Q&A: 'The Dark Knight' mobile game's Dan Sciarrino

Get a preview of the Bat-action headed for your phone

By Paul Semel

Special to Metromix
June 30, 2008

Q&A: 'The Dark Knight' mobile game's Dan Sciarrino
Photos:
'The Dark Knight' mobile game 'The Dark Knight' mobile game 'The Dark Knight' mobile game 'The Dark Knight' mobile game

Considering the "Batman Begins" game was big enough to feature the movie's stars Christian Bale and Michael Caine it might seem odd that there won't be a game based on the follow-up flick, "The Dark Knight."

Except there is, it’s just being done for your cell phone. With time being of the essence, more and more movie-inspired games are going straight to cell phones. They just don’t attract as much attention as their console counterparts. At least not yet…

We spoke to Glu Mobile’s Dan Sciarrino, the senior producer on "The Dark Knight" game, about how they got to play with the Batman when no one else did, and what goes into making a game for cell phones instead of consoles.

What kind of game is "The Dark Knight"?
It's a side-scrolling action platformer that features gameplay elements of combat, stealth, and gadgetry. It has an original story that’s based off of the story in the film, though we were careful to not reveal too many plot points.

Given that you're not making a big budget PS3/360 release, how involved have the people making "The Dark Knight" movie been in the game's design?
[There were] filmmakers involved in every element of the mobile game, including the game design, art style, and the script. Creating an experience that evokes the spirit of "The Dark Knight" was pivotal to everyone involved.

What advantages are there to doing a movie game for cell phones, as opposed to a PS3/360 game?
This may sound bizarre, [but] I would have to say that the biggest advantage is dealing with the limitations that the mobile platform presents. When working with the PS3 or Xbox 360, it’s easy to mask poor gameplay with beautiful graphics. The mobile platform forces us to step back and ask “What are the core elements and themes of this movie that makes it cool and engaging?” When you distill it down to the basics, it really helps shape the desired experience.

And what, besides not being able to get the actors to talk about the game on "The Tonight Show," are the disadvantages?
When working with a movie title, you want to be as authentic as possible. Mobile greatly inhibits some of the things that can engross someone in the universe of "The Dark Knight." Attempting to emulate the gritty super-realistic style of "The Dark Knight" is not easily accomplished on a screen that is only 176 pixels wide and 204 pixels tall.

Your company has also made games for "Speed Racer" and "Transformers," and will release "Madagascar 2" this October. What makes a good movie-inspired mobile game?
The best movie-inspired mobile games are ones that deliver on exactly what the user wants the experience to be. The game should as authentic as possible, and based on what is cool or unique about the movie or brand. People don’t want to play a "Dark Knight Solitaire," they want to play as the Dark Knight of Gotham.

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