Interview

Dynamo Games' McNicoll on expansion, going social, and embracing Android and iPad

Champ Manager studio gains a promotion

Dynamo Games' McNicoll on expansion, going social, and embracing Android and iPad
Best known as the studio behind the mobile and iPhone versions of the Championship Manager football game, as well as The Crystal Maze, Scottish developer Dynamo Games is on the move.

It's rebranded itself with a new logo, hired new staff, moved office and is now also targeting social gaming, soon releasing its Soccer Tycoon game on Facebook.

But there's plenty more to come, including Android and iPad, as MD Brian McNicoll explains.

Pocket Gamer: Why do you think the social gaming space is a good opportunity for Dynamo because previously you've been making hardcore management games?

Brian McNicoll: The nice thing is web-based platforms are not about polygons and pyrotechnics; it's about that elusive addictive quality in design which fits well with Dynamo's philosophy.

Social gaming depends on backend data handling and technical expertise, and because much of our softography has consisted of statistic-based games, we have good experience in this area and have found the transition to be relatively smooth so far.

Also, having come from mobile, we've found the move into social gaming to be a lot easier than perhaps a bigger console developer would find it moving the other way.

It was the most logical step for us as a company and our teams are giddy with the potential that massively connected games can do in terms of design.

Will you branch out from sports games?

We have a strong track record developing sports games, and a lot of people at Dynamo come to work with a football under their arm and love the genre.

However we've also developed other types of games such as Countdown, Dizzy Drops and The Crystal Maze on

various platforms, and we'll continue making games we think are fun. This is especially going to be the case in the coming months with the various social games we have on our roadmap.

Have you been hiring people with different skills to enable you to do social games?

It's a different set of skills are needed. Fortunately we've got a talented team at Dynamo and many of the guys (and girls) have been quick to learn the new programming environments required for social gaming.

As I've mentioned, we have a strong track record in working with large amounts of data so this has been crucial, but we have had to add to the team in specific areas which are not thought of as traditional games skills. It's taken us quite a bit of trial and error to get to where we are now.

You've said you'll be supporting Android phones, so what games should we expect?

Android has improved so much this year and we are really excited about all of the new handsets that are appearing for the platform.

We really see a big pickup in Android and we get a lot of emails from gamers asking for Game X or Game Y to be made for Android so we're working on a few titles, some of which are obvious and some completely new.

Will you be targeting any of the other emerging platforms such as bada or Windows Phone 7?

We have been looking at both platforms at Dynamo HQ and we certainly won't discount either.

If our games will fit onto the devices without compromising quality and people ask for our games, they will certainly move higher up the priority list.

How do you think the opportunities stack up for an indie mobile games studio such as Dynamo?

Small is mighty! Mega funded mega studios are always going to be around and we love them for the one big Christmas title that keeps us glued to the screen as we eat our turkey sandwich.

However, there's only so many mega titles people can play. The rest of the time it's about fun, enjoyable, addictive games that people can quickly tap into on their mobile, over the web or on any of the new platforms and devices that are coming onto the market.

By their very nature, you'd get bored looking at a 10 minute cutscene movie before the game starts. It's about getting quickly into the fun.

Small developers have more opportunities than ever to make great games that rely on an enthusiastic team. We'd far rather be doing what we do than wrestling with production schedules for 100 people. This is a great time to be a size where you can be responsive to opportunities.

You've released some iPhone games, but you've not be as enthusiastic as some companies. Why?

We've been very enthusiastic about iPhone development, and love how Apple has rescued the mobile gaming industry. At Dynamo, we make fun games for people. Whichever gaming platform they use is fine by us; we'll be there.

Will you be releasing any games for iPad?

Definitely.

Thanks to Brian for his time.

You can follow Dynamo via web, Twitter and Facebook.

Contributing Editor

A Pocket Gamer co-founder, Jon is Contributing Editor at PG.biz which means he acts like a slightly confused uncle who's forgotten where he's left his glasses. As well as letters and cameras, he likes imaginary numbers and legumes.