Interview Spotlight: Chris Lin, Chief Technical Officer of Gamatron

This week we got the chance to talk to Chris Lin, CTO at Gamatron to hear about their latest release Tokyo Kombat (with multiplayer functionality!) and which aspects will be key to stay relevant as we step into the future.

20.05.2020
Chris

Chris Lin, Chief Technical Officer of Gamatron at Gamatron

Thanks for taking the time to chat with us Chris. Could you give us a brief intro to Gamatron and then introduce yourself to our readers?

Despite only being established last year, at Gamatron we are an exceptionally multicultural office. This has allowed us to enter the industry as, yes, a new company but one with an advantage of appealing to more than one type of audience. Our set of diverse cultures makes the people, the team, the company’s strongest asset without a doubt. Within Gamatron, we have specialists in all different fields: specialists in 2D/3D design, specialists in-game production, specialists in iGaming programming, and specialists in communication and management skills.

That being said, we are well equipped to achieve what I believe to be our ultimate company mission. We, Gamatron, are a gaming provider, striving to create the next hit genre and piquing the interest of our players.

I have 10 years experience in the Gaming industry, creating and designing innovative games whilst managing a large team. With my previous role as CTO at TGG Takara Gaming Group, I learnt how to make Fish Games, and was part of the team to build the first Asian shooting game, “Fish Hunter” debuted at Casinò di Venezia.

This is a skill that I have brought forward with me to Gamatron and has laid the foundations of our latest release, Tokyo Kombat! It is by far the most exciting and revolutionary product we’ve created at Gamatron.

Interesting! What makes Tokyo Combat unique?

Tokyo Kombat, includes new features we have never introduced before, and are a first for the Fish Game genre in general. The biggest being the multiplayer capabilities and an enormous maximum payout amount of x6000. Other features are the stage destruction feature, and Japanese voice actor performance, in-game real-time purchase item system, and more…

 

However, in my opinion, the most important feature of Tokyo Kombat would be the Boss Evolution system.

The Boss character can evolve into different forms with a larger reward at the player’s discretion.

The multiplayer functionality you mentioned earlier sparked a lot of curiosity, could you tell us how it works in short?

Upon entering your chosen room, based on your preferred volatility level, you are automatically allocated a position. Each room has up to 6 players who all compete against each other in real time to blow up the targets that enter the screen. The player to destroy any particular target receives the reward.

Given Tokyo Kombat and your other releases it seems you have a strong focus towards Asia, how do you ensure you’re correctly targeting your market?

Our key markets are the South East Asian countries where there is plenty of opportunity for growth and expansion within business and marketing sectors. That being said, we have already seen unprecedented results from this game in regions we didn’t think would have interest! The aspects most important in successfully targeting these markets are being receptive to all sorts of feedback from our audience. We must be aware of the trends, what is popular now, what kind of games people are loving, what kind of features people are looking for…

 

We are a game provider; our job is to provide games to the players. So, staying open and focused on what players want is our priority.

From your perspective, what is the most important aspect of developing great games?

As relative newcomers to the online gaming scene, appealing to our target audience is a key strategy in staying ahead of the competition. To develop the game with the correct direction in mind, based on the inspiration and desires of our end users. Ultimately, a developer must match or exceed expectations to compete in such a coveted industry.

What’re your predictions going forward, what will be key to stay relevant?

The gaming industry is continually evolving in terms of new technologies. Games are becoming increasingly interactive, which is an element we are incorporating into our own products here at Gamatron, such as the multi-player capability in Tokyo Kombat. Within the industry, the adoption of VR, AR, AI and machine learning is on the rise and something that we are of course researching and building our knowledge base on with the hope to one day implement this within our future products.

We’re reaching the end of this interview. Is there anything you would like to say before we wrap this up?

We are forever working on Tokyo Kombat to improve it for the future, in fact, we may be working on an unprecedented AI element for the game as we speak... This release of the Tokyo Kombat is not the end, it is just a beginning. Most of all, we’re taking the feedback and lessons we’ve learnt to level up and make even more, even better, and more interesting games!

ajax loader