Platform: Mobile, iOS (Unity3D)
Publisher: Industrial Brothers
Release Date: December 2010
Role: Project Management
Beast Farmer II was the initial release after I joined the Industrial Brothers team and my first time managing a mobile game. BFII focused around a style swiping mechanic to ward off waves of attacking enemies as well as a combo based special attack mechanic - that the player could save for optimal effect or use in a pinch. Due to the success of the first Beast Farmer game, BFII also included a customizable avatar system that mimicked the ability to raise a beast (that was present in the first game).
BFII was a great lesson for me in managing scope creep, being the first project for an ambitious startup, expectations were quite high to make "the next big thing" and designs changed fairly frequently. It put into perspective the balance of the time/scope/cost triangle. However, we had an amazing team to pull it off and though the production didn't go quite as I expected I'm fortunate that I was able to manage such a situation early in my mobile career - so that it was able to inform my later decisions on an all too common problem.
Click here for the gameplay video: Beast Farmer II