During this prototyping period, we were approached by Baskin-Robbins in Australia to make a small iOS game for them, Scoop Groups.
Once you finished Flick Buddies, were you absolutely sure you were going to tackle Battle Group next, or did it win out over a number of competing ideas for the next Bane project?Īfter Flick Buddies, we began prototyping new game ideas to decide what we should work on next. We’re looking forward to the day we have our first big hit and are able to get an office and all start working full-time together. However, with each game we’ve released, we’ve been able to reduce this outside work. When we started, we all had other jobs outside of Bane. We are passionate about the games we make, and we have grand plans for creating bigger and better games as we continue to grow. The creative freedom it allows is the biggest plus, and this is the real reason we all took pay cuts to form our own studio rather than seek work back in mainstream companies. Indie life is treating us really well at this stage. Now that Bane’s been around for a while, how is the indie life treating you compared to your previous employment? Have you been able to strike out as full-time developers with Bane, or do you work outside the studio as well?
From this, we formed Bane Games and began working on iOS titles in 2010. Most of us were unhappy with the way projects (and companies) had been run and wanted the opportunity to start something we believe in and have creative control over.
Our team members have previously worked on AAA, multimillion dollar PC and console titles with Pandemic, Auran, EA and others. Our beginnings were like a phoenix rising from the ashes of the mainstream videogame industry in Australia.