Alex Talbott

Designer | Developer | Worldbuilder

BlizzHeroes

 

wanting to be different

When we graduated college, my brother and I had joined the near-endless sea of other developers and artists wanting to find their home in the game industry. We knew we had to approach things differently if we wanted to stand out and so the idea of BlizzHeroes was born.

Our thinking was we would make something that serve almost as the ultimate mod or fan-game and with it we’d get attention as being developers who had the skills and know-how to develop a game, but just needed a place to do so professionally.

Design philosophy

The idea of a beat’em-up really came from two sources: Castle Crashers and Blizzard’s Failoc-Alypse mini-game which was available during the BlizzCon 2009 ticket sales. We felt that a beat’em-up would be fast paced, enjoyable and offer a simple enough experience to replicate on mobile devices.

LESSONS LEARNED

First and foremost: a fan-game is an excellent way to get the attention of a company, however it boxes you in when appealing to other companies. Additionally, the time spent on this project could have been funneled into something with the potential for monetary gain.

Lastly, while this was a great exercise it’s by no means the best that we can do. We essentially proved that we can develop games, but I feel that we still need to show people that we can do so much more.

Where to find it

  • Per Blizzard’s request, I have taken down all download links. If you are a recruiter please contact me at: alexandertalb@gmail.com and I can provide a copy.
  • Available for: PC, iOS & Android devices.

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