Samurai II Slashes onto Tegra

By John Gaudiosi & Rex Wong ( - Tue, Apr 5, 2011

Based in the Czech Republic, MADFINGER collaborated with NVIDIA® to inject new visuals and features into its Samurai II: Vengeance action game. Mark Ramos, who serves as CEO, co-founder and programmer for the small studio, talks about the new game set in ancient Japan in this exclusive interview.

How did you create your studio?

There are four of us now but we will increase in size this year. We just started up last May. Samurai Warrior was our first game. We created it in our spare time, since we were all working full-time jobs at various game companies.

What are your thoughts on the mobile game industry?

I think this mobile revolution started a few years ago with the iPhone. Apple did a really good job introducing a single platform for game developers to work with. Now with NVIDIA® Tegra®, we’re seeing games that look like what you’d play on Xbox 360 or PlayStation 3. For Samurai II, I think this is a great game to show the capabilities of developing for Android.

How has Tegra impacted the gameplay experience with Samurai II?

Tegra allows us to double the number of polygons because the CPU and GPU reads very fast. We were able to move the camera a little bit higher so you see more of the environment around you. There are a lot of things that are moving in this game now and we increased the number of particles in the effects.

Can you explain how a team of four was able to develop this game?

We’re using the Unity Free Engine in tandem with Tegra, so we don’t need to worry about the technology. We’re only focusing on the gameplay. Tegra is such a fast chip that it allows game developers to do more things. And that’s good for the game industry.