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Lessons from the frontline of HoloLens development

9 November 2016

Asobo Studio: Lessons from the frontline of HoloLens development

"Sometimes experience is a trap. As an experienced developer you might think, 'In this case, let's do that.' But you're wrong"

For game developers today, the limitless flow of new product is at once exhilarating and terrifying. More and more people are playing more and more games, and the platforms through which they can be sold are now groaning beneath the weight. In that environment, a patch of blue ocean is a rare thing. The chance to be the first to take the plunge is rarer still.

Asobo Studio earned that chance through hard-work and experience. The French studio had developed a series of games based on Pixar movies for THQ and Disney, which led to the opportunity to make Kinect Rush for Microsoft. The fate of the Kinect is now a matter of public record, but Asobo's knack for adapting to new technology did not go unnoticed. When Microsoft started looking for developers to work with HoloLens, the French developer was among the first to get the call.

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