The term ‘mid-core’ gaming and gamers started with the success of Infinity Blade. And they hired voice actor John Noble ( Fringe and The Lord of the Rings) to voice the Worker of Secrets in the newest game. The success of the franchise has given ChAIR the budget to collaborate with more established talent, such as animator Ben Hibon ( Harry Potter and the Deathly Hollows: Part 1). The term ‘mid-core’ gaming and gamers started with the success of Infinity Blade, which offered an immersive experience with casual gameplay.” “On its own it sparked the discussion of how successful more immersive games on smartphones and tablets could become. “Back in 2010, Infinity Blade was most probably the first mobile game that had the graphic quality and a theme that appealed to core gamers,” said Peter Warman, founder of video game research firm Newzoo.
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“We’re rendering a full depth of field blur and bloom pass, a color adjust pass, a vignette pass, and a distortion pass–and then anti-aliasing the whole thing while maintaining a blazing frame rate,” said Donald Mustard. That in turn has allowed the team to further close the gap between what can be done on a current-generation console, such as an Xbox 360 or PlayStation 3, and what can be done on an Apple device. But the game also impressed Apple, which saw this mainstream game as a way to attract new consumers, while showcasing the HD visuals and console-like experience of its tablets. The action game blended two of the most popular genres, sci-fi and fantasy, and delivered a gameplay experience that instantly won over critics and early adaptors of the iPad. It was also the first mobile game to use Epic’s Unreal Engine technology. Working closely with Epic’s tech team, they created Infinity Blade in 2010 specifically to take advantage of the finger-swipe controls of the first iPad. The Mustard brothers founded ChAIR in 2005, and with their first game, Undertow, caught the attention of Epic Games–they were acquired in 2008. “And we are able to do all that with almost instantaneous load times, keeping gamers immersed in the experience instead of staring at a loading screen.” “We can now combine full-screen rendering effects, tons of polygons, and advanced gameplay processing in one smooth package,” adds Geremy Mustard, cofounder and technical director. Our characters have four times the resolution of what you’d see on current console games.