Blood & Glory

Timeline: 2011

Platform: Mobile (iOS and Android)

The Game: A landmark mobile game in 2011, this "finger-slashing" fighting title was launched alongside the then-ground-breaking iPad 2.  As Apple hit the market with a device with significantly better GPU and graphical robustness when compared to the antecessors iPad 1 and iPhone 4, my team was launching this game with a level of graphical fidelity and production values with very few equivalents among other free-to-play offerings. To a point stores in the US were using Blood & Glory as a "tech demo" to sell iPad 2s.

The core mechanics and the graphical bar was heavily inspired by Infinity Blade, but the systems mechanics and balancing were designed to be a free-to-play economy. Despite negative commentary in gamer forums, Blood & Glory was downloaded by millions of people and made enough revenue to reach #2 in the Top Downloads chart and #3 in the then-available Top Grossing chart of the Apple App Store.

Blood & Glory was also the biggest mobile game production among Brazilian studios up to that point. The team size, scope and revenue of the project was an outlier in an industry made of tiny studios and small-scale projects (with few exceptions, like Taikodon). To this day, "old-guard" Brazilian game developers sometimes still remember when Blood & Glory happened.

My Contributions:

  • I led a team of up to 25 as producer and product lead to make this game a reality in about 8 months;
  • Team and project management;
  • Wireframing for UI/UX design;
  • Stakeholder management, working in Brazil but reporting to an overseas HQ (in San Francisco).

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