![]() ![]() We have really strong women characters that are not video game characters, like scantily dressed in bikinis and that kind of thing, but real adventurers with real gear. We really strove to create a diverse player group and a cast of runners. So that’s been really cool – they help us with new maps and things we’ll be doing in the future. They tell us what they want, and we listen to them. We’re always trying to make improvements, and a lot of that comes from requests from the fans.ĭevins: We have a group called the super fan group. As we continue to extend Temple Run, over the years we’ve tried to draw inspiration from all that and bring it into the game, but kind of put our own twist on it by combining things or bringing them together. Shepherd: There’s so much inspiration we can pull from, from different cultures and places around the world. My sister used to call it “Swishy McSwipey”, but we were like, “OK, people actually like this.” Temple Run was definitely the thing where people got into it right away and didn’t want to give your phone back. If people are stumbling around at first, that tells you a lot. Luckyanova: You’ve got to test your games on people too – just hand it to somebody with no explanation and see what they do with it. That's partly because of our philosophy – we just don’t like guns and violence. First, it has to possibly exist on Earth, and we have no guns or modern technology. Walter Devins, CEO, Imangi Studios: We have the ten commandments of the Temple Run world. It had to look like they were scary enough that you couldn't just turn around and fight them – you really were running for your life and being terrified. So we just let him sort of run wild with creating a scary monster that's going to be chasing you. Kiril has such a vivid imagination, and his art style always lends itself very well to those dark, mysterious and kind of creepy creatures. Shepherd: We call them demon monkeys they’ve got these skull-like faces and glowing eyes. That's basically where Temple Run came from. After that, we specifically set out thinking about how can we make it simple and straightforward. It was very complex, and most people didn’t get how to play it. It was a dual stick shooter, so you had to control where he was walking and control where he was shooting at the same time. Luckyanova: Our previous game was about a little kid defending his little suburban world from alien invasion. That game was not a success at all – nobody's heard of it – but we made about ten games before Temple Run came out. ![]() It was there the very first day the App Store opened. Keith Shepherd, co-creator, Imangi Studios: The first thing we made was a little word puzzle we called Imangi. He’s always really been into making games too, but that was always just a side thing. When the iPhone came out, he was first in line to get it. Keith has always been a big Apple fan, and an early adopter. Natalia Luckyanova, co-creator, Imangi Studios: We actually met working in a software company that made software for hospitals and stuff like that, and we were looking to do something a little more creative and independent. ![]()
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