

Some of the battlefield music tracks are still playing in my head as I write this, so I absolutely have to ask: what are the chances you’ll release the Jelly Defense soundtrack? And what language(s) are the singers speaking in the voiced tracks? This time we had to make one of the best tower defense games around. The feedback was positive: we knew that our jelly heroes are funny, we knew that the music and art are well received, we also knew that it’s not enough to make a game very successful. It’s really hard to say how much those titles helped in getting recognition for Jelly Defense. We created Jelly Chronicles, Jelly Invaders and Jelly Clock as small mini games to support Jelly Defense. Do you feel these smaller mini-projects were successful in generating early recognition for the Jelly franchise, and did you change anything in Jelly Defense as a result of the feedback you received on these teaser titles? Tell us how Jelly Chronicles and Jelly Invaders tie in to Jelly Defense. I think it makes it stand out from the crowd of usual trailers we tend to see. Both were made in-house and both were created using traditional stop motion techniques. The first one is a teaser and the second one is a trailer. We have created two interesting videos for Jelly Defense. How did you create the trailer for Jelly Defense – was it old fashioned stop-motion claymation, or did you go the computer generated route for depicting the non-gameplay scenes? And was it all done in-house at Infinite Dreams’ office? It’s always difficult to work on big projects but I’m really happy that we’ve managed to finish it and that it turned out to be a really great game! During the development it was redesigned and there were times when the development was partially stopped. We started to work on Jelly Defense more than two years ago. Just how long did the game’s development cycle last? Wow, I was looking through your blog and found a post from way back in 2009 referencing Jelly Defense. There are a lot of talented people and I’m sure you’ll hear from us more frequently in the future! We already have some important studios that have released big games like The Witcher, Call of Juarez, Bulletstorm, and Dead Island. In regards to the Polish game development scene, I think it’s getting bigger and better.

Since then we’ve developed multiple games, it’s really difficult to name them all! The first game developed for iPhone was a port of our successful shooter, Sky Force.

#JELLY DEFENSE IPHONE WINDOWS#
We were pretty successful on Symbian, Windows Mobile and Palm OS. Then, around 2004, we realized that smartphones will be the next big thing and began focusing solely on them. We entered the international game market in 2002 with two GBA games. The very first game that we developed was published around 1994 but only in Poland. Infinite Dreams was founded many years ago. What was the very first game created by Infinite Dreams, and how has the Polish gaming industry changed since that time, in your view? Would you say Poland has a vibrant game development scene, in terms of the number of developers producing original works there, or is the market completely dominated by games developed in Japan, the US, etc.?
