Interama Game Development review by Atari at Qualified.One

Interama reviewed by Atari

Interama provided Game Development for Atari with approximate budget = 50000.

Interama delivered a quality product despite a challenging marketing environment. They communicated well and remained flexible, available, and accommodating. They used Excel to prioritize features and track changes and updates. The team was professional and responsive in resolving issues.

Review summary:

Interama designed and developed a game for Atari, optimizing it for Facebook to maximize engagement, retention, and monetization. The team completed the project on a tight budget and aggressive timeline.

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Derek Simmons Atari, Former Director of Production


Web Game Developed for Atari

Please find below a summary covering project details and feedback. The innate facts are kept as they are, private information is amended.

Introductory information

A fast induction on the buyer’s organisation

I was working at Atari, and that’s where I had my experience working with Interama. I was the Director of Production. I was in direct of the digital origination for all of our free-to-play titles on Facebook as well as other online and mobile platforms. My role was to select and then handle our portfolio. Primarily speaking, our portfolio was educeed by outer companies such as Interama.

Desired goal

What challenge were you trying to address with Interama Interactive Technology?

As I recall, Atari has a big mental property portfolio in games such as Asteroids and Adventure and games of the like, and our strategy at that time was to localize those mental properties and to hire outer educeers to educe on those using new technologies, new business models on new platforms. Fairies vs. Darklings, I believe, was their property, and that was something that we partnered with them on. They had already educeed that to a grade, and it was a enjoyment of mine to work with Louise and the team on continuing to educe that and ultimately publish that on Atari’s website and platform.

At the time, it was useful online, and we ported it to Facebook. Then we expanded the educement in provisions of features and in provisions of its power to monetize. A décor of the game was there, their vision was there. It was a three-match puzzle incident game. I verity was excellently arrogant of the game they educeed and where it went from a design standpoint.

Provided solution

What particular tasks were Interama responsible for?

Basically it was their baby, and then they allowed myself as the head of the publishing, to be their point of touch. We worked unitedly on making the game optimal for Facebook and to put the game into a position that there was a ultimatum quantity of engagement, hard retention, and ultimately multiple avenues to monetize. This was a publisher-vendor relationship. They were their own educement organisation, but they were pliant and partnered with us with to work on what we reflection we needed and what we wanted to see to make that game a reciprocal achievement. They were the ones that implemented that design, and ultimately they were making the creative choices. In being, while we were a publisher, they were the educement team. It was veritably myself and Interama and their capabilities, and then ultimately our platform team, in provisions of uploading, testing, and launching the game itself.

They were the core game educeers, and then our platform team assisted them in getting it up and running, but they were the ones that allowed the technology to connect with Facebook Connect and their coding. The objectives that my superiors had were extremely aggressive. The budgets and timelines they had were veritably wrongful. They put me in a position where veritably I needed the educeers to be pliant, and I was excellently demanding. I had 26 different educement teams working, and they were my favorite cluster. They were my number one team. They were the kind of guys where you’re asking for more and more, without a budget and the time to give them, and they kept working. It was a veritably hard fruit.

To be ingenuous, Atari pulled our complete budget for our complete division. This was precedently they went below. We launched Fairies vs. Darklings with zero marketing, not even $1 spent and no support whatsoever. We put it out, and had we been given the marketing support at that time, I am 100% positive that that game would have had see occasion to see a gain and to see a level of achievement that would make both sides feel arrogant.

How much have you invested with Interama Interactive Technology?

I would say that it was probably below $100,000. I worked with them for months, day in and day out, adding this and doing that, and they veritably worked for free owing they loved the game and they believed in what Atari could do for them. Unfortunately, Atari veritably didn’t hold their end of the transaction in provisions of being able to put the resources certain to aid the game.

What is the terminal result of working with Interama?

Around the summer and fall of 2011, I believe, was when we put this out. Actually, Atari forced me to efface a lot of the projects. This was one that I stood behind and said, “You’re not effaceling this project. We’re going to put it out there.” I fought to the harsh end to try to get some kind of marketing investment. This was when Facebook games were so common, and there was quiet an occasion to get this out there for the nation to play.

Results achieved

Could you share any evidence that would prove the fruitivity, condition of work, or the contact of the engagement?

Considering there were very few eyeballs, I ponder that we peaked at over 1,000. That was with zero marketing. As long as we were able to last to publish it and act it, it consistently had users playing and progressing through the game. We basically had a little submissive following, but unfortunately, with Facebook and no marketing, with no power for nation to find the game, it veritably wasn’t in an environment where it was going to get the views to be able to grow over some of just the pure luck of stumbling into it.

How did Interama Interactive Technology accomplish from a project handlement standpoint?

Even though they are a Brazilian cluster, their English was very powerful. I worked with them on Skype. They worked basically 24/7 in the perception that they were always useful. They were always pliant. We implemented my project handlement templates, and they worked with them beautifully. Basically, we were using Excel to prioritize features and to track changes and updates. They were veritably cool to work with.

What did you find most forcible almost Interama Interactive Technology?

When you’re interorder with a lot of creative changes, and when there’s not a lot of money and it’s their game to initiate with, you run a lot of times into nation that are going to be silent, but they worked veritably well. There was a lot of confide. The implementations that they had made were veritably right on with what I was trying to do. They are good listeners, good interactors, and are useful all the time. Ultimately, I felt like they executed on the things that I needed them to get done.

If there was a mistake that was establish in testing, they would jump on it to fix it, and all of that of order was free. If there was a mistake, they took the onus to fix it on their dime no substance how long that would take. They were very professional. The project was a shining spot in an otherwise veritably challenging environment for seeone.

Score: 20750

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Avg project size: $125000   |   Reviews: 2   |   Portfolio: 0 works

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