that we need to focus on, but I think everybody’s voice needs to be heard.

That’s the job of myself and the CM to be able to decipher which ones are the things that are most prevalent to pass on to the game teams to say, “hey, can we do this?”. I think people will be happier with our game.

6. Can you tell me an instance where feedback or negative feedback influenced the company’s decisions significantly or made any major changes to any program? 

Rick: There was a time when I messed up. I was working on Clash Royale, and we were launching a new level, and we announced that we were going to half-price for upgrades. Then we didn’t announce that level 13 was coming and it was just a really bad miscommunication.

If we would’ve announced that level 13 was coming and people hadn’t spent their gold, they would’ve found a better way to use it. As soon as that feedback came back, it was like we’re going to refund players, and we did that.

Clash Royale, Clash royale wallpaper, clash royale 6th anniversary, Clash Royale Summer 2022 Update
Image via Supercell

I took that really badly on myself. I wish I had planned better or considered the reaction. It is not a simple thing you can put into a word sentence, but yeah, there have been occasions where there’s been miscommunication, and then we’ve had to fix something because of the community sentiment.

7. So what do you find the most rewarding in your role at Supercell?

Rick: There are so many moments. Like each individual, the new update we released has been received exceptionally well. The community saying Rick’s the GOAT *laughs*. It’s not just myself, it’s a full team that I’m working with, of course, I’m the face for it, but it definitely is a team effort.

We’ve had people who have participated in our creator academy grow by 600% with viewership subscribers, and seeing their faces and coming to me directly and saying, “Rick, you changed my life”, is the most amazing feeling that I can have. Anything that helps these people make a full-time business for me is massive. That’s what I’m looking to see.

8. How many people are working on this creative program apart from you?

Rick: We have a creator team which is four people. We do have partners that are helping us to do these features and updates on our websites but four main people in Supercell are the ones doing this.

9. The idea behind Creator Elixir is also something that we were fond of when it was introduced, especially the cool Merchandise. What was the thought process before introducing this feature, and how is it working for you? Has the enthusiasm for fulfilling quests from creators increased?

Rick: I think gamifying the system was the key element that we were working towards. If the creators play games, why not make the system itself a game in some way? If we’re encouraging creators to jump on these big campaign moments that are happening inside our games, it helps them get viewership. It gets more social reach.

Supercell Creator Elixir
Image via Supercell

People are searching about it because they’re interested, and hopefully, that converts to subscribers. So it helps us to get eyeballs on the campaigns that we are doing, they get more followers, which increases their viewership and growth and we get people hearing about our updates. So, it’s been phenomenal. The metrics have been off the chart for us, it’s beyond my wildest dreams.

10. How do you see this role of content creators evolving in the games industry? In addition, how do you see Supercell applying these changes to its creative program? 

Rick: I think we have one of the best creative programs out there at the moment, and I’m hoping that with the things we are showcasing to the game industry, there is another way to engage with content creators. I believe it is better to focus on the relationships you are building and not just use them for their views.

11. Looking ahead, what kind of goals or aspirations do you have with this program?

Rick: You’re going to see something else that we’re trying to do for a bounty that has never been done before. Every time we do one of these things, we are looking at it and going, how can we make that better? To be fair, some people would say to me, well, “The Creator Program is going to be finished one day”, which makes me laugh because I think we can make it better and better.

12. What was the idea behind creating a temporary one-month code for everyone in this campaign?

Rick: For the Temporary Creator Code, it’s a win for creators because they’re going to be saying “Here’s my code” at the global launch. It means that social media is going to blow up because more people are talking about it. Helps us. Helps them.

Squad Busters, Squad Busters wallpaper, Squad Busters pic, Squad Busters image, Squad Busters photo
Image via Supercell

(on being asked what happens after a month of the program launch) Well, if they move up the tiers and then get a creator code, they can still use that same code, or they could choose a new one.

Currently, I want to do this test to see what happens. Who knows, in the future, we run this campaign again if it is successful. But until I see something and I have an understanding of the data, I can’t say what was going to happen.

13. What advice would you give to aspiring creators who would want to be a part of something like the Supercell Creator program? 

Rick: Meet the minimum thresholds, get inside, and start to learn. Grow your business, grow your followers, and just enjoy it. I think the main thing is that you have to enjoy it. Don’t just chase the fame. If you thoroughly enjoy content creation and you want to make that into a business, Supercell can be your home for that. This could be the place where you come to learn all that and just shoot for the stars.

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Midjiwan Interview delves into The Battle of Polytopia’s early days, concept stage, monetization strategies and more https://gamingonphone.com/interviews/midjiwan-interview-delves-into-the-battle-of-polytopias-early-days-concept-stage-monetization-strategies/ https://gamingonphone.com/interviews/midjiwan-interview-delves-into-the-battle-of-polytopias-early-days-concept-stage-monetization-strategies/#respond Sun, 19 May 2024 00:00:00 +0000 https://gamingonphone.com/?p=390752 The Battle of Polytopia is one of the popular 4X strategy titles available for mobile, and it has recently surpassed 20 million downloads on the small-screen platform. With the game hitting the 8th-year milestone, we at GamingonPhone had the opportunity to Interview Felix Ekenstam and Christian Lövstedt of Midjiwan to learn about the early days of the project, …

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The Battle of Polytopia is one of the popular 4X strategy titles available for mobile, and it has recently surpassed 20 million downloads on the small-screen platform. With the game hitting the 8th-year milestone, we at GamingonPhone had the opportunity to Interview Felix Ekenstam and Christian Lövstedt of Midjiwan to learn about the early days of the project, concept stage, monetization strategies, and more.

Felix Ekenstam is the developer and founder of Polytopia, a project he began in 2016. Initially working alone, Felix has dedicated himself to developing the project ever since. A few years ago, a small company was established around Polytopia, and it has since grown modestly. Felix prefers to keep the company small, and it currently has five employees.

Midjiwan Felix (Right) and Christian (Left) cover
Midjiwan’s Felix (left) and Christian (right) (Image via Midjiwan x Polytopia Interview)

Christian Lövstedt joined Polytopia in 2018, and by 2019, he took on the role of CEO. He is primarily responsible for the overall management and development of both the game and the company itself. Christian handles project management, marketing, and communication aspects of the games, ensuring the successful development and promotion of Politopia.

1. What inspired the creation of The Battle of Polytopia, and how did the concept evolve during development?

Felix: I started making it because I wanted to play this kind of game myself and I couldn’t find any games on my phone at the time. I played a lot of civilization when I was younger. and I wanted something similar to that but That would work on a phone and I know at that time. There weren’t even any Civilization games on the phone. But I think even they are not really working very well for the phone.

But what I did was to try to set out to see how I could distill that genre that type of game and try to boil it down to the essence of that job and to make it fit well on the phone and so I try to remove as much as possible and see what things really needed to make it fun. I think that was a good approach to it and a good way to create the game to make it as minimalistic get possible.

2. From a solo passion project to a multi-team studio, how was the journey? What was the size of the initial team and the current one?

Felix: It was actually harder than I thought because the game was quite successful from the start. I mean the company built its revenue, I never had any investors and I never needed any money to get it working. So it’s nice to not have to be worrying about money when you build a company. I tried to build it slowly and keep it small enough so it could carry itself economically.

Battle of Polytopia
Image via Midjiwan

But I think that the biggest challenge is to find good people. It’s hard and it takes a lot of time to find people and build a good team. I was happy to find Christian because he is the first one I hired and I think it’s quite uncommon, but it was very good. I think to make sure the first person you’re hiring is the CEO. I can just like everything because I want to make games. I don’t want to be negotiating.

Stuff you like that kind of making budgets and I think I wanted to games. I thought if you have money and you have a game then it’s just push a button and you have a studio, but it’s not like that. But now we’re in a really good position, we have a nice office that we just moved to.

3. The colorful low-poly pixel art visuals have also been part of the game’s success story and likeability, what was the reason behind picking the art style?

Felix: I wanted the art style to match this minimalistic approach. I had to do the game design. so I wanted to make a streamlined game and then I probably would be very suitable to have very streamlined Graphics as well. When you play a study game is important to be able to decode the map. So you look at the game and you should instantly see what’s going on.

I find that hard in earlier Civilization games, for example, it was easier because the graphics were very simple, but in modern Civilization or similar ones, the graphics are so detailed, that it’s hard to see what’s going on. One Warrior unit in it used to be like one guy, but now in a modern game, it’s a whole Army. So it is like dudes everywhere and lots of trees and mountains and I find that very annoying when you want to play a strategy game.

It should look like chess, exactly like this moved there and it’s very obvious where tiles start and end and stuff. So I think It’s very much to fit the game. But then I think it’s visually pleasing as well with low polygraphics, But it’s mostly to fit the gameplay. I would say.

Chrisitan: I would also say I think the Low Poly stylus helped the game to stand out from other strategy titles because it looks different as a very distinguished graphic look, which helped the game a lot.

Felix: It’s not only that it’s low poly, but it also has very colorful graphics compared to other games. That also helps with readability because the contrast is higher and there’s a big difference between grass on the ground and a red fruit and a blue unit or so. It also makes it look nicer and I think it’s more appealing to some of our audiences.

4. The game features different tribes, each with unique abilities. How did you approach designing these tribes, and what factors influenced their abilities and characteristics?

Felix: They’re loosely based on Earth. So I try to focus on the different biomes that are on Earth, so you have the cold places and you have the deserts and you have the jungles and you have all these kinds of different natures. I decided I didn’t want to give the types different hardcoded abilities. It’s just that they are all able to do all the same things with the same properties you get a head start in some direction in the tech tree based on what kind of biome you were in.

If you’re living close to the ocean, you already know how to fish when you start the game, and if you’re living in an area with a lot of fruits growing, how to take care of this fruit for your benefit. So all the tribes have the same kind of creatures and they have the same abilities, but they start in different kinds of natures.

The Battle of Polytopia Diplomacy Tech
Image via Midjiwan

I also wanted to try to make sure that everyone on Earth feels that there is a tribe that represents them in some and I noticed that people seem to like that a lot and they identify with different tribes because they are close to where they originally or if it’s just similar to what they want the world to be. I try to keep them as different as possible. but still close enough to Earth cultures to be so it’s possible for people to relate to them. So it’s not too weird.

Then we also introduced Special Tribes which at the moment. We only have three special tribes, and those are more based on mythology or the same type of creatures like they are a different type of species or something and they have very special abilities. I don’t base it on any Earthly Grace things. It’s more like we have one tribe, that’s more like Atlantis Myth.

5. Battle of Polytopia has garnered over 20 million downloads. Managing a substantial player base brings a sense of satisfaction, yet it also entails receiving a large amount of feedback, both positive and negative. How do you navigate and address this?

