Dinosaur Polo Club Interview – CEO Amie Wolken on Mini Metro, Mini Motorways, the Team, Free DLC, Working With Apple, Ports, and More – TouchArcade

Dinosaur Polo Club Interview – CEO Amie Wolken on Mini Metro, Mini Motorways, the Team, Free DLC, Working With Apple, Ports, and More – TouchArcade

When thinking about the classics or games I’d recommend people play on mobile, Mini Metro is one of the best by far. Sure, it is on other platforms, but having played it just about everywhere, the iOS version is my favorite. When Dinosaur Polo Club announced and released Mini Motorways, I was curious if it would manage to deliver something amazing again. The team did. Since then, we’ve seen both games get multiple updates including a collaboration between them.

A few weeks ago, I had a chance to talk to Dinosaur Polo Club’s new CEO Amie Wolken about the studio, the Mini series, canceled projects, coffee, expanding the studio, working with Apple, Nintendo, the future, and more for an exclusive interview. This was conducted on a video call. It was then transcribed and edited for brevity in the case of some portions.

TouchArcade (TA): Before getting to the things you’ve been doing recently, can you tell me a little bit about what you’re doing right now at Dinosaur Polo Club.

Amie Wolken (AW): I’ve come on board as the new CEO and it means working with the team to set strategy and vision for the next few years, and to really get them humming on the next project that they’re working on.

TA: You previously were the Studio Director at Weta Workshop’s games studio and you worked on Tales of the Shire as Lead Game Programmer. How was it working at the game studio and also how was it working on Tales of the Shire which is supposed to finally be coming out later this year?

AW: It was amazing. I was the Lead Game programmer on Tales of the Shire and before that, I had been working closely with the Magic Leap and Weta Workshop collaboration working in the augmented reality space. I’d been focused on the technical side of things and after Weta Workshop went on its own journey of game development after the Magic Leap collaboration, we decided to pursue Tales of the Shire as our first game as an independent game studio and it was amazing to be there from the ground up working on the Prototype.

TA: Since you joined earlier this year, I think it was April, how involved have you been with the two current live game projects: Mini Metro and Mini Motorways. I ask because both of them still get updates despite Mini Metro being really old now. It is getting a lot of great support.

AW: I try to stay involved over only in the periphery. The game teams know best what their games need, and so my role is more to support them to make sure that they have what they need to make the games great, and to work closely with them on long-term strategies for those games. What does the studio need out of those games and then really enable the teams to just do their good work on the games itself.

TA: How did you end up getting in touch with Dinosaur Polo Club to basically take over as CEO? When I was looking at when you took over, everyone was very positive from the start looking at reactions from developers around.

AW: So I saw the role advertised, and I’ve also known quite a few people who worked at dinosaur Polo Club over the years. So a couple of people let me know that they were looking for a new CEO and so I applied. So I just went through their application process. Yeah.

TA: Did you play a lot of Mini Metro and Motorways before taking over?

AW: I did not. In fact, I think I played Mini Metro when I applied for the job. I thought I better play the games. *laughs*

TA: What does the day in your life look like right now as CEO of Dinosaur Polo Club?

AW: That’s a good question and honestly it changes all the time. Recently and after a few months of being in the job, I thought that the studio could benefit from sort of a few weeks of tools down and coming together as a team, and working on sort of high level studio goals. So actually a lot of my time over the past couple of months has been working on that.

We called it a studio pause, and we put tools down on the games, and we really focused on coming together as a team and trying to envision the future that we wanted as a studio. So a lot of work was done around that and then there’s a lot of work around budgeting and finance, making sure that we’re compliant, and making sure that we have good practices and processes in the team. So policies, making sure that leadership development is well supported and it really kind of depends on what the team needs at the moment. Working with the teams on pitching upcoming products and projects.

TA: So when you joined Dinosaur Polo Club, I saw “Foster great culture and games” mentioned a few times. Obviously the studio pause seems like one of the major steps to having great culture to get everyone together and stuff. But I was curious what other things are planned for this year on that front to help grow the team?

AW: I mean, we always take growing the team and onboarding quite seriously. So having good recruitment processes and practices to make sure that you’re finding people who want to come on the same journey as the studio is on, and part of that means having a clear idea of where you’re kind of going as a studio, and exactly like you said, the pause was really designed to make sure that everyone in the studio, because we’re a small studio at 30 people, so everyone is on the same page with the way we’re going, which means that everybody can be ambassadors for who we are, and what we’re creating together, and it also helps to speed up decision making processes because everybody is on the same page about where we are going and we’re going there together.

Now we’ve actually got a lot of really great information and the pause as well. So we generated a lot of really good ideas for what we could do going forward, and part of what I’ll be doing is looking at that and carrying forward some of the ideas that came out of that around how we sort of live our values and what it means to be part of Dinosaur Polo Club, and what it means for us to create an impact in the world in the way that we want to do it sustainably and looking after our people while we make games. The future and for the rest of this year I suppose, a significant portion of that will be taking what we’ve learned in the pause and applying that in practice going forward.

TA: So you’ve been there since April till right now. That’s less than six months. How have you grown with the team? How does it feel for you and have you accomplished what you wanted to in a few months? I know it is a very short time for this kind of question, but given the positive sentiment around the studio and announcements, I was curious how it has been for you over the course of this period.

AW: It has been great. I do feel like I have grown with the team over the last few months. A lot of my time, especially in the first couple of months, was just listening to the team trying to figure out where everyone was at, trying to figure out where the pain points were.

