


Unity was the right choice for the game engine.
Hyperbowl arcade license#
And thus they granted me a license to develop it for the web, Mac/PC, mobile and the Wii (basically everything that Unity supported at the time). He agreed and suggested I just ask the owners of Hyper, and whaddya know, they said sure, they’re not actively developing it anymore, so why not. I only worked at Hyper Entertainment for the first few months of 2001 but kept in touch with the Director of Development there, Aaron Pulkka (now running his own show at Rabbx).Īround the time Unity announced their upcoming iPhone support, I mentioned to Aaron that I thought that would be a good way to get HyperBowl running on the iPhone. This version of HyperBowl came about because I worked on the original HyperBowl, developed by Hyper Entertainment and first deployed as an attraction game at the Sony Metreon in San Francisco. I've been working on it for six years, now - I wouldn't go so far as to say it's a labor of love, but at least a work of mild fondness. I’ve been holding off on a postmortem for my Unity version of HyperBowl, a 3D bowling game in which you bowl through various fantasy worlds (ancient Rome, the deck of a rocking ship, the streets of San Francisco…), until I achieved Flappy Bird success, but maybe I shouldn’t hold my breath. After looking at the Game Developer/Gamasutra-style postmortem of a GameCube title I worked on back in 2002, it occurred to me it’s about time I wrote another one.