Christian: My brief reply is that we try to collect it and see if there are the important things that concern some faults in the game or something that is a defect then we consider that but most of becomes part of your game.

Felix: Yeah, I mean in the beginning when I launched the game I decided that I wanted to reply personally to every message. I got to know about the game and I managed to do what I didn’t know for a couple of months. It becomes overwhelming after some time. It’s kind of hard to keep up and now at the volumes we are now, I would say it’s probably impossible to read everything and so on.

Sometimes there is good feedback in there. But there are also just a lot of people who have a lot of thoughts about and that’s a big challenge. When you continuously begin this game doing stuff to it and I want to listen to the players and I want to hear what I saying, but everyone is saying different things and they have very strong opinions.

If I change something as always a few thousand people are really angry and a few thousand people are happy. So it’s quite hard to know. So I try to just trust my own instincts and trust my judgment of what’s good and what’s bad and try not to please. Other people because I think the game design is much harder than most people think.

6. We would like to know about the monetization strategies of Polytopia. The ad-free experience is something players love about it, but majorly we see IAPs as the primary way for revenue. Could you talk more about it?

Christian: I mean, I think that Politopia deliberately has a non-aggressive monetization design. We tried to be quite particular on that; it’s good value for money. You read if you buy something it’s something that you feel that it’s worth it and you get a good experience. The investment on what you can buy particularly in the mobile game is quite low price from 99 cents to $3.99 so you can’t spend that much money on the mobile game.

The Battle of Polytopia 20 million downloads
Image via Midjiwan

It’s right 32 dollars, then you can’t spend any more money. Everything you buy is non-consumable, which means you get to keep it as long as you keep the game on your phone. So, we’re quite particular in trying to make sure that we don’t over monetize or the game that the players are playing with a good purchase feeling when I purchase feeling and when you purchase something you have a good feeling what you enjoyed.

It’s worth what you paid for. On the other platforms where the business model is a little bit different. There are premium games on Steam and Switch. But also it’s not a very high-priced game. So we are pretty particular about that. Also, there’s no actual paywall. I mean there are four tribes for free in the mobile game and you can play it as long as you like. You don’t have to buy anything in the game if you don’t want to.

Felix: We don’t have any plans for it. We’ve had discussions with different IPS and resulted in anything that we’re going to release, but it can be quite fun to think about. I think it’s also important for us to try to keep our character, we built the world here it has a lot of lore. It has a lot of people who care about it and we have these characters tribes and there’s so much information and stuff in this world.

So, if we put Donald Duck in there or like SpongeBob or whatever then it’s gonna be weird. I think probably most IPS think that they have to take care of their brand and make sure that they carefully mix it with other IPS because it might get confusing and also might break that little fantasy world because we almost wanted to be real Polytopia and you want to be sacred in some way.

At the same time, it’s fun to talk to other brands and other games and imagine what you could do, although it hasn’t landed in anything yet.

8. Among the crowded and competitive mobile gaming industry (studios acquiring others or getting acquired), what strategy does Midjiwan employ to stand out and progress?

Christian: I think from a strategy pov, our strategy has been working around the community, interacting with the community, or doing things with a community like competitions and celebrating the various tribes every month. Having a close interaction with the community has been quite central to how it running and growing the game.

Secondly, we’ve been branching out to localize the game to more markets. Thirdly, we’ve been expanding the game to more platforms. So originally was only mobile now, it’s Steam, Switch, and also Tesla cars.

In addition, we try to add things good things to the game. For example, we added competitive features, you can play tournaments, we have added skins in the game and things that people can improve can buy for the company. You improve the player experience when you play the games with and in general, just update the game with new features inside the game improving the gameplay that’s been like the core things we’ve been working on.

(On being asked about acquisitions happening in the industry) Firstly, we have not been affected negatively lately, the game is still doing very well. We are a small studio, so financially in a good position.

Felix: I think the big answer is that we haven’t had any problems. But it’s also because we do business a little bit differently than other studios. we don’t rely that much on ads. We do buy some ads but very little compared to other bits, that’s also because our monetization strategy is not very aggressive.

Instead, we rely on making a good game that people love and they tell their friends about it. So, I mean that’s the overwhelming majority of our downloads. It’s just peer-to-peer stuff or I mean word of mouth and so on. We’re not that affected by if the economy goes up or download prices here and there and it’s just much more stable for us, trying to keep the game as good as possible.

9. The upcoming two years carry significant responsibility, particularly as you approach the milestone of a decade since launch. How do you intend to approach and navigate this period?

Felix: I think age is nothing but a number *laughs*. And I think that even when we released Polytopia, this game could have been made at any time. It could have been on Nintendo in the 80s. I don’t know if it doesn’t require any. Special technology or anything. It’s just a game. I love playing it myself and it doesn’t really matter if it was released one year ago or ten years ago. It’s still the same game and I don’t think it’s gonna feel old after.

Midjiwan Battle of Polytopia gameplay
Image via Midjiwan

Five years from now it’s already old; the technology isn’t spectacular in any way, it’s just a fun game. Also, I think that it lasts over time and on the interest, maybe if people stop using smartphones probably affect the game a lot because it’s a 2d game. Maybe if everybody got these really cool VR glasses they wouldn’t play in public.

Chrisitan: (On celebrating the 10th anniversary) We should celebrate it. Of course. We don’t have a plan for that big celebration. We did have a party a few years ago where we invited players and there were actually some players who came here to that party from other countries. I don’t know what we’re gonna do. Yeah,10 years is a cool milestone.

Felix: *smiles* Maybe it’s time to get a tattoo. I said I was gonna get a tattoo when we had more downloads than the population of Sweden right, but I didn’t do that. I don’t know why I kind of missed I didn’t want to check it out.

10. With the mythical land of Polytopia being a vast one, do you have thoughts on expanding the world of Polytopia? Can you share insights into the distribution and marketing strategies?

Christian: I mean we kind of play around that ideas like that all the time, but I think you can do it both ways. You could make a Polytopia using the Polytopia Game Engine and put that in some other world or another IP on it or you could use the politopia IP and make a movie or magazine or something like that.

I don’t know it’s not something that we plan around to try to focus on making the game really good. But of course, if you would reach out to us and be interested in doing something like that might be interesting. I mean, we do a lot of merchandise things I mean on proportionately.

We have a lot of merchandise for being here in quite a small studio. It’s because we really like that and we have our own little merchandise Factory where we make our stuff by hand and send it to people and that’s really fun. So maybe that is some of the creative output it’s into there. But other than that we try to really focus on the game. I think yeah.

11. The Battle of Polytopia has received several awards and accolades. How has this recognition impacted the studio’s brand reputation and business opportunities?

Christian: Yeah, I mean, it’s very good to have good reviews and good recognition from the industry. Of course, it’s super good, but I think still the actual game and the core gameplay are what’s most important that’s keeping players playing the game and getting new players to play the game.

Felix: I still kind of feel you usually say that I think we should have more players than we do actually because I think the game is really good. I mean, it should be more famous, especially in Sweden nobody knows about this game if all it happens sometimes in the industry, but if I tell someone in Sweden what I work with nobody ever heard of this game, so it’s not very big in Sweden that would have been good for us when we’re hiring and stuff.

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Solo Leveling: ARISE Interview delves into game inspiration, development challenges, and more https://gamingonphone.com/interviews/solo-leveling-arise-interview-delves-into-game-inspiration-development-challenges/ https://gamingonphone.com/interviews/solo-leveling-arise-interview-delves-into-game-inspiration-development-challenges/#respond Wed, 08 May 2024 07:34:56 +0000 https://gamingonphone.com/?p=385578 Ahead of the global release of Solo Leveling: ARISE on May 8, 2024, GamingonPhone had the opportunity to interview the amazing team at Netmarble, the South Korea-based developers behind the game. We spoke with Seong-Keon Jin, the game’s Executive Project Director, and Inho Kim, the Art Director, discussing the development challenges they faced and more. …

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Ahead of the global release of Solo Leveling: ARISE on May 8, 2024, GamingonPhone had the opportunity to interview the amazing team at Netmarble, the South Korea-based developers behind the game. We spoke with Seong-Keon Jin, the game’s Executive Project Director, and Inho Kim, the Art Director, discussing the development challenges they faced and more. Read below for our exclusive interview.

Seong-Keon Jin began his career in the gaming industry at Nexon’s Arcade, showcasing versatility across genres like FPS, Racing, and CCG over 20 years. He joined Netmarble and led projects like The King of Fighters ALLSTAR before taking on Solo Leveling: ARISE as Executive Project Director.

Inho Kim, with a background in character modeling and team leadership since 2004, worked at companies like L&K Logic Korea, Wemade, and Nexon GT. Joining Netmarble Neo in 2019 as Art Director, he contributed to RPGs like Red Stone and The King of Fighters ALLSTAR before focusing on Solo Leveling: ARISE.

1. What inspired the decision to develop Solo Leveling: ARISE as a mobile action RPG, considering the popularity of the original webtoon?

Seong-Keon Jin, the Executive Project Director, shared insights into the decision-making process: “When we decided to adapt Solo Leveling into a game, we had numerous discussions to select the appropriate genre. Many readers wanted to see Jinwoo’s action in an animated form when the original webtoon series was released, we concluded by creating the game with flashy visuals and enjoyable action mechanics.

Solo Leveling Manhwa Cover
Image via Kakao Entertainment

We also thought that the best way to capture the franchise’s charm was to let users experience Sung Jinwoo’s journey within the universe of Solo Leveling from Sung Jinwoo’s perspective. That’s how we decided to develop a single-player action game where Sung Jinwoo can grow stronger in various ways.

The original series had many game-like elements, and the story progressed in a way that made Sung Jinwoo’s actions more spectacular as he acquired skills or changed his job. We thought that incorporating these features would make it very enjoyable as an action game.”

2. How did you capture the essence of Solo Leveling while introducing fresh elements in the game’s adaptation?

Inho Kim stated that Solo Leveling: ARISE stays true to the original series while expanding its universe with additional story content. Our goal is to provide a refreshing experience for fans by incorporating scenes from the webtoon and crafting unique narratives that capture the game’s essence.

For instance, characters like Song Chiyul, who may not have been prominent in the original story, now have their compelling arcs in the game. We’ve collaborated closely with Chugong, the original author, to create these new stories and ensure they fit seamlessly into the Solo Leveling universe.

By offering both familiar elements and new content, we aim to delight fans with an immersive exploration of the universe and provide an enjoyable experience for newcomers as well.

3. How were the playable hunters chosen from the Solo Leveling manhwa for Solo Leveling: ARISE, and how did you enhance their combat abilities while maintaining creativity in their abilities?

Inho Kim, the Art Director, discussed our approach to designing the combat abilities of playable hunters for Solo Leveling: ARISE. We focused on characters whose battles were less detailed in the original series, crafting unique skills and movements like Hwang Dongsoo‘s concrete pillar slams and Seo Jiwoo‘s Water Dragon Strikes to give each character a distinct combat style.

