

We believe there is a huge room for that market. Something both kids and adults can jump into and simply have fun and walk away laughing. What we want to do is to make the “ Mario Kart” of the FPS genre. What sets World War Toons apart from the rest?Ĭhung: The way we see it, the FPS genre IS super competitive because everyone is trying to make the “ Gran Turismo” or “ Forza” of FPS. We’ve got Battlefield 1, Titanfall 2, Call of Duty, and Overwatch all battling for people’s playtime. PSLS: The first-person shooter space is insanely competitive right now. It’s just amazing to have all these guys put things together. And not only does he bring in incredible art for building the environment, he brings in tremendous amount of discipline in actually making everything we design to run well in the game. On the flip side, we have someone like Yongwoo, our Lead Artist, who comes from making numbers of games for Pixar and THQ.

He adds so much to the humor of the cartoony visual and animation aspect of World War Toons. Although we were set on making a cartoony game, no one had cartoon world background like Nik.

How has it been getting to work with so many talented individuals, and how important is high-quality animation to World War Toons?Ĭhung: Nik in particular has been amazing addition to the team. PSLS: Roqovan has some incredible artists and animators on staff, including Annie Award winner Nik Ranieri. It’s amazing to be asking “how can we make our game even crazier?” We are essentially doing everything we couldn’t do because we were making realistic games before. How refreshing is it to have more creative freedom and create what you want, rather than being forced to make yet another Call of Duty game? PlayStation LifeStyle: A lot of Roqovan, including yourself, come from Infinity Ward. We asked him about the game’s free-to-play model, finally getting to work on something that isn’t Call of Duty, and what virtual reality offers. In order to learn more about World War Toons, we talked to Studio Roqovan CEO James Chung.
