Angry Birds, as a strategy puzzle mobile game developed by Finnish computer game developer Rovio Mobile, has now become worldwide. As a great successful game, first developed for Apple's iOS and then transplanted to other touch screen-based smart phones. In this series, from the viewpoint of a mobile developer, I want to try to find out some of the how-toes by developing a similar game that runs on the Android operating system using the Game Maker Studio. In early 2009, Finland based games make, Rovio wanted to build a successful phone application that would appeal to a wide consumer audience, but of course bring in a profit for the game maker at the same time. This was the tricky part – to date very few mobile phone apps had made much of a margin – so Rovio knew that it was in for a challenge.
Strategy
Angry Birds actually originated out of an entirely different game proposal altogether. Previous to its development a senior game designer within Rovio, Jaakko Iisalo, came up with an idea for a game that involved angry looking birds with no visible legs or wings. While Rovio didn’t get the concept behind this gaming idea – they did like the characters. From there on it, designers worked around the character design to develop the concept of Angry Birds. It was quickly decided that the birds would need an enemy within the game. Pigs – inspired by the then swine flu epidemic, were chosen.
The development of the game – which would see it launched as a paid-for app - took hold, on an initial budget of $25,000 (15,09,000 rs). The final cost would end up being four times that amount.
Implementation
Angry Birds was eventually born and launched in December 2009, emerging as a simple game in which players use a slingshot to launch birds at pigs on various structures. The game started out life on the iPhone – launching first on Apple's iOS. For the first three months of its launch, the game was a flop. But in February 2010 Apple agreed to feature Angry