Solo Leveling ARISE Lim Tae Gyu
Image via Netmarble

Each hunter’s moves and actions were carefully crafted to avoid overlap, ensuring a thrilling experience for players. Park Beom-Shik posed a challenge, especially in designing his Ultimate Skill to reflect his survival narrative. While Park Beom-Shik may not be as popular as others, I recommend trying his Ultimate Skill if you’re a Solo Leveling fan

4. What were the biggest hurdles faced during Solo Leveling: ARISE’s development, and how were they overcome?

The greatest challenge was how to create a game that could satisfy a wide range of players around the globe in the current global market, which is overflowing with numerous titles.

As we are working with the global IP of Solo Leveling, we are continuously checking and testing the following:

  • Does the game fully reflect the immersive story of the original series?
  • Does the game feature visually stunning graphics and cutscenes?
  • Is the game ready to be presented to users as an action game, offering a fun gaming experience?

5. What was your approach to assigning elemental attributes to characters in Solo Leveling: ARISE, given the unclear nature of the elemental system in the manhwa?

Seong-Keon Jin, the Executive Project Director, explained the approach to the elemental attribute system in Solo Leveling: ARISE. We debated between the “system of opposing attributes” and the “system to attack the weakness” and chose the latter for its suitability. In implementing the system, we included five elemental attributes: fire, water, wind, light, and darkness. We then assigned weak/strong attributes to monsters and suitable attributes to Hunters.

For Hunters with distinctive attributes in the original series, like Choi Jong-in and Song Chi-yul, assigning elemental attributes was straightforward. However, it was more challenging for characters like Hwang Dongsoo or Kim Chul. We carefully assigned attributes that best fit their characteristics. Sung Jinwoo stands out as a special character capable of using all attributes.

He doesn’t have a designated attribute but can change his attributes through weapons or Rune Skills. This design allows users to explore various playstyles with Sung Jinwoo, and our team is pleased with the versatility he offers in the game.

6. How did your past experiences in game development, such as with The King of Fighters ALLSTAR, influence your approach to leading the development of Solo Leveling: ARISE?

According to Seong-Keon Jin: My extensive experience in developing stylish action games has been instrumental in shaping Solo Leveling: ARISE. I firmly believe that the quality of the action, impactful combat sequences, and immersive narrative have all reached their zenith. Additionally, we will be able to deliver attractive characters with a nice combat balance.

7. How do you balance creating a challenging gameplay experience with ensuring accessibility for a wide range of players, including both fans of the webtoon and newcomers to the franchise?

Seong-Keon Jin stated: In developing Solo Leveling: ARISE, we aimed to make it accessible to a wide range of players, especially fans of the original webtoon. Our controls offer both simplicity, with timing-based actions like QTEs and counterattacks, and depth, allowing players to create stylish combos with weapons, Runes, and Hunters.

Solo Leveling Arise gameplay
Image via Netmarble

To keep gameplay engaging and prevent fatigue, we included automatic play features for frequent content. This helps with navigation and general attacks. We also added systems to ease clearing completed stages or simpler areas.

Through thorough R&D and collaboration, we optimized controls across platforms, ensuring players can enjoy challenging top records in familiar environments.

8. How has the community response been to Solo Leveling: ARISE so far, especially considering the rapid growth in pre-registered players?

Seong-Keon Jin stated: I was impressed by the global popularity of the original work, with a remarkable 14.3 billion views worldwide. The interest in Solo Leveling: ARISE from fans across all regions has been phenomenal, evident in the game reaching one million pre-registrations in just three days, and over 12 million global users have pre-registered to date – all achieved in less than one month since pre-registration began.

Additionally, the game has secured top ranks in both popularity and revenue during Early Access in Thailand. We are currently focused on enhancing the game’s quality and adding finishing touches to meet the escalating interest shown worldwide. Please look forward to the launch; we’re excited to share the game with you soon!

9. With Solo Leveling: ARISE currently available in Canada and Thailand, what advantages or enhancements do you anticipate for the game’s global release?

Seong-Keon Jin believes that ensuring an equal level of enjoyment across both PC and mobile platforms, particularly in action games where control is crucial, requires extensive testing from actual users rather than focusing solely on numerical figures or system balances.

To achieve this, we conducted pre-launch Closed Beta Testing (CBT) and various internal tests within Netmarble. The Early Access stages in Thailand and Canada served as the final phase to gather feedback from actual users in these regions and assess the game’s playability.

Thailand, known for its high popularity of Solo Leveling and acceptance of games, provided valuable insights from fans of the IP. Conversely, Canada, with its sizable PC action game user base, offered perspectives from Western gamers.

By evaluating the game’s acceptance among fans of the IP and action game enthusiasts in Thailand and Canada, respectively, we are ensuring the final balance and stability of Solo Leveling: ARISE before the global release of the unified version.

10. Have you encountered any criticism or feedback from fans of the Solo Leveling manhwa during the development of Solo Leveling: ARISE? If so, how did you address or incorporate that feedback into the game?

When developing an IP based on an existing original work, we often encounter criticisms from various directions. Some fans may question the need for a game if it closely mirrors the original, while others may feel that straying too far from the original undermines its essence.

We understand the passionate feelings and opinions of fans who love the original series. As Solo Leveling has a definitive ending, it’s natural that the game will diverge from the original story and introduce unique narratives. Solo Leveling: ARISE aims to expand the universe of the original series without deviating from its core IP.

Solo Leveling Arise game modes
Image via Netmarble

We strive to reflect the original story in the game while also incorporating scenes from the webtoon. Our team has worked on various narratives that capture the unique mood of the series, offering a refreshing experience for fans familiar with the original work.

For fans of the franchise, Solo Leveling: ARISE will provide the joy of exploring the universe and discovering new information. Additionally, newcomers will find various content to enjoy in Solo Leveling’s expansive universe.

11. What has been the most rewarding aspect of developing Solo Leveling: ARISE, both personally and professionally, for you and your team?

As Seong-Keon Jin stated: Solo Leveling: ARISE is my passion project, aiming to create a game that’s not only fun to play but also rewarding for players and developers alike. Collaborating with a fantastic team has been a fulfilling experience. We address improvements promptly, ensuring progress in a positive direction.

The ongoing Early Access in Canada and Thailand has brought positive feedback from users, validating our efforts to faithfully reproduce the original story. Working closely with Chugong, the author of the series, has been a valuable collaboration, ensuring the game’s authenticity and receiving positive feedback on our content proposals.

12. What do you hope players will remember most about their time playing Solo Leveling: ARISE, and what makes this game stand out within the Solo Leveling universe?

Users can enjoy the first-hand experience of iconic scenes and moments from the original series as they play Sung Jinwoo Mode. It allows users to battle against villains such as Kang Tae-shik and Hwang Dong-suk or to clear Dungeons by scouting Hunters like Yoo Jinho, Song Chi-yul, Choi Jong-in, and Baek Yoonho. I believe what users expect the most from Solo Leveling: ARISE is the extraction of shadows.

How did solo leveling start as a webtoon into a game
Image via Netmarble

Please look forward to the part where you get to extract Igris’ shadow and enjoy playing the game. The extracted Shadows belong to Sung Jinwoo’s team and fight alongside Jinwoo in Dungeons. They will be supporters of Jinwoo in battles, defending their allies or damage dealt to enemies. These Shadow Soldiers can level up as Jinwoo becomes the Monarch of Shadows and grows stronger.

We also considered how to provide users with the enjoyable game experience of the original IP, as it gained popularity worldwide. That is why we introduced the game’s original stories, which were never seen in the original series, and to allow fans of the IP to experience new content while playing.

Community Questions

1. Will the game chapter progress with the anime series? If not, how will it be taken care of to make sure it goes well with the original anime?

Seong-Keon Jin explains that both the game and anime of Solo Leveling are rooted in the original IP, ensuring similarities between them as they follow the original story. The game’s Story Mode will align with pivotal scenes seen in the anime, such as Igris’ appearance.

To maintain harmony with the original anime, the game will receive regular updates reflecting the ongoing story of the series. These updates will include new Dungeons and Raid content tailored for an action-packed gaming experience, all while focusing on Sung Jinwoo’s evolution as a formidable Hunter. Expect immersive cinematic cutscenes and engaging narratives throughout.

Solo Leveling Arise roadmap 2024
Image via Netmarble

Furthermore, Solo Leveling: ARISE introduces original Hunters, Shadows, and strategic skills not seen in the original series. These new characters and abilities add depth to the game’s universe, offering diverse gameplay options and enriching the overall experience.

Acknowledging the anime’s impact and popularity, Seong-Keon Jin expresses admiration for its quality and emotional resonance with Sung Jinwoo’s character. There’s also mention of a potential collaboration event with the anime, which will be shared with fans if it comes to fruition. Stay tuned for updates!

2. Will there be a visual update roadmap in English after the global launch like it was announced during the Korean media showcase?

When we had the media showcase in Korea, many were interested in the update roadmap. We have a lot of upcoming content planned for the year, so please look forward to it. We will announce them through Solo Leveling: ARISE’s official global channels shortly.

3. Will there be controller support in the global launch?

We believe the best approach is to also launch the game for console platforms, and we are currently working on it. However, we believe that there are common preparations needed for Solo Leveling: ARISE to be serviced on both Steam and console platforms. We are currently looking into launching on Steam first as a preliminary step before the console release.

The game will be first launched on a PC platform, and we believe we could release it on additional platforms as early as next year if we base the work on the PC version. We will work hard to meet the needs of global users by rapidly expanding the platforms.

The team has several anime properties that are being considered internally, but for now, we will focus on Solo Leveling: ARISE for the time being. 

Read our other Interviews here:

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Blood Strike Interview delves into the game’s inspiration, challenges, future and beyond https://gamingonphone.com/interviews/blood-strike-interview/ https://gamingonphone.com/interviews/blood-strike-interview/#respond Mon, 06 May 2024 00:00:00 +0000 https://gamingonphone.com/?p=388163 Blood Strike, an action-packed battle royale, by the renowned NetEase Games, has crossed over 30 million installs. They are moving towards an exceptional experience and are expecting higher success grounds in the future. So, the GamingonPhone team, sat down for an interview with the Blood Strike Lead Game Designer, responsible for firearms feel, the core …

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Blood Strike, an action-packed battle royale, by the renowned NetEase Games, has crossed over 30 million installs. They are moving towards an exceptional experience and are expecting higher success grounds in the future. So, the GamingonPhone team, sat down for an interview with the Blood Strike Lead Game Designer, responsible for firearms feel, the core gameplay, and hero skill designs, and the game’s Operation Planning Executive, accountable for operation activity and commercialization designs. They preferred not to reveal their names.

