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How Does Gameloft Put Out So Many Apps in Such Little Time?

11-23-2009, 09:48 PM
#1
Joined: Aug 2009
Location: In the App Store
Posts: 897
How Does Gameloft Put Out So Many Apps in Such Little Time?

It seems like almost every week Gameloft comes out with a different game or announces they are developing a new game, and then the game comes out and sells pretty well even if it sucks. I mean unless they just have a GIANT team...DAMN - THEY ARE FREAKIN POWERHOUSES! I've been noticing this more and more lately and I just don't understand how they can put out so many apps in such little time...anyone care to explain?

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11-23-2009, 09:51 PM
#2
Joined: Mar 2009
Location: Seattle, WA USA
Posts: 4,761
4000 employees

"Founded in 1999, Gameloft has expanded to employ a staff of 4,000 at the end of 2007, up 50% over the end of 2006. Gameloft has posted consolidated revenues of $92m in 2006, $140m in 2007, and $147 for the year 2008.[1] Gameloft has been profitable since 2003.[1]"

11-23-2009, 09:53 PM
#3
But not very creative. All they do is ripoff other games, seriously.

oh and some of their games are over-hyped peices of sheeeeit *cough*assassins creed*cough*

OH hey tap dat app, havent seen you online lately!
11-23-2009, 09:59 PM
#4
Joined: Jul 2009
Posts: 624
Quote:
Originally Posted by da shiz wiz 19 View Post
But not very creative. All they do is ripoff other games, seriously.

oh and some of their games are over-hyped peices of sheeeeit *cough*assassins creed*cough*

OH hey tap dat app, havent seen you online lately!
Too bad in the end, it doesn't matter. They still win, even if they ripoff other games. And I have to say, while not too creative, without gameloft in the appstore, standards wouldn't be set for other developers to follow. So, in a way, their ripping off of other games is quite beneficial, and some of them are still enjoyable.

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11-23-2009, 10:00 PM
#5
Quote:
Originally Posted by kingkong120 View Post
Too bad in the end, it doesn't matter. They still win, even if they ripoff other games. And I have to say, while not too creative, without gameloft in the appstore, standards wouldn't be set for other developers to follow. So, in a way, their ripping off of other games is quite beneficial, and some of them are still enjoyable.
yep
but I still dont like it >=(
11-23-2009, 10:01 PM
#6
Quote:
Originally Posted by DaveMc99 View Post
4000 employees

"Founded in 1999, Gameloft has expanded to employ a staff of 4,000 at the end of 2007, up 50% over the end of 2006. Gameloft has posted consolidated revenues of $92m in 2006, $140m in 2007, and $147 for the year 2008.[1] Gameloft has been profitable since 2003.[1]"
4000 EMPLOYEES????? I should just go hide in my basement now.
11-23-2009, 10:02 PM
#7
Joined: Mar 2009
Location: Washington
Posts: 9,125
Of those 4000 employees, there isn't one voice actor or competant story writer?

back
11-23-2009, 10:04 PM
#8
Joined: Aug 2009
Posts: 3,248
Quote:
Originally Posted by The Bat Outta Hell View Post
Of those 4000 employees, there isn't one voice actor or competant story writer?
Lol, Gameloft just got owned!

Josh, don't worry, Ravensword is selling better than Dungeon Hunter, so no problems there!
11-23-2009, 10:04 PM
#9
Joined: Mar 2009
Posts: 1,140
Quote:
Originally Posted by The Bat Outta Hell View Post
Of those 4000 employees, there isn't one voice actor or competant story writer?
Modern Sandstorm: Warfare?
11-23-2009, 10:05 PM
#10
Joined: Sep 2008
Posts: 537
Not all 4000 would be focused on iPhone development.

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