August 7, 2012 at 12:23

Ilusis on Skyrise Runner

Tell us about Ilusis Games history

Ilusis is a game studio based in Belo Horizonte, Brazil.

We have a strong team committed to bring stunning visuals to mobile, with fun and challenging games that can be played by everyone.

Our company started with PC and handheld games, we work with outsourcing and advergames sometimes but our core was always about developing original ideas and IPs. Now we’re focused in developing these ideas for mobile platforms.

Which games are you most influenced by?

We are greatly influenced by casual games, not only mobile ones but also games for PC and console that are fun for everyone, especially Mario Kart, Plants vs Zombies, Fruit Ninja, Jet pack Joyride and a lot of other games.

There are a lot of great games out there. We like to see the ones that have fresh and innovative gameplay and also ones that take a simple core mechanic that’s used at its best to make a fun and engaging experience.  

What has your experience been of developing for mobile?

We started our story by developing for PC, then going for handheld console and now we are focused in mobile development. Developing for mobile has its own challenges but we feel that we can reach a broad range of players and that is great!

Our first mobile game was a more traditional one and now we have started creating new games with simpler and engaging gameplay, exploring different ideas. Skyrise Runner is one of these games.

skyrise_bird1.jpg skyrise_bird2.jpg

Skyrise Runner has a strong plot and backdrop for a mobile title. How was that developed? What where the major influences on design?

skyriseconcept_01.jpgWe started by thinking about creating a game based on nature preservation and blending it with a mystical setting. This kind of mix has been done in various ways before and made great references for our game. Elves, druids, some movies like Hayao Miyazaki’s “Nausicaa” and “The Dark Crystal” were big inspirations. 

We played with some colour schemes and felt that the maincharacter should be able to stand out in the rich and colourful backdrops. He started with a more human like skin tone before becoming the “purple hero” of the game.

The gameplay had incredible flow and doesn't have that sense of unfairness that sometime comes with endless runners that can make players frustrated. How did you get that balance between challenge and fun right?

That is surely the greatest challenge with the endless runner genre! Not all people have the same reflex skills, and although it’s fun to strive and get a better ranking and challenge your friends, it should seem fair and natural to everyone. 

There are some key factors to achieve this; the first one is that the game should be accessible for the first time player. It starts easy enough for the player understand and get used to the controls. Our interactive tutorial is essential too, but of course with the option to skip it!

The second is about progression. The rate that the speed and difficult increases needs to be well balanced to keep the player in the flow so the game never feels too boring or demanding. The player has access to new items as they keep playing the game and get better at it. Our play-testing was essential to tune the progression.

The third thing is pacing. Moments of intense action are balanced with some tension releasing times so the player doesn’t feel overwhelmed.


What are you guys working on next?

Right now we are working in some more mobile projects but there isn’t much we can tell you at the moment!

In one of our projects the gameplay is focused in the use of different touch gestures. We think this will be a new take in what is otherwise common gameplay and we think it will be great! This game will use the touch screen to more than merely replicate a button’s behaviour and this is perfect for mobile. Keep in touch as we can tell you more about it soon!





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