However, this Blood Strike Interview helped us to gain insights concerning the inspiration behind the title, challenges they faced, future implementations, and more. So, let’s see what the team’s thoughts and responses were. 

1. What has inspired the development team to build the concept and work on the development of Blood Strike?

In the shooting game genre, the products currently in operation have fully tapped into their target market users and have carved out their unique standing. However, gamers always crave innovative gameplay and experience. We’ve discovered that the mobile shooters available on the market, have predominantly modeled them after the first generation of battle royale games, with PUBG being a prime example.

Project Blood Strike Lobby
Image via NetEase Games

These games focus on simulating the survival experience, emphasizing the excitement it brings. However, this also introduces negative experiences, such as spending excessive time scavenging for supplies only to fall victim to ambushes and chance playing a significant role in determining victory. Our game design is all about boosting competition. We provide players with more flexibility and strategic possibilities, making the battles more thrilling and captivating.

2. Now that Blood Strike has hit a massive user base, can you share some insight into the game’s development process, including any challenges faced along with their proposed solutions?

The shooter genre has been around for a long time and the industry is highly competitive with very many great products and well-funded development teams. At the outset of our project, we were merely a small band of less than ten people with constricted development resources. So the biggest challenge is that we need to make the gaming experience we want to bring to our players materialize with limited resources and build on our unique strengths.

After weighing our options, we decided to focus on the core of shooting games: how it feels to fire a weapon. The feeling of shooting a gun is the foundation of any shooter game and is key to a great tactical experience. While others keep adding bells and whistles, we’re focused on perfecting this basic part before we build anything else around that. We aim to distinguish the gameplay experience, drawing in new players and setting ourselves apart from existing products in the market.

3. What do you hope the players will take away from their experience with Blood Strike? Also, how are you handling the success of the game globally?

Realistic shooting sensation, smooth combat experience, and action-packed gunfight. We wouldn’t say it’s been a “success” just yet. We’re still finding our footing. However, we’re feeling thrilled to have a community of players enjoying our game and eager to continue their journey with us.

Project Blood Strike gameplay
Image via NetEase Games

Moving forward, we’re committed to continuously updating and enhancing both the gameplay and content of the game. We’ve just started with Blood Strike, and there’s a lot more excitement and fun on the way.

4. How did the team balance engaging gameplay and ensuring a fair and interesting experience for all players?

We’re not entirely sure what’s the question here. Perhaps you can find the answer by exploring the responses to other topics.

5. How were the team’s expectations met after the initial testing phase? What were the areas that needed improvement?

During the initial beta phase, we won over some core players with our skill-based gameplay design, realistic shooting response, precise movement controls, and fast-paced battles. Plus, we’ve optimized the game for mobile devices with good compatibility to ensure the players’ smooth gaming experience. This is in line with our original design.

Blood Strike Game modes
Image via NetEase Games

But we’ve also received a lot of feedback about the less impressive graphics performance. This is something we’ve improved in the new maps we’ve recently released, striving to achieve a balance between optimizing performance and enhancing graphics.

6. Can you shed some light on how you engage with the community to gather feedback and improve the game over time?

The core team members are asked to regularly browse players’ feedback from various communities, such as Facebook, and engage in discussions on Discord. We’d also capture our players’ suggestions, discuss them, and integrate them into our development schedule.

We try to stay responsive to those suggestions that are less complicated and require a quick response. We’ll address the more challenging issues gradually over a longer period. For instance, we’ll roll out the much-requested clan system and free striker skins shortly.

7. What is the future roadmap? It would be great to get a glimpse of what’s coming within the next year.

We’ve just reached the milestone of 30 million installs, and we’ll continue to 50 million, and 100 million. Our team’s vision is to continually refine the game and deliver a better gaming experience to players.

Blood Strike ranked mode
Image via NetEase Games

Over the next year, we’ll consistently provide updates introducing new weapons, strikers, and gameplay, alongside numerous benefits and events for our players to enjoy. Collaborations with influencers and esports events are also part of our plans. The recent Americas tournament is underway, with more than 200 teams already registered in North and South America.

8. Currently, the players are limited to playing with friends in the same regions. What is the outcome regarding server crossplay for friends and gamers having accounts in different regions?

The primary concern is that server crossplay may significantly impact frame rates and result in a subpar gaming experience. That’s why we don’t encourage server crossplay.

9. Is the team planning to implement a clan system in the game shortly?

Absolutely, we’ve already made plans and players can soon experience clans in the game

10. Are there any possibilities that the players can experience this game on other gaming platforms?

Yes, we’ve already planned on this, and will go live shortly.

11. Can the players expect controller support in this game?

Yes, the development is in progress and it will be available as soon as possible (probably in May).

12. Will the team be adding a third-party purchase system like Codashop shortly?

It is currently available and players can access it on the purchase page.

Blood Strike Season 3 VOLT
Image via NetEase Games

13. Are you planning on bringing back features from the beta testing phase like different types of ammo and ability upgrades?

Please keep an eye out for these features as they make their debut in upcoming gameplay modes!

14. Another prominent thing I read about is the Hotspot War mode. Will there be an addition of more maps to the Hotspot War multiplayer system or will you be adding the ranked Hotspot War multiplayer?

We’ll continue to update The Hotspot War mode with more maps.

15. Are there any upcoming updates or features concerning the graphics and animation, game modes, maps, weapons, or customization options?

We are currently focusing on developing new content, mainly new weapons and new game modes. We’ll continue to update weapons alongside seasons in the future, and next season a new weapon will go live, which is the MP5. We will also introduce more gameplay modes, such as Weapon Master, Squad Fight, and other modes.

If you enjoyed reading this Blood Strike Interview, be sure to check read our other interviews

That’s all for our Blood Strike Interview! Did you feel we missed out on any query in this Blood Strike Interview? Let us know in the comment section below!

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Trident Gaming founders interview shares an exclusive look into the Indian esports scene https://gamingonphone.com/interviews/trident-gaming-founders-interview-shares-an-exclusive-look-into-the-indian-esports-scene/ https://gamingonphone.com/interviews/trident-gaming-founders-interview-shares-an-exclusive-look-into-the-indian-esports-scene/#respond Thu, 25 Apr 2024 16:15:00 +0000 https://gamingonphone.com/?p=385423 Trident Gaming is a new esports and gaming solutions company co-founded by Sunny “Fea” Lohia and Abhijeet “Ghatak” Andhare. Both are industry experts and popular faces with several years of experience in the Indian esports scene. Using the knowledge they earned throughout the journey so far, a new optimistic approach saw the light, the resulting …

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Trident Gaming is a new esports and gaming solutions company co-founded by Sunny “Fea” Lohia and Abhijeet “Ghatak” Andhare. Both are industry experts and popular faces with several years of experience in the Indian esports scene. Using the knowledge they earned throughout the journey so far, a new optimistic approach saw the light, the resulting foundation of Trident Gaming. In GamingonPhone’s recent interview with Trident Gaming, they shared an exclusive peek into the Indian esports scene. In our talk, other issues like sustainability, future, community culture, etc. also came up.

1. Fea, let’s start with you. Tell us about your stance on the mobile esports scene in India. Where does it currently stand, what do you envision after experiencing various organizations and brands, and the path ahead along with your thoughts on its future?

Fea: There are two problems with mobile esports in India at the moment. Firstly, it’s too dependent on one game: BGMI. Secondly, for grassroots players, there are very few chances for them to go pro or compete with the best.

We are looking to address both these problems. Our grassroots-level initiatives will focus on community building, which we will leverage to grow other games. Secondly, our grassroots tournaments have been designed in such a way that every gamer has lots of chances to prove themselves and go pro. We will also be nurturing promising talent to aid them in their journey to become esports stars.

2. What are your thoughts on banter in the community?

Ghatak: Esports is all about engagement. Keeping viewers engaged, providing fans a team to root for always, and making sure aspiring players have tournaments to play in. As such, banter is also good to a certain extent as it boosts engagement. I am talking about friendly banter to fuel rivalries. Unfortunately, in our community, sometimes, even banter is called being toxic. I hope that will change as our esports community continues to mature and develop further.

BGMI Wear Your Cred Campaign, BGMI Indian Government approval
Image via Krafton

3. The Indian scene is good so far but without a global touch, your game just feels like a domestic league. The intensity of global events is on another level and India is very much missing it. The last PMGC didn’t feature any Indian teams though we thought we would watch a slot from direct invitation. So, where’s the path leading us? When will this chain break? PUBG Mobile already announced its 2024 roadmap.

Fea: [Laughs] Unfortunately, that isn’t an answer that we can give you, and rests with the decisions of KRAFTON and Tencent. Yes, international events are very important for a game’s overall roadmap. I am hopeful that we will get to see BGMI teams competing internationally in the future.

But, new games like Honor of Kings are coming, which could also send international representatives internationally. Besides this, we have Pokémon Unite and COD Mobile offering our players a chance to represent the country.

4. You said in a recent interview that people aren’t watching the damage being dealt to the grassroots level. What is Trident Gaming expecting to solve the issue? I mean, will we see Trident do something that relaxes the young players so that they can feel no damage is coming to their study or life goals? While hiring young talents who still go to school or college, how will Trident back them?

Fea: Yes, this is an issue people don’t understand and many say that there are official and unofficial open-for-all tournaments happening. However, in these competitions, it’s usually just one or two matches that players have to give their all or get eliminated.

Our scrims will ensure players can compete across several matches to decide who moves on to the next stage.

Trident Gaming and Entertainment cover
Image via Trident Gaming

In terms of your other question, we would never recommend leaving behind studies to pursue esports full-time because it is a volatile industry. Just look at the bans on BGMI and Free Fire so we never know what is in store. However, for promising talent, we will guide them to become better and give them proper coaching plus resourcing while ensuring that they stay dedicated to their education.

5. “Trident Gaming is the one-stop destination for esports and gaming solutions.” Also, “It wants to address the key industry challenges and at the same time invite brands to achieve their esports goals by joining hands with Trident”. So basically, Trident is going to launch tournaments at the college level and also wants to solve the key challenges. How will it become possible? Share your vision.

Ghatak: Yes, we are aiming to be the one-stop destination for esports and gaming solutions. We will be launching grassroots and college initiatives, identifying stars, and helping top organizations on international organizations looking to enter India with talent scouting.

Fea: Besides this, we will also be working with existing TOs and esports organizations in the space to connect them with brands. Usually, the case is that brands don’t know how to approach esports. We will be able to be the bridge that connects them with the wider industry through education and awareness.

6. So, Sunny we know that you have been working with some leading organizations and brands connected very closely to the Indian Esports scene. And of course, you know their culture and organizational behavior. How will you incorporate good cultures and a healthy environment at each stage like events, teams, etc.? Is there a similar vision from both of you and Ghatak that you talked about or if not, what will be the approach then?

