![]() Lots of players wanted to try the game, as they didn’t have iOS devices, but a lot wanted to play mobile tanks. Testing on Android racked in over 20,000 applications. ![]() Instead, we decided to optimize it for entire segments: video cards, video accelerators, and RAM which were widely used by players. By focusing on this market, we stumbled upon a tricky question: how do you optimize a game so it runs on most Android devices? So we chose not to optimize it for specific devices, one by one. The Android market is enormous: there are lots of devices, video cards, and processors outlined in various configurations. Android became the next platform we brought World of Tanks Blitz to. What was interesting was that the learning curve was pretty low, which allowed them to easily grasp the basics to enjoy playing.Īfter reaching iOS, we realized that we couldn’t just stand still. Additionally, our army of players included not only World of Tanks fans, but also those who were completely new to video games. That provided us with a large number of players, who were extremely excited to have tanks on their smartphones and tablets. Then, we released World of Tanks Blitz on iOS, covering all Apple devices. ![]() That’s where the positioning of the game appeared: “Small game, big action”. With it, “Tanks” became available on any device at any time. We were impressed at how many people wanted to play the game, which turned out to be a pleasant surprise for us. The number of devices was really small so it was easy to first test the product on them. At first, we decided to cover a small segment of players and conduct quality testing on higher-end iOS devices to minimize the number of technical issues. Daria Klimchuk: Initially World of Tanks Blitz was tested in Scandinavian countries.
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