Everything that you put out you try to look at the positives. Every team has things that they can work on and Dinosaur Polo Club is no different. The first few months were listening to the team, figuring out where I could have the biggest impact, and then the pause was sort of what came out of that.

TA: Before asking specific questions about the games, since you’ve been the CEO for a few months, have you been involved with any of the teams working with Apple and other platform holders? Dinosaur Polo Club has Mini Motorways which is one of the best Apple Arcade games right now even though it is also on other platforms. Have you been working with Apple in any way or is that another team at the studio?

AW: I have been involved in conversations with Apple on a regular basis.

TA: I first played Mini Metro on iOS many years ago. Since then the game has been ported to a lot of platforms. Mini Motorways launched directly as an Apple Arcade exclusive and that made its way to Nintendo Switch and Steam. I still feel like the games are best on a nice big touch screen like an iPad because you get the gorgeous visuals and you have direct interaction with them. I wanted to know if you could comment on how the games have been doing outside mobile because it feels like these are very much designed for touch screens? I know some folks play them with a controller or a mouse as well on Switch or Steam.

AW: It’s not something I’m really super close to. I don’t think it’s any surprise that the games do play really well on the touchscreens, but there is a wide audience that are enjoying the games, and we try and make sure that we’re designing the games to support those audiences too, and all of the controls that we support. But I agree, I think that there is some nice synergy there with the touch screen in there and iPads and iPhones.

TA: A few weeks ago, Dinosaur Polo Club announced that it was working on a game which has now been canceled called Magic School. This announcement was interesting for a few reasons. Obviously having a game canceled is never a good thing, but the phrasing of the announcement and the response has been very positive with how you all are trying to take the best from the situation and move forward. How was it working towards that announcement for you and the team?

AW: I wasn’t actually involved in making the decision to cancel. I was there for the tail end of it, but that decision had already been made as I was onboarding. So I don’t want to speak closely to it. I think there are other team members who are much closer to that decision and that project then been, but I have been there to talk to the team as they sort of process the impact of canceling a project that had been worked on for years, and that is significant.

It was a piece of work that many people care deeply about and had poured their creative hearts and souls into, so we’re always very conscious of that, and I think that’s a big part of why you want to share as well the efforts that have gone into a project that doesn’t necessarily make it to launch, but had a huge potential, a huge amount of talent, and effort that went into it, so it is a pleasure to be able to share those when you can. I’m really glad that we were able to do that for the team who worked on it and for the studio as a whole as well.

TA: Getting back to Apple Arcade. Can you comment on whether anything has changed in the last few months for how your work with Apple or things still going smoothly and is everyone happy with the arrangement you have with them? Mini Motorways still gets updates so it is still ongoing. I also wanted to know if there are any plans to do any more projects with Apple?

AW: Yeah, that’s probably not something that I can comment on right now, but I can say that we’ve got an incredible relationship with Apple and we really enjoy working with them.

TA: You said you played Mini Metro when you were working on getting this role and stuff, but since joining, have you started playing them and giving any feedback to the team directly?

AW: No. Even though I have been a game developer, and because I’ve not been a game developer of this style of games, or involved in developing the Mini games, I’m super tentative to have creative opinions unless they are looking for creative opinions from lay people who are under NDA. That is where I really try to power the team who are the creative masterminds behind the Mini series, and sometimes the weight that your opinion can carry as a CEO, certainly in my situation would far outweigh any actual practical relevance of my opinion.

TA: You mentioned since taking over that Dinosaur Polo Club is a small studio. Is there any need to grow the studio?

AW: We’re pretty good. We do have a small plan for bringing on new people as we start developing more products as well. We have an ambition to remain a small studio. So, in terms of studio size, we would love to not grow Beyond say 40 to 45 people. That is kind where we want to go in terms of the kinds of games that we make. We want to make sure that we stay small. We want to make sure that we can still know everybody’s names. We know everybody that we work with and focus on making games within that capacity and excelling at that rather than expanding and expanding.

TA: Mini Metro is on iOS, Android, Apple Arcade, PC, Switch and PS4. Mini Motorways is on Apple Arcade, Switch, and Steam. Are there any plans to bring them to Xbox and also to bring Mini Motorways to PlayStation and have you noticed any demand to bring your games to more platforms?

AW: It hasn’t featured highly in the conversations that I’ve had in the studio. That’s not to say that there isn’t demand or there hasn’t been conversations, but it’s just that they haven’t been conversations that have been a high enough priority in the last few months for it to be raised with me.

TA: You said that you were happy with how the team has been handling Mini Metro and Mini Motorways. Has anything changed since you took over where the team now feels like it can do more with the games? Both games are pretty great as it is.

AW: I think everybody can expect that Mini Motorways will continue to have some exciting updates. The team is working on an update plan and the strategy is fully behind supporting Motorways to continue to be supported and content updates. So I think people can expect to see cool things coming out of Motorways.

TA: That leads into my next question well. Both games are successful critically and they’ve gotten a ton of post-launch support through free content updates. Has there been any consideration to doing a paid expansion for any of them?

AW: No, we’re pretty set on the free content update strategy.

TA: So basically have a premium game and support it for years and build your audience who wants to keep supporting you as a publisher?

AW: That’s right.

TA: How do you like your coffee?

AW: I drink oat flat white.

I’d like to thank Amie Wolken from Dinosaur Polo Club and also Noah Vaca and Yunah Smirnov from Stride PR for their time and help here.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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