Fea: We at Trident believe in being for the community and by the community. For this answer, I would like to focus on the by-the-community part. For our founding team, we have hired candidates who have worked for years in the industry and me and Ghatak know personally. We have developed a friendly and homely environment in the company.

7. Kronten said neither Ghatak nor GodL left each other. It was the vision that created the separation. So, when Ghatak figured out he had plans for something else.

Ghatak: I wanted to start a company like Trident for a very long time and right now felt like the correct time. So I decided to leave GodLike Esports.

8. Fea, will we see Trident acquire any roster (any title it may be) or launch their in-house starts? What is going to be the first step in this journey? Let me add something here as well, you founded esports network but that is at a halt for many days. How do you think Trident will sustain for a longer period?

Fea: Esports Network wasn’t at a halt. We were continuously doing white-label events, which we will continue to do now but under Trident’s umbrella.

Challenges in Indian Gaming and Esports Industry Trident Gaming Interview
Image via Trident Gaming

In terms of acquiring a roster, we probably won’t. While we might get to see our academy players sometimes competing in tournaments, the end goal is for them to go on to become stars at other established esports organizations. However, we will likely be the managers for these players, helping them each step of the way while facilitating brand deals for them.

9. ORB, Entity, GodL…the journey that can create a book. Thank you, Ghatak and Fea for marking a distinct presence in the esports industry. We appreciate your time, effort, and contribution. Coming to the questions, how long do you think BGMI will reign? Great titles are coming up and especially if PUBG Mobile faces any threat from other titles, it is going to be MOBA games. Considering all the games, all the events, and everything, what is the future of mobile gaming in India, you can tell from the South Asian scene that Nepal and Pakistan played important roles after the ban in India. Now, BD teams are also coming up.

Ghatak: Thank you for the kind words. The future is set to be very exciting in the country and MOBA titles could be one area to look out for, especially with the release of Honor of Kings later this year in the country. We also have Free Fire India coming up soon. All these will aid in the growth of mobile gaming.

One trend to look out for in the coming months and years though is the penetration into tier 2 and tier 3 markets. BGMI and other present esports are more heavily concentrated in tier-1 cities. As India grows, I expect to see growth fueled by other untapped markets.

If you enjoyed reading our interview with Trident Gaming, feel free to read our other interviews

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Super Dragon Punch Force 3 Interview delves into game inspiration, development challenges, and more https://gamingonphone.com/interviews/super-dragon-punch-force-3-interview-delves-into-game-inspiration-development-challenges-and-more/ https://gamingonphone.com/interviews/super-dragon-punch-force-3-interview-delves-into-game-inspiration-development-challenges-and-more/#respond Tue, 02 Apr 2024 09:30:00 +0000 https://gamingonphone.com/?p=381237 While the anime-inspired action title Super Dragon Punch Force 3 is gearing up to debut, we at GamingonPhone had an opportunity to interview the amazing team of Talent Digital Art, the developer based in South Africa. I sat with Tanya Brits and Judd Fitzjohn, the CEO and Creative Director of Talent Digital Art respectively to gain insights …

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While the anime-inspired action title Super Dragon Punch Force 3 is gearing up to debut, we at GamingonPhone had an opportunity to interview the amazing team of Talent Digital Art, the developer based in South Africa. I sat with Tanya Brits and Judd Fitzjohn, the CEO and Creative Director of Talent Digital Art respectively to gain insights regarding the inspiration behind the title, the development challenges the team faced, and more, which you can read below.

1. Can you tell us more about the inspiration behind Super Dragon Punch Force 3 and how it ties into the Boy Kills World franchise?

Of course, we love talking about the project’s origins! A fictitious fighting game called Super Dragon Punch Force 2 appears in the film Boy Kills World, and it’s supposed to evoke all kinds of Street Fighter II nostalgia. In building Super Dragon Punch Force 3 (SDPF3), a very real game unlike its predecessor, we wanted to continue that spirit of nostalgia and geekism, and for us that meant introducing a boatload of pop culture references, some that are subtle and some that are more on the nose.

2. What motivated Talent Digital Art to venture into the gaming industry with this particular project?

Being gamers ourselves we were no strangers to the fighting game genre, so when the opportunity presented itself to build a fighting game that ties into Boy Kills World and this really exciting new IP universe, we jumped at it.

3. I was pretty impressed with the teaser since I love these animation snippets for a game. Can we expect more of these cutscenes in the game, say, while presenting the story?

We’re so glad you liked it; we can’t wait to develop and release more content like it. While SDPF3 does not have a story mode, we are constantly thinking about how we can enrich players’ experience of our world and characters.

Super Dragon Punch Force 3 release
Image via Talent Digital Art

Players will be able to start piecing together who the characters are and how they fit into the larger world by reading their bios, exploring their various cosmetic items, and engaging with all of the complimentary material we’re planning to release in the coming weeks and months.

The main inspiration for the game was Super Dragon Punch Force 2 as featured in the Boy Kills World film, but we certainly included characteristics from the general anime genre in the art direction for the game. We hope that players enjoy the overall setting and flavor of the game as we try to incorporate everything from arcade machines to trading cards and plushies.

5. Given that Super Dragon Punch Force 3 will be available on both PC and mobile platforms, will cross-play/cross-progression functionality be a feature?

Very much so, as long as players use the same account for both platforms.

6. What challenges did you face during the development process, and how were they overcome?

All of them! No, we’re just kidding, but being a new studio and this being our first game meant that we had a lot of building to do—not just the game, but our pipelines and processes too. We’ve never hesitated to reach out for help because we know just how helpful and generous the game development community is, both locally and internationally.

Super Dragon Punch Force 3
Image via Talent Digital Art

So we were able to lean on those who have gone before, as well as those who are currently entrenched in development on their projects. We’ve certainly learned a lot in the process and expect to continue to learn a lot as people get their hands on the game. We’re hoping for a ton of feedback so that we can continue to improve the game and the way we operate as a studio.

7. How are the ranked modes in the game going to be? Will we be having Tiers or Leagues, you know some kind of rank pushing to do?

Definitely! Players will be able to grind away right from the get-go. We also have several updates lined up for the coming months that will continue to build on the ranked experience.

8. Can you discuss any plans for post-launch content or updates for the game to keep players engaged over time?

We are incredibly committed to realizing Super Dragon Punch Force 3’s full potential and there is so much content that we want to bring to the game. We also know that we’ve been very close to the game for some time now, so the community is going to provide us with a fresh perspective of where the game is at and where we might take it.

9. Will the game feature cosmetics? If yes, what kind of them can we players expect?

Yes, it will, and we can’t for people to see everything we’ve dreamt up so far. There are various areas where players will be able to engage with cosmetics whether it be a new skin for their favorite character or building out their player card with a custom border, background, or card art.

10. I’m pretty sure the game will feature vibrant characters. But, if you could insert any character from another franchise into the game as a special guest fighter, who would it be and why?

Wow, that’s an impossible question, so we’ll go with the first one that comes to mind. Satoru Gojo because the combination of his fighting skills and humor would make him a great fit for the Super Dragon Punch Force universe.

11. Ahead of release, what are the team’s feelings and expectations about how the game will be received by players?

We believe the game will resonate with players, allowing them to enjoy its characters, world, systems, and mechanics as we’ve designed them. Our goal is to open the fighting game genre up to a broader audience through the game’s free-to-play model and its streamlined controls, and we hope that this goal is realized even during the game’s Open Beta phase.

That being said, with the game releasing in Open Beta, it does mean that there’s still a lot of work for us devs to do, though we’re looking forward to that work being informed by what the community has to say.

Read our other Interviews here:

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Garuda Saga Interview shares insights on Indian influence, in-game features, expectations, and more https://gamingonphone.com/interviews/garuda-saga-interview-shares-insights-on-indian-influence-in-game-features-expectations/ https://gamingonphone.com/interviews/garuda-saga-interview-shares-insights-on-indian-influence-in-game-features-expectations/#respond Fri, 29 Mar 2024 06:30:00 +0000 https://gamingonphone.com/?p=380222 KRAFTON’s fantasy-filled roguelike RPG, Garuda Saga, set in an Indian-themed universe, is building its hype towards a wonderful experience. With the game now being live, the exclusively designed for India title presents a gripping plot featuring courageous hero, Garuda, where he must navigate treacherous dungeons to save his imprisoned friend, Allu. Before its launch, the GamingonPhone team sat with Anuj …

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KRAFTON’s fantasy-filled roguelike RPGGaruda Saga, set in an Indian-themed universe, is building its hype towards a wonderful experience. With the game now being live, the exclusively designed for India title presents a gripping plot featuring courageous hero, Garuda, where he must navigate treacherous dungeons to save his imprisoned friend, Allu. Before its launch, the GamingonPhone team sat with Anuj Sahani, Head of the KRAFTON India’s Incubator Program and lead of Garuda Saga for an Interview to discuss some interesting details on Indian influence in the game, in-game features such as Talent Tree, expectations, and more, so let us see what the team’s thought were.

1. What inspired the development team to incorporate Indian elements such as theme, music, and backgrounds into Garuda Saga?

At KRAFTON, we are committed to the Indian market, and we are focused on elevating the gaming experience for our community. Over the years we have worked towards bringing content that resonates with the Indian audience across our titles.

Last year, we introduced the Indian Faction in our strategy game, Road To Valor: Empires, featuring characters based on Indian themes. The overwhelmingly positive response to the Indian Faction served as a testament to gamers’ interest in such content and gave us the confidence to tailor Garuda Saga for India. We look forward to bringing more such experiences to the Indian audience.

2. How did the team ensure authenticity and representation of Indian culture in Garuda Saga?

To infuse Garuda Saga with the richness of Indian culture, the KRAFTON India team partnered closely with Alchemist Games, the developer. Together, the teams worked towards incorporating authentic Indian elements into the game. One significant step was crafting an Indian-themed story. We developed a storyline centered around Allu, a ruler who deceived and betrayed and finds himself banished and imprisoned.

Garuda Saga Animal Character Game Guide Cover
Image via KRAFTON

In his time of need, he calls upon his loyal disciple, Garuda, a fearless warrior, to aid in his escape from the clutches of evil. This narrative arc mirrors the themes of loyalty, betrayal, and redemption commonly found in traditional Indian tales, adding depth and resonance to the game’s storyline. With the Indian and global teams working hand-in-hand, we were able to deliver a gaming experience that truly immersed players in Indian culture.

3. Can you touch on the unique features of Garuda Saga that set it apart from other mobile RPGs?

Apart from the distinct Indian storyline, the game offers a “Keep Growing” concept, allowing players to continually progress through various chapters. The diverse gameplay mechanics and upgrades for Abilities, Extra Skills, Magic Spells, and Acquired Skills, add depth and complexity to the gameplay, keeping players invested in their character’s development.

