By avoiding something that attempts to emulate a console experience on mobile - a development challenge similar to making a game "with one hand behind your back," Bowling said - Gun was able to create a much stronger design vision without wasting time and resources on overly ambitious prototypes. There's a lot of strategy to the proceedings, but the player's interactions are relatively limited when compared to other strategy titles on the platform. Both parties move at the same time, depending on where your soldiers and your foes are facing, the party with the better position will win a given encounter. However, the core gameplay never gets much more complex than that. Each round, players choose where their soldiers move on the map, and which direction they face while moving.Įach soldier has a handful of special abilities at their disposal according to their class, and a handful of tactical items can be deployed to help players get the upper hand in battle. The core gameplay Gun settled on for breaching and clearing is simple: Each round, players choose where their soldiers move on the map, and which direction they face while moving. ![]() "We were experimenting with a first-person mode, third-person cameras, fast action modes all this crazy, experimental, fast iteration stuff until we hit that sweet spot." "From a design standpoint, the first half of development was playing in blocked out levels with no art, very simple controls, figuring out the camera systems, figuring out how players move, the mechanics of it all, then keeping it that way until we had it," Bowling added. That's what we had to do, was sit down early on and figure out gameplay first. "Given it's a touch experience on an iPad, you want to distill it down to the simple, most fun form, then focus your depth and progression in other areas, like unlockables and the ranking system. "That was the real challenge," Bowling said. To best recreate that feeling on a touch platform, Gun had to figure out which elements from the genre to keep, and which to cut. Strategy games are a perfect fit for touch-based devices, Bowling explained, as the ability to direct troops with a touch is actually a great way to utilize the hardware where a lot of other genres simply attempt to shoehorn touch controls where they don't belong. The idea was inspired by the games from Bowling's past - not the Call of Duty franchise, which he served as frontman for during his time at Infinity Ward, but tactical military titles like Rainbow Six. They're coming at it from the pure fan standpoint." It was a really fun experience, not just to work on something because you love it, but to work on it with people who are solely in it because they're passionate about it. ![]() They've never released or developed a game before. "It was something we were just doing because it was fun for us. "It really was, it became this passion project for me, where I was taking more and more time out to really get involved, and really get into it, because I loved what we were coming up with," Bowling said. So attractive was the offer that, even after forming his own company, Bowling agreed to work on the project. Gun founder Wes Keltner approached Bowling about the opportunity shortly after his departure from Infinity Ward, pitching him on signing on to consult on Breach and Clear. The game's a passion project for Gun, and for executive director Robert Bowling - a temporary collaborator on the project, on loan from his own studio, Robotoki. The iOS title tasks players with managing a team of customizable soldiers from a number of real-life military outfits, whom they must use to enter an enemy-infested room and clear out the occupants therein. ![]() Breach and Clear is the freshman project from Lexington, Kent.-based think tank-turned-developer Gun Media, but it's enough to show the new studio's maturity in its approach to game design.īreach and Clear is a game which wisely never extends its reach beyond the verbs in its title.
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