Our Exclusive Interview with Push Gaming
Questions and Answers
Hi Shane, what can you tell us about the theme of Mad Cars and the inspiration behind it?
Shane: The theme is based around a post-apocalyptic wasteland, overrun with maniacal petrol-heads. A popular theme across entertainment - with the obvious influence being the “Mad Max” movie series - we wanted to put a ‘Push’ spin on it by leaning towards a more comic book aesthetic, which adds a characterful aspect to a traditionally gritty subject.
As with most of our games, the theme was led by the game’s primary mechanic, which for ‘Mad Cars’ is focused on our starting grid of battle vehicles racing to the finish-line, and all the excitement and tension that comes with it!
What was the starting point for this game? For example did you have the theme first or was there a particular mechanic or idea that sparked things?
Shane: The project started from the simple comment that it would be cool to make a racing game. We had a lot of fun with the initial sketches and we knew quite quickly that the cars were going to be Instant Prizes that would race so we had lots of ideas for how that could best be represented.
We quickly understood the tension that would build as multiple cars close in on the finish line and only one can be awarded and the ‘battle cars’ was in our opinion the perfect fit. Designing ‘upgrades’ to match each of the booster features was fantastic and I think players will really enjoy seeing and experiencing the different designs.
We love the big win screen and other animations that have been added to this game, it looks like you had a lot of fun working on this one?
Shane: Our product owners always challenge our creative team to push the boundaries, so for a game like ‘Mad Cars’ we wanted to try something different to reflect the excitement of the core gameplay.
Combining a rapidly-increasing win amount with the vehicle’s speed creates an exhilarating progression through the win tiers, and the first-person perspective gives the player a sense of immersion rarely seen in slots.
It certainly tested our team, both artistically and technically, but I hope you’ll agree they rose to the challenge!
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