Additionally, upgrades for gears, pets, and cosmetics enhance customization options, allowing players to personalize their characters to suit their playstyle. There are also modes outside of the core game such as the Dimensional Gate” where players can put their skills to the test offering variety in the gameplay.

4. I see there is a plot in this game, with an emphasis on single-player. Does this mean the game has an ending? If yes, is there no scope for multiplayer in the future?

The appeal of Roguelike games often lies not just in winning but in the varied ways you can achieve victory. While the game may have a storyline, it unfolds across 10 chapters. Within each chapter lie up to 12 levels, each demanding mastery of a collection of up to 60 skills.

Garuda Saga gameplay
Image via KRAFTON

This structure not only enhances the single-player experience but also provides replayability as players can choose different strategies to conquer the game. While the current focus is on single-player, the potential for multiplayer features in the future remains open as the game evolves and expands its horizons.

5. How was the initial player/testing feedback? How did it help in improving Garuda Saga?

During the soft launch phase, we received valuable insights from players that helped us identify areas for enhancement and refinement. Feedback on gameplay mechanics, user interface, and overall gaming experience provided us with valuable direction on where to focus our efforts to deliver a more enjoyable and immersive game.

For instance, based on player suggestions, we’ve streamlined the tutorial to make it more concise. We are committed to continuing to listen to our players and iterating on Garuda Saga to ensure that it continues to meet and exceed their expectations. 

6. Another interesting aspect I read about is the Talent Tree. How do you see players engaging with the Talent Tree system and acquiring new skills in Garuda Saga?

The Talent Tree system in Garuda Saga offers players a highly engaging and interactive way to customize Garuda’s abilities, thereby allowing them to tailor their gameplay experience to their preferences and playstyle.

By providing three distinct talent trees—Offense, Defense, and Utility—players have the freedom to choose how they want to develop Garuda’s skills. The Offense tree primarily focuses on enhancing Garuda’s offensive capabilities, enabling him to deal more damage to enemies.

Garuda Saga gameplay cover
Image via KRAFTON

The Defense tree prioritizes Garuda’s survival, making him more resilient and harder to defeat. The Utility tree provides Garuda with backup options and strategic advantages, such as buffs upon dodging or increased stats after revival.

Additionally, the progression system, where unlocking the final row of skills requires mastering each tree, incentivizes players to explore different skill combinations and experiment with various playstyles.

7. What does the game bring in for casual players who aren’t ‘dedicated’ like the rest?

Garuda Saga offers several features to ensure an enjoyable gaming experience without requiring a significant time commitment. The gameplay is easy to learn and understand, allowing players to jump into the action without feeling overwhelmed.

The game incorporates elements of progression and customization, allowing players to gradually develop their character and skills over time, even with short play sessions, ideal for casual gamers.

8. Do you think Indian exclusivity is worth the risk and effort?

Garuda Saga isn’t just another game for us. It’s an immersive experience that we have worked towards curating to resonate deeply with the Indian gaming community. By infusing Indian themes, characters, and narratives, we’ve created a game that feels authentic and relatable. The risk lies in ensuring that this cultural relevance translates seamlessly into gameplay.

We firmly believe that this effort is worthwhile and that there is immense potential to be explored in creating games that resonate with a community’s culture and heritage.

Garuda Saga gameplay
Image via KRAFTON

India boasts a vibrant gaming ecosystem with millions of enthusiastic players. Indian exclusivity isn’t a risk; it’s an opportunity waiting to be explored. We strongly believe that there are lots of opportunities to create IPs inspired by India and created not just for India but for the world eventually. We are committed to holistically developing the gaming ecosystem in India, one step at a time.

9. What are your expectations regarding the initial response to Garuda Saga upon its release?

We are excited for the launch but we also understand that we are testing the waters with an all-new game curated specifically for India. We truly hope that it resonates with the community and that the Indian-inspired elements are exciting for players to engage with. We’re looking forward to more feedback that will come from the community and embracing it to constantly help us improve.

10. What are some future plans and updates the team has in store for Garuda Saga post-launch?

We are committed to constantly enhancing the gameplay experience for players. We’ll listen closely to player feedback fine-tune gameplay, fix bugs, and try our best to incorporate requested features.

As players explore the game, we’ll also bring in regular in-game events, challenges, and surprises to keep the community engaged. Our updates will be directed at constantly letting players customize the features and gameplay to the greatest extent possible, as per their preferences.

If you enjoyed reading this Garuda Saga Interview, feel free to read our other interviews

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MPL SG host Cheryl Yao interview reveals the career, life, and perks of being an esports host for MLBB https://gamingonphone.com/interviews/mpl-sg-host-cheryl-yao-interview/ https://gamingonphone.com/interviews/mpl-sg-host-cheryl-yao-interview/#respond Tue, 12 Mar 2024 00:30:00 +0000 https://gamingonphone.com/?p=376086 I met Cheryl Yao during my visit to the Philippines for the MLBB M5 World Championship and now I invited her for an interview to share her journey as an esports host. Other than being a host for the Mobile Legends: Bang Bang Professional League (MPL) Singapore, she has a rich background in the fashion …

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I met Cheryl Yao during my visit to the Philippines for the MLBB M5 World Championship and now I invited her for an interview to share her journey as an esports host. Other than being a host for the Mobile Legends: Bang Bang Professional League (MPL) Singapore, she has a rich background in the fashion industry with a major highlight in the 2019 Miss Universe Singapore where she was the second runner-up.

Tousif: Hi Cheryl, thanks for coming to this interview, could you please tell us a brief about yourself?

Cheryl: My name is Cheryl. When I was younger, I used to do modeling, acting, and then hosting. So I wasn’t involved in the esports scene at all. I don’t even really play games, so it was a very nice jump for me. So for me, in terms of accolades or for context, I was part of this universe in 2019, and I was the second runner-up. Yeah. So it’s nice to represent Singapore on the international stage, just in a different industry this time.

Tousif: Tell us about your journey before you got into esports.

Cheryl: I didn’t play games at all but my fiance was just saying that like, hey, you know, let’s play this game. It’s super fun. At least we could do things together, we could play together as friends. And that was the point when I was exposed to Mobile Legends: Bang Bang, and that was just slightly before, um, COVID happened.

So during Covid itself, I got plenty of time to shape myself into a pro. Just kidding. I got plenty of time to explore the game. And I did find myself enjoying the game. Getting hooked on it more so than any of the games I played previously.

So my friend, who was also an avid player of MLBB asked me, hey, why don’t you just ask MPL SG if they’re looking for a host? So I was just like, yeah, why not, right? So I wrote on their Facebook page. Till now, MPL SG still has left me on two blue ticks with no reply on my application, giggles. But, fortunately, one of my other industry friends linked me up with Zenway Productions. They were looking for someone who plays the game, and I was just like, sign me up. I love the game and I just can’t wait to host for them. And in season four, I had the opportunity to host for MPL SG, and yeah, it’s a crazy ride so far.

Tousif: You have appeared in a handful of TV series as well as commercials. So when you did this career jump did you have any second thoughts while doing that?

Cheryl: I don’t think that I had any second thoughts. This is expanding my portfolio. Because I feel that for women, we strive to be a little bit more than, what we see on the outside, like a little bit more than appearances. I want to be more than just a pretty face. You could look decent now, but it goes away with time. So that’s why I was looking to explore something that could grow me more holistically.

And I feel that working with esports and by extension, Mobile Legends: Bang Bang, makes me feel fulfilled and accomplished in that sense, going into new territories, especially in a game that I love. So I don’t feel that it was like there were any second thoughts. This is a really good decision that I’ve made and I’ve enjoyed the journey so far. And that’s why if MLBB would still have me for future seasons, I would love to be a part of it.

Tousif: When you made this career change what was the reaction from your family and close friends?

Cheryl: A lot of Asian parents are just like, you know, gaming is not lucrative. It’s not a job. It’s a waste of time. Like anybody who games get that a lot. Like, it could be a hobby, but it could never be a profession. So that’s what people usually think. During mealtime, parents will say, hey, come on down and eat. I said, cannot get out. I can’t end yet, give me five minutes. So they’re just thinking, what’s so nice about this game? You spend so much time on it.

And then when I tell them that, I’m hosting for the Singapore tournament, I’m flying internationally to attend their tournaments, like the M Series, it changes their perspective. And they’re like, oh, wow! You can gain work from this. You can monetize from this! We slowly changed that very ingrained Asian mentality that gaming is just something for leisure, it’s a waste of time. Like, hey, actually it could be a career. And, I felt that firsthand, even for myself.

Tousif: What was the tipping point in your career when you decided esports should be a part of your career or this is the thing you wanna do?

Cheryl: I’ve done a lot of events, as I’ve mentioned. I host and stuff, and coming to esports, it’s still the same job scope but of a different content in nature. Yeah. What I feel it’s different from my other shows is like, when I do corporate shows, when I do grants, it’s very one-off where I just come to the show, hi, welcome to this and that, and then that’s it. After the job ends, the relationship ends there as well.

But when it comes to esports, it’s a family, like we’re a family with MOONTON with Zenway Productions. So it becomes this entire family that we meet twice a year, especially during the seasons for MPL SG. And this is why I feel it’s a little bit different esports or rather sports in general because you see, the same faces and the same people that you work with, which just makes it very endearing. For me, whenever I embark on a brand new series with them, it’s a different series, different season, but the same people that we all love.

Tousif: For you, what are the best parts, or I would say like, best parts of being a host for MLBB esports?

Cheryl: I love the merch and, um, of course, the opportunity to head on over overseas. Being there at the MLBB M5 was a very surreal experience for me. And this is of course, with thanks to MOONTON as well as Team Flash for making that trip possible. Before being involved in the production side, I was just a regular viewer, just like anybody else. But being there in the arena in real life is totally different. it’s so surreal when you’ve only ever seen someone on TV or the screen. It’s just very surreal to physically be there and feel the atmosphere, particularly for a place like the Philippines. I couldn’t have asked for a better opportunity than the M5.

Anywhere you walk on the streets in the Philippines, even in the islands, like the most remote of islands, where the internet isn’t really that developed, you see people on the streets by the beach, just play Mobile Legends: Bang Bang. People of all ages are playing MLBB. And I think that is, that shows why the, the Philippines has been dominating MLBB for such a long time, and granted because they’re so involved and ingrained in the culture. So I think that’s amazing.

Tousif: How do you see women taking a lead in the MPL scene?

Cheryl: I guess it goes both ways because, in terms of viewers, there are also a lot of males. So that’s why, in terms of host wise, I think strategically why there is a female host. Similarly, if it was a female-dominated industry there would be a male host. So I think this is a very natural step even for other games in the industry as well. Usually, hosts are primarily female if it’s a male-dominated scene. But in terms of women taking the lead in the MPL scene, I would say that we are just faces and vessels. I feel that my fellow teammates and casters also play very important roles, having conversations with all of the people who are watching. And I feel that they’re very integral.

