It's powerful, easy to use, suitable for rapid development, and it supports as many platforms as we want. "We have used Unity 3D since 2009 and we really love this engine. That's because, although it was Shadowgun that first caused mobile gamers and the specialist press to marvel at Madfinger's graphical wizardry, it was Dead Trigger that cemented the studio's standing as a technical powerhouse. What's more, Dead Trigger had arguably been the game that truly pushed Madfinger into the spotlight. Given that popularity, it's no surprise that Madfinger chose to build on Dead Trigger's success. Madfinger debut 15 Block Puzzle had generated 200 downloads, but Dead Trigger would go on to accumulate 26 million. "The number of downloads grew as well," he continues. In three years, the company grew from four to forty members," Rabas explains. "We released Samurai II: Vengeance in 2010, Shadowgun in 2011, and then Dead Trigger in 2012. The company underwent a minor rebrand from Mad Finger Games to the appropriately forceful MADFINGER Games and announced its "ambitious plans for a series of mass-market games." One year later, in 2010, Madfinger Games received "major financing" from private sources. It was during this period that we developed our first mobile games 15 Block Puzzle, BloodyXmas and Samurai: Way of the Warrior." "Collectively, we had worked on Mafia, Hidden & Dangerous, Vietcong, Silent Hill: Downpour, and Mafia 2, and in our downtime, we started to experiment with mobile games. "A few people with some know-how and the desire to do it their own way without a boss got together and started their own thing." "Madfinger Games started just like any other company," explains CEO Marek Rabas. Subsequent games have only upped the bodycount from there.īut although the studio's thirst for violence remains intact, plenty has changed at the developer since its earliest days. Since its formation in 2009, Czech studio Madfinger Games has developed a reputation for technical ambition, graphical prowess, and delivering an abundance of onscreen carnage.Ī 2010 press release, for instance, gleefully described Madfinger's Samurai: Way of the Warrior as "one of the bloodiest games on the App Store".
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