After loading, it presents a splash page. One of the key things about Subway Surfers is just how quickly the game starts.
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Kiloo, on the other hand, understood the free-to-play model and how to implement it in the game. Sybo worked as animators on a previous Kiloo project, so everyone knew they had development skills. Moller believes that this works because it pools knowledge and skills. That model works for giant triple-A titles, and now it’s working on a smaller scale. That publisher uses four to six studios to create games like Assassin’s Creed III. It’s actually like an indie take on Ubisoft’s multiple-studio efforts.
The two companies then split the revenue down the middle. Basically everything after you press play is their turf, and everything before is ours.” Meanwhile, Sybo did all of the art and the characters. We designed the entire backend that the game uses. “Kiloo did all of the user-interface stuff,” said Moller. Kiloo worked with Sybo Games to produce Subway Surfers. “It’s not just us making it,” said Moller. Kiloo thinks it can trace the success of the game directly back to the co-development environment the title was born out of. It’s retention rates are also abnormally high, with 60 percent of players returning after 30 days of installing. It has over 130 million total downloads and 25 million daily active users. This endless runner is spectacularly popular.
“It went number one in 50 countries, including U.S. “In May, we launched Subway Surfers,” Kiloo chief creative officer Simon Moller told GamesBeat. Three top investment pros open up about what it takes to get your video game funded.