Tousif: What are your thoughts on the current MPL SG scene? and how do you see it developing three years down the line?

Cheryl: I think for the MPL SG, we are currently in the redemption. At the very start of the MPL scene, we had EVOS making huge waves on the international scene. And then along the way we have kind of lost our footing, but the hunger is still there. So what I hope for the Singapore scene is that this is our redemption. Our players can show our friends over on the international stage that, hey, we still have what it takes, don’t forget about us, like eyes on us.

And, of course, we are having, additional help as well with some amazingly talented imports. And right here in Singapore, we embrace that. Like, there’s no shade at all. It doesn’t matter where you’re from, we embrace that so long as we win, or like the team wins, that’s all that matters.

People from different parts of the world come over and experience Singapore, and that’s what Singapore is. We are not of a particular race. We welcome anyone to come all for the spirit of loving the game itself.

And what do I see in three down the line? I, I don’t even know. I’m at a loss for words because what I realized about coming into the esports scene is that things move very fast. But, I feel that in three years it’s going to be a lot of changes. Like it’s, it’s gonna be monumental. So what I think is we are going to have more international style gameplays, like in Singapore, we are rather reserved and rather risk-averse when it comes to playing.

Tousif: If you could be the host for any other country’s MPL, except Singapore, which country that would be and why?

Cheryl: Oh, wow. That’s a tough one. I really couldn’t put a finger on it, but if I could, perhaps an emerging region would be China, maybe. For all of our hosts out there, I would say that they are very integral. You can’t replace them quite literally. You can’t just swap.

I can’t speak Tagalog, that’s for sure. And I can’t speak Bahasa. I can’t speak Malay. So, these are the restrictions, especially if you’re talking about a worldwide game with people from all different regions. My second language Singaporean Chinese would be Mandarin. So the only region it would make sense for me to try out for would be the China region.

Tousif: Who are your top 3 MLBB heroes?

Cheryl: I only can play a few. I play Tank a lot because I have an inherent fear of dying. My favorite tank now in this current meta would be Minotaur. I like Irithel, my other favorite hero. And let’s see, what else do I play? I used to play Atlas a lot, but right now it’s just not very viable, so that’s a little bit sad. So those are mine.

Tousif: If you could go back and correct a mistake you made during your esports career, what would that be?

Cheryl: It’s a hard question. I would say anything that happens, it’s always a lesson for betterment, so, I wouldn’t want to undo anything. Because it brought me to where I am now. But I would say there is one particular thing that I would want to erase. Uh, and that would be the MPL SG season six grand finals where I cried. I wish that I could hold my emotions in more. I feel that it was unprofessional in a certain context to be actually teary in the grand finals itself.

But anyway, to contextualize why did I even cry? It was because of a very difficult moment given how RSG performed in game six. It was a very mixed emotion, given that they are both Singapore teams and all the players in MPL SG you know them and they’re like friends to you. So either way it’s gonna hurt when you see a team go back. So, and that was why it was very emotional for me. And I believe a lot of the audiences who were there as well felt that emotion. RSG our three-time champion lost the championship.

Tousif: What would be your advice for a female who is trying to enter the esports casting scene?

Cheryl: I feel as women we are not looking to have any special treatment, but rather to be equal to our male counterparts. So, for any advice to give to the females out there, you know, we are no different from the males in the industry. If you do have passion for the game, come apply to your region, wherever anybody’s watching this from. Like I could write in on Facebook, they blue tick me. But it’s okay.

Some things happen one way or the other. If you never try, you never know what you miss. You miss 100% of the shots that you don’t take. So if you enjoy something, perhaps start by doing it on your own social media, perhaps like TikTok coverage. You could do small bites of you commentating or casting on certain highlights of any particular game you like and post it on your socials so that you could get noticed. And once the opportunity arises, you’re ready to come on stage with all of your favorite casters. And one day, who knows, you could be sitting alongside them and casting some of the biggest games in the season.

If you loved reading this interview, feel free to check out others in our Women In Games Industry interview series

What are your thoughts on this interview with MPL SG host Cheryl Yao? Tell us in the comments below!

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MPL PH host Mara Aquino reveals in an interview the emotional rollercoaster of an esports host https://gamingonphone.com/interviews/mpl-ph-host-mara-aquino-interview/ https://gamingonphone.com/interviews/mpl-ph-host-mara-aquino-interview/#respond Mon, 11 Mar 2024 13:00:00 +0000 https://gamingonphone.com/?p=375577 As we continue to interview the influential women in games and esports, I sat down with Mobile Legends: Bang Bang Professional League (MPL) Philippines host Miss Mara Aquino to learn her story. She has a long history in the hosting scene with multiple important events under her belt outside of MLBB esports, such as the …

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As we continue to interview the influential women in games and esports, I sat down with Mobile Legends: Bang Bang Professional League (MPL) Philippines host Miss Mara Aquino to learn her story. She has a long history in the hosting scene with multiple important events under her belt outside of MLBB esports, such as the Tokyo Olympics, OMNI TV Host for Canada, FIBA 3×3 World Tour Host, Moneyball Game Show Host, etc.

Tousif: Hi Mara, thanks for appearing in this interview. Could you tell us about yourself in brief?

Mara: So, I’m Mara, the host of MPL Philippines for the past two and a half years. I’ve been living in the Philippines for 13 years. Prior to that, I grew up in Toronto, Canada, and I’ve always wanted to be part of the Filipino culture. So it really gives me great pride and great joy to be able to represent the country, to be able to represent the Philippines in the international scene of MLBB.

Tousif: You have a long history of hosting various events, be it the Tokyo Olympics or the MPL Philippines. How did you get into the hosting scene?

Mara: Well, um, when I first started in the Philippines, one of my first jobs was as a model. And I talk a lot. I make sure I make friends with everybody. I wanna get to know the people around me. And one of ’em said, Hey, you know what? You talk a lot, you should audition. There’s a show coming up, you should audition for that as a host. So it was for a VJ. And when you say VJ, you associate it with music. Music, vj.

So I went for it. Little did I notice for sports and to read Tagalog, I had to speak Tagalog English, it’s a mixture. And I couldn’t speak Tagalog at that time. I couldn’t read Tagalog at that time, but I figured, you know what? Hey, why not? When an opportunity presents itself, regardless of how challenging it is, you go for it, you grab it, and you never know where it leads you.

Mara Aquino interview
Image via Mara Aquino

And I’m so thankful because from there it led me to become a courtside reporter for the major basketball league in the Philippines called PBA, its equivalent to the NBA. And I was a courtside reporter for that. After that, I was given a halftime game show. I love hosting game shows and I hope I get to have one of them in the future. I get to have my own game show in the future where I get to give away prizes and see people happy getting the prizes.

From there I hosted TV shows, I hosted for corporate events. But basically, that’s how it started. And then during the pandemic, I had no job because there were no corporate gigs, there were no TV shows. At that time I saw my friend Rock Art, he was casting and I realized they’re still on during the pandemic. I wanted to get into that. I made a wish that I was part of that because I had no job. And then a couple of months later, by the law of Attraction (I believe in the Law of Attraction) the job came to me. I got a call and I was asked to host Mobile Legends: Bang Bang. So it came from a vision and then it ended up happening.

Tousif: what are the best parts or perks of being a host for the MLBB esports scene?

Mara: For me, the best is being able to travel. Because of MLBB, I was able to go to Indonesia for the first time, Cambodia for the first time, and Malaysia. And I went to Malaysia like what, four times already? One for vacation, and three for work. And I was able to travel because of MLBB. So the best part is being able to travel, being able to meet people from other cultures, being able to make friends with those people from other cultures, experiencing their food, experiencing their land, and having an influence there.

Mara Aquino
Image via Mara Aquino

So I will never forget the time that I was in Cambodia. I really didn’t think anybody knew me. So I went to Cambodia for MSC 2023. I didn’t know they knew me, but when I went there, I remember going on stage and everybody stood up and everybody started clapping and I was in shock. And I didn’t know that I had a certain influence in another country. So it blew my mind. And that is the best part, being able to touch and being able to inspire people that are not just in your country, but in another country as well. So from there, I was able to make friends with a lot of people. And to me, connecting with another person is one of the best things about living in life.

Tousif: How do you see women taking a lead in the MPLs, you, Clara, Rose, Cheryl, etc, considering the esports casting scene is primarily dominated by males

Mara: I love that most of the hosts, or if not all, are women, ’cause it makes the woman more, it makes the woman stand out more, you know? And, I like that. And I think I think Clara, Rose, Cheryl, they’re doing a great job and hopefully, in the future, we’ll have more. I feel like when you have a female host, it sets a great example for the other women as well to try it out, to see that it’s possible. Because it starts from that. You see somebody and you go, oh, she can do it. I can do it too. So yeah, it’s great that Clara, Rose, and Cheryl are standing out right now.

MLBB MPL ID Host, MLBB Clara, Clara Interview, ML esports host
Image via MOONTON Games

Tousif: What are your thoughts on the current MPL Philippines scene and how do you see it three years down the line?

Mara: My thoughts? Well, it’s all in stats. It’s all in the facts that the Philippines is the best. We’ve been winning internationally. MSC and the M Series, we’re just so talented, and so hardworking, and, I’m just really proud that the Philippines is dominating MLBB. And three years down the line, it may change just because more and more Filipinos are becoming imports in other countries.

I feel like the industry is growing for Filipinos. It’s making, a huge difference in terms of careers that now they can see that they don’t just have a career here in the Philippines. They can also go abroad, even the coaches. So I find that in terms of job opportunities, it’s incredible. It’s really incredible. But maybe in the future, other countries might dominate just because they’re learning from the imports and the coaches that are being sent over.

Tousif: What was your most memorable moment from the M5 World Championship as a host?

Mara: Ooh, okay, no doubt, it’s the M5 grand finals. There were so, so many things that happened. Number one, it reached game seven. The fact that it reached game seven, was already awesome in itself. I remember being backstage almost wanting to vomit. I was super, super excited. I was trembling in excitement just because in the beginning I thought, Indonesia got this. Oh, now the Philippines got this.

The fact that it reached game seven and the Philippines won on Philippine soil, that’s so memorable. But another thing that really hit me emotionally was Kairi Coach and the rest of Onic losing. I mean, I’m just so proud of them to be able to make a difference. They are able to make a name for themselves becoming superstars.

AP.Bren is the champion of the Mobile Legends M5 World Championship cover
Image via MOONTON Games

They swept AP Bren earlier. And in the grand finals, everybody thought that was going to happen again. People were underestimating Bren, and you could see the disappointment in them. When I interviewed them in the grand finals, my heart was twisting, my heart was breaking. When I saw Kairi cry as a host, you’re happy when you announce the grand Champion, but also when you have to say goodbye and you have to announce the losing team that they have to get off the stage. That is so heartbreaking.

