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Mobile Gaming Company Wildlife Launches Second Independent Studio


Mobile Gaming Company Wildlife Launches Second Independent Studio
Trilby Beresford
The studio will be led by Lu Gigliotti, known for developing franchises such as
Need for Speed No Limits and
Devil May Cry. Additionally, he served as vp of product development at Kabam and studio general manager of Electronic Arts in Australia.
“Our goal at SuperWOW! is to break the stereotypes around what gamers are or are not, removing the barriers of entry to gaming and allowing more people to participate,” said Gigliotti. “Humans have an intrinsic need to play, it’s in our DNA. Partnering with Wildlife will accelerate our vision to make games that are fun for everyone, but at the same time with a deeper offering for skilled players.” SuperWOW! Games will have teams in Austin, Texas, and Melbourne, Australia. ....

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Wildlife launches independent studio SuperWow Games


Mobile firm Wildlife has opened a second independent development studio, SuperWow Games.
The studio is led by industry vet Lu Gigliotti, known for holding executive roles at THQ, Ninja Theory and Rockstar, among others. Most recently, he served as studio general manager at EA Australia.
SuperWow will operate alongside Wildlife s studios based in Austin and Melbourne, utilising existing development teams in both locations.
Wildlife unveiled its first independent studio back in February Never Forget Games. The Californian outfit is headed by Ray Mazza and Michael Duke, known for their work at Zynga and EA, respectively.
The company has moved fast in its plight to adapt to mobile, which includes partnering with the industry s top talent, according to Wildlife CEO Victor Lazarte. ....

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Wildlife Studios on adapting to mobile evolution


The biggest change we ve seen is that games are just getting better, Wildlife Studios CEO Victor Lazarte tells
GamesIndustry.biz when reflecting on what he s seen in the mobile market since he co-founded the Zooba developer a decade ago in Brazil.
With better devices and better internet connections, there are a lot more things that are possible and people are taking advantage of that. In the beginning, multiplayer was hard. The first step was asynchronous multiplayer because it was not so demanding on the connection. And then connections got a little better, so we started having synchronous multiplayer. And more recently you started having synchronous multiplayer with a large number of people playing at the same time. ....

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