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Marvel Strike Force director launches Foxbear Games


Wildlife Studios today announced that it has teamed up with former Marvel Strike Force game director Jonathan Durr to found Foxbear Games.
Wildlife has offered an unprecedented opportunity with the system they have created, Durr said. Foxbear Games will initially focus on bringing different audiences to the RPG genre, while building a truly immersive experience that players will love to play everyday for years to come.
Durr had been a producer on Marvel Strike Force at Kabam, and followed the game through acquisitions to FoxNext and Scopely, rising to game director for the project along the way.
Based in Los Angeles, Foxbear is the third new studio started by Wildlife this year. ....

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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 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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