![]() ![]() ![]() If you take six months to make a game, everything might have changed by the time it comes out.” You just don’t know what’s going to happen on mobile. That all meant that, if it didn’t go well, we hadn’t wasted all that much time. For Crossy Road, we made it in 12 weeks, but we actually set out to make it in six. ![]() “It’s always changing, which is why I think you should never spend too long making a game. “It’s always unpredictable,” says Sum of life on the App Store. Though both Sum and Hall were hardly green in terms of their experience with games development, the success Crossy Road enjoyed very definitely took the games press by surprise, with word of mouth proving a vital component in the game’s early success. “A year after that I then met up with Matt, and started to work on Crossy Road,” Sum added. ![]() You can still play it today, actually.”įaerie Solitaire didn’t actually fire the starting pistol on his career, however, with Sum – who resides in Australia’s second city Melbourne – actually taking a year off before making his next release, Dungeon Dashers, which rolled out on Steam back in 2013. “You could say it wasn’t the type of game I’d play myself, but it’s done well. “My first release was called Faerie Solitaire for the guys at Big Fish Games,” opened Sum, who sat down to talk to us at GameAnalytics about his career to date. Sum, who has been one of the leading forces behind two of the biggest mobile hits of the last two years – Crossy Road and relatively new kid on the block Shooty Skies – spent years developing titles for his own entertainment and didn’t actually release his first game commercially until 2009. Andy Sum began making games as little more than a hobby more than a decade and a half ago. ![]()
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