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Interview

Top Speed 2 interview with Grzegorz Zwoliński the COO and Co-founder of T-Bull

Here we are, back with another developer interview! This time with T-Bull the creator of Top Speed 2. Before we start we’d like to thank the T-Bull Team for participating in our interview and for answering all of our geeky questions! Thanks!

…and without further ado, our interview begins…

The Interview


/// Thanks for taking the time to talk to us about Top Speed 2! Could you kick-start this interview by telling us a little about your studio, yourself, and what drew you into the gaming industry?

We founded T-Bull as a mobile gaming company over 9 years ago. I started the company with two of my friends – Damian and Radek. I remember back when we were working on our first title. Then we were just sitting in our flat, on an old couch, programming. Now we are working from our headquarters in one of the most famous skyscrapers in the country, managing a team of 50 people working on a variety of game projects.

/// Ok, let’s start talking about Top Speed 2. What are the highlights of your latest release?

We have spent a lot of time testing the latest version of the game. We looked at all of the features and how they worked while the game was in the open beta. First of all, we focused on server-side solutions and the matchmaking system. Thanks to the feedback we collected from our fans, we could then polish other game aspects of the game with rounds of bug fixes and performance improvements. As the multiplayer mode is still being developed, players can expect totally new live-events and solutions in upcoming updates.

/// What was the core idea or inspiration behind Top Speed 2? And perhaps more importantly, where do you find inspiration for your games in general?

Our team is specialized in the racing genre. In 2015 we released our first big title – Top Speed. That was a huge milestone for us. After that, everything changed. We started building games with extended gameplay features, multiple innovative solutions (eg. Idle Racing GO – racing clicker) and focusing on improving the online aspects of our games. After a few years of listening to our players, we decided to create the second chapter of Top Speed.

/// How long was Top Speed 2 in development for? And are there any interesting and/or exciting moments or experiences you would like to share with us from that time?

We have spent about one and a half years on Top Speed 2.

/// What software, developer-tools, or black-magic(?) did you use when making Top Speed 2? Is there anything you would like to share with the developers who read Edamame Reviews?

I don’t think there is any black magic. We create the game in cooperation with our partner, Unity Technologies. And we have relied on feedback from our community to finetune and improve the game since the beta launched.

/// Is there any secret “developer-advice” you can give our lucky players who read this interview?

That’s a tricky question! I would recommend players try to discover all of the cars that are available and learn their stats. Sometimes small details matter, and they have a definite influence on the car’s performance and race outcome.

/// What can we expect to see in Top Speed 2 or from T-Bull in the not so distant future? What do we have to look forward to next?

The iOS version should be ready soon. Unfortunately, we couldn’t make a simultaneous game premiere for both platforms. What’s in the not so distant future? Well, as I have said before, we will focus on the multiplayer mode. We have some live events planned for the upcoming release.

/// Lastly, is there anything you would like to say to our awesome team of Writers, Developers, and Supporters who keep Edamame Reviews up and running?

Thank you all for this opportunity to talk to you and for reading about Top Speed 2. And, of course, I hope you have hours of fun enjoying the game!

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