Puzzle Knights Developer Journal: Tying Up Loose Ends

The ex A.I. lead on ‘Uncharted’ and ‘Medal of Honor European Assault’ talks about Puzzle Knights.

Written by Laurent Ancessi, Developer of Puzzle Knights.

Hello Gaming Bolt readers! I am Laurent Ancessi, a game developer at Mojaro, a small indie studio that makes 3D games for mobile. Previously I was the A.I. lead on ‘Uncharted’ and ‘Medal of Honor European Assault’.  The very first game that we released was ‘KnightScape’. It is a runner that mixes parkour and sword fighting. The fighting game-play of ‘KnightScape’ was really cool so we thought that it would be great to make another game involving sword fighting.

We all agreed that fighting against an NPC is not as fun as fighting another player over the internet so we decided to develop an online multiplayer game where you could fight your friends online in epic battles.

The last problem we had to solve was the user interface. In ‘KnightScape’, the controls are not easy for everyone. Jon, our technical director, proposed that we let the player decide in advance which strategy of fight moves to adopt. Perfect!

We implemented the core game in just a few months and it was immediately so much fun to play. However, we were still missing that special ingredient that would make this game addictive. Chris, our designer came up with the great idea of adding a puzzle game that would boost your stamina for your fights.It was at this time ‘Puzzle Knights’ took shape. We then added on the Facebook feature that allows you to challenge and play with your friends online.

The whole Mojaro team is very proud and excited to launch ‘Puzzle Knights’.

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