It’s probably the first time that I wouldn’t mind if the Philippines lost, to be honest. Just because Onic was doing amazing. I was just so proud of what they’ve done for themselves. And when Kairi cried on stage, my heart was twisting. And after I announced the winners, I saw Coach in the corner. I remember going up to him and I hugged him. I said, coach next time. And I remember him saying, is there even going to be a next time? And that made my heart, oh my gosh. And then I looked in the room and I saw Kairi was still crying. This was about 40 minutes after I announced the Champion. He was still there with his head down in tears, blaming himself.

Kairi crying, kairi, Onic Kairi
Image via MOONTON Games

It was a rollercoaster of emotions. I was happy we won in our homeland. I was happy that it reached game seven. At the same time, seeing the losing team and, seeing their emotions made it all memorable. But yeah, hands down, this is the most memorable international MLBB hosting gig that I’ve done.

Tousif: If you could be a host for any other country’s MPL, which country would that be and why?

Mara: Perhaps in Indonesia, just because the crowd there is amazing. I remember going there and I was amazed that they had cheerleaders, they have like a marching band. The community is so big and passionate that it’s just, wow, it’s astonishing. I mean, Filipinos are very passionate, but I feel like Indonesia, they’re at the next level. So I would love to be hosting for MPL Indonesia, but if you were to talk about more of an English-speaking region, Singapore would be great.

Mara Aquino
Image via Mara Aquino

Tousif: If you could go back and correct a mistake you made in your esports casting career, what would that be?

Mara: Oh, when people always ask if you can go back in time, would you change it? I would always say, I would not change a thing. I would not change a thing. I would not correct anything. I would let the mistake happen because I think that mistakes are the number one teacher in life. It’s what makes you better in decision-making after you make the mistakes.

It’s the best way to grow. For me, if you’re not making a mistake, you’re not growing. I think the biggest growth that you could have is when you make a mistake, and then you learn from it. You develop and you transform because of it. So all the big transformations I’ve had in my life happened because of some choices that weren’t right, a mistake, or a path that didn’t go too well. So I would not, I would not change a thing. All the mistakes that I made, it’s what made me smarter. Now it’s what makes me a better host.

Tousif: What would be your advice for a female who is trying to enter the esports casting scene?

For the females that are trying to make it, go for it. That’s my advice. Just go for it. And just be yourself. Have your own style. Do not try to copy anyone else. Because the reason why somebody would get you is because of your uniqueness and because you bring something different to the table. If you are the same as someone else that’s already in there, they might not get you because they already have that someone. So don’t try to copy them. Just be the way you are and you’ll be surprised by how welcomed you can be by how people will appreciate you. So just go for it. Keep on practicing and make sure you always have a mentor. Mentors are always great.

So what I do is assign, I assign three people in certain parts of my life, whether it be love or career and such. So for my career, I assigned three friends, two of whom are producers. So the reason why I assigned those three people is because I want them to be able to guide me, and I want them to be the loudest voice that I’ll listen to for my career.

Somebody who knows something about that job, somebody who you can look up to for that job, that if they tell you, hey, you need to do this, or hey, you need to, change your look a little bit, you need to dress up like this a little bit more, or, you need to talk a little bit slower. You need to change the way you move your hands. Somebody who knows something in that industry. For me, there are two producers. The reason is that, when there are too many opinions going around, especially with social media, there are too many people telling you what to do. You need to know whose voice you should listen to. You need to know whose opinion really matters, and you need to know whose opinion you can hear and listen to.

But you brush it off so that way it doesn’t hit your confidence, it won’t affect your mood or your thinking. When you need a piece of advice, you have those three people to go to. Those are the people that will guide you, that will help shape you, that will help bring you up.

So again, my criteria for those three people that you’re going to choose is somebody who knows something in that industry. So for me, that’s been a major contributor to where I am now, assigning three people that will help me propel forward. I think that the last one, it’s not just for females, it’s for everyone.

What are your thoughts on this interview with MPL PH host Mara Aquino? Tell us in the comments below!

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MPL ID Host Clara Interview: The face of Indonesian esports unmasked https://gamingonphone.com/interviews/mpl-id-host-clara-interview/ https://gamingonphone.com/interviews/mpl-id-host-clara-interview/#respond Thu, 07 Mar 2024 15:00:00 +0000 https://gamingonphone.com/?p=375226 As we continue with our International Women’s Week celebration to highlight influential women of the industry, I sat down with Mobile Legends: Bang Bang Professional League (MPL) Indonesia host Clara Kartika Sari Utoyo, mostly known as “Clara Mongstar“, in an interview to know and share her story with the world. Tousif: Hi Clara, thanks for …

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As we continue with our International Women’s Week celebration to highlight influential women of the industry, I sat down with Mobile Legends: Bang Bang Professional League (MPL) Indonesia host Clara Kartika Sari Utoyo, mostly known as “Clara Mongstar“, in an interview to know and share her story with the world.

Tousif: Hi Clara, thanks for appearing in this interview. Could you tell us about yourself in brief?

Clara: Hello Tousif! Glad to be part of this interview series. Hi GamingonPhone readers, I’m your esports girl, Clara! A lot of people call me Bude. I live in Indonesia. Right now, I do everything in esports – as a host, shout caster, social media person, etc. But mainly I’m a host in Mobile Legends: Bang Bang Professional League (MPL) Indonesia!

Tousif: Tell us about your journey before you got into esports.

Clara: I’ve been in love with gaming since I was a kid. Probably because of the influence of my brother. It began when I was in early elementary school. At first, it was games on the PlayStation 1, and then he played PC games as well, so I followed. In junior high school, I joined the DotA 1 community (Indogamers Public). I started making friends online, and to this day, some still keep in touch with me!

MLBB MPL ID Host, MLBB Clara, ML esports host
Image via Clara

Tousif: You have a fair history in esports from DOTA 2 to RRQ team manager, and now into the esports casting scene. Please tell us about how you ended up joining the MLBB Esports casting scene?

Clara: I was studying in college when one of my online friends asked me to be the team manager of The Prime (2 years). I worked remotely as a part-time manager at that time. But afterward, I graduated and joined RRQ as a full-time manager (2 years). I moved from my small city, Purwokerto, to the metropolitan city, Jakarta.

When I was a part-time manager, I cast for my team’s mini-tournaments, just for fun. And I kept doing it. Some people listened to it and complimented me, giving me advice for pursuing my casting more and more. I got inspired by TobiWan, who showed me how a game can be more interesting because of the narrator. Then, I started getting hired as a caster and began hosting many games from many genres, like MOBA, FPS, Casual, etc.

MLBB MPL ID Host, MLBB Clara, ML esports host
Image via Clara

Tousif: For you, what are the best parts/perks of being a host for the MLBB esports scene?

Clara: For MLBB, I was just lucky and brave enough to say YES for casting the first offline international MSC in Indonesia. I had less than 5 days to learn about the game and the teams at that time because they hired me at the last minute. But I’m so thankful I made that bold move because I’ve fallen head over heels in love with the community and the game since then.

The best perks of being part of the MLBB esports scene are that I have many friends who are like family now. The community is super strong! And I can see everything from different and close perspectives for the teams, the players, the events, the games, etc. And I don’t need to fight a ticket war to watch the match! I also get to see things from behind the scenes and get to know real news!

Tousif: How do you see women taking a lead in the MPL scene (you, Mara, Cheryl etc)? Considering the esports casting scene is primarily dominated by males.

Clara: We women can contribute as much as males for the community or the MPL scene. We bring to the table different perspectives, different knowledge, and a different touch. As long as the purpose is for the greater good and he or she can show their worth, I believe anyone can take a spot.

MLBB MPL ID Host, MLBB Clara, Clara Interview, ML esports host
MPL ID host Clara (left) and MPL PH host Mara (right) – Image via MOONTON Games

Tousif: What are your thoughts on the current MPL ID scene? and how do you see it 3 years down the line?

Clara: MPL ID has the most entertaining story in my opinion. The competitiveness of the teams and players is top-notch. They have to fight the other strong ID teams and some of them also need to fight for the spot in the main lineup of their team.

The transfers and the imports make it even more amusing, while the fan community is the strongest and the biggest. Not forgetting the talents, the content creators, who make MPL ID fun and educational. And the people behind the league always give their best as well. 3 years from now, it will grow bigger and better. I wouldn’t trade MPL ID for anything!

Tousif: If you could be a host for any other country’s MPL, which country would that be? And why?

Clara: No other country can dethrone MPL ID in my heart.

MLBB MPL ID Host, MLBB Clara, ML esports host
Image via MOONTON Games

Tousif: For the upcoming MWI, given its prize pool ($500,000) is one of the highest in women’s esports and the global representation (12 participating regions), what impact do you think this tournament will bring to the female esports scene?

Clara: MWI, all eyes on the prize! With that amount, it can change a person’s life. Many players will fight for it, making the competition harder. Now, it’s time for women to show the world how fierce they can be. Some of the more casual players can be inspired by the female pro players and realize they can do it and earn it too. And MWI sets the bar high, I hope that it awakens the fire in not only the players, but also the community, fans, and event organizers.

Tousif: So Clara, who are your top 3 MLBB heroes, any funny incident you experienced during your gameplay that you’d like to share in this interview?

Clara: I always pick Angela when I’m too tired to play, but still want to play. Just possess someone and your job is done. My second favorite is Terizla, and my third is Luo Yi. As for a funny incident… I love to prank my friends. With the ultimate, Diversion, I teleport my friends to the enemy’s base. From hero to zero. From almost winning, we throw the game instead and get defeated. Pull rank is real!

Tousif: What are your favorite games outside of MLBB?

Clara: My favorite game outside of MLBB right now… I don’t have any… but if I had to pick, I would say maybe Tetris or VR games that move my body, such as Beat Saber.

Tousif: If you could go back and correct a mistake you made in your esports career what would that be?

Clara: If I could go back and correct my mistakes, I would be more confident in international events, and be super duper well prepared for everything.

MLBB MPL ID Host, MLBB Clara, Clara Interview, ML esports host
Image via Clara

Tousif: What would be your advice for a female who is trying to enter the general esports or esports casting scene?

Clara: For females who want to jump into the esports industry… don’t worry girls, nobody will bite you. If you have the talents, gender should not affect anything. Just be brave! Talent, nerves, attitude, and uniqueness matter the most. And FYI, there are plenty of girls who work in this industry!

What are your thoughts on this interview with MPL ID host Clara? Tell us in the comments below!

For more Mobile Gaming news and updates, join our WhatsApp GroupTelegram Group, or Discord server. Also, follow us on Google News, Instagramand Twitter for quick updates.

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