Throughout the development of the HyperBrawl Tournament, our team also worked alongside the team at Omnio and legendary music composer Steve Levine to become the first-ever video game in history to use this revolutionary music industry and nightlife technology within interactive media. What has been the most exciting aspect of developing HyperBrawl Tournament?įor us, one of the most exciting developments for HyperBrawl was our soundtrack and audio design, for the audio production and music composing of HyperBrawl Tournament we worked alongside legendary music composer Steve Levine and through our partnership we’re able to work with Sony/ATV and Sony Masterworks to get the official soundtrack released on Spotify and Apple Music which for indie developers is unheard of. The three biggest inspirations behind HyperBrawl were Speedball, Mario Strikers, and Rocket League, for us we really wanted to build a casual sports brawler that kept players quick on their feet but also was easy to pick up but hard to master. What were the influences behind your latest game? Here’s what Simon Whitham had to say about Milky Tea Studios: It has since garnished critical acclaim having been subsequently released on multiple consoles.Ī while ago, I contacted the head of player engagement at Milky Tea Studio Simon Whitham to ask him a few questions in regards to Milky Tea Studios, HyperBrawl Tournament, and the company’s opinion on the current development scene in Liverpool and what the future may hold for the many promising developers based around the city. HyperBrawl Tournament is a multiplayer game taking place across an interdimensional universe whereby play football using melee combat to attack the opposition and score as many goals as possible. After releasing an Android exclusive game named Roller Rally, they have most recently put out a game very different from anything they’ve ever developed. It saw release initially on Steam and was then later ported to eighth-generation consoles, such as the PlayStation 4 and the Xbox One. But then in 2015, they released their first full game Coffin Dodgers, a kart racing game with a dark sense of humor. But since, the indie development scene in Liverpool has thrived, with many studios having been founded within the city such as Mechabit Games, Space Lizard Studios, and the subject of this interview Milky Tea Studios.įounded in 2005, Milky Tea began as a designer of advertisement campaigns for companies like Lloyds TSB, Sony, Toyota, and even the NFL at one point. This momentum was carried on across generations of gaming with the likes of Psygnosis finding success throughout the fourth and fifth generations with Wipeout and Lemmings until unfortunately folding in 2012. Concerning the success garnished by the many independent video game scene over the eighth generation of gaming and beyond, this interview focuses on something even more significant to me on a personal level an interview that had been a long time coming, and that I’d been particularly excited about conducting, The video game development scene in Liverpool has seen stability since the home computer era back in the early 80s, with programmers such as Matthew Smith and companies like Imagine Software taking center stage with ZX Spectrum games such as Manic Miner, Jet Set Willy and Stonkers.
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