Meet the team: Olivier – Mobile Developer


Welcome to a new item on the FOE Blogs: Meet the Team! Here we will get to know the people behind our favorite game and we start this series of interviews with Olivier, one of our mobile developers!

Hi Olivier! First of all, can you tell us a bit about yourself? How long have you worked for InnoGames and have you done more projects or only Forge of Empires?
Hello, I’m Olivier. I started in September 2015, originally planned to work on Tribal Wars 2. Things have changed just before I arrived and I was proposed to join the Forge team as C++ mobile developer.

What does your typical work day for you look like?
In our teams, we work with tasks for 2 weeks at a time (sprints). We all work on small parts of the game. When a part is completed, it’s merged into our master version, then a new game version is released. I can do various things: Sometimes I work on events and sometimes I work on fixing bugs, for example.

How big is the mobile development team?
We are divided into 4 teams in total on Forge of Empires. In my team we have 3 developers who only focus on mobile. Although we are responsible for the mobile version, sometimes, like when we work on next events, we try to work in collaboration with the browser developers as much as possible. We communicate a lot with each other to see if there are any changes or issues but code-wise we have a separation between the browser developers and the mobile developers. It would be too complex to do both at the same time. The browser team has over 4 years of experience with their codes and it would take me too long to get familiar with that, while also working on mobile.

Who assigns your tasks to you?
Mostly when I finish a task, I look at the tasks list to see what I can do and which bugs currently have priority. Some bugs can be very easy to solve and some can take a lot of time. Generally, we ask the Product Manager what the priority should be.

What game feature you worked on, are you most proud of?
A very small thing I’ve done and invented all by myself (and that’s on browser too): When you need to unlock a technology and you miss e.g. wood, there’s now a small trade button. I made it with the help of a Front End Developer, who showed me how we could do that in the code and I made it and now I’m very proud of it! Every time I see that button, I think: “Yeah! That’s MY button!” Even though it’s very small, I’m tempted to click on it all the time, haha!

I’m also proud of the Friend Invite system on mobile because it was a lot of work, took a lot of meetings and finally it’s working now! About 30% of all friend invites are now on mobile, which is a lot and we’re the first game in our company that uses this system.

Do you work together with developers of other game companies as well?
No. There are a lot of games, all made in different code languages and a lot of things are very game specific as well. Even for games within our own company, it is like this. The way I create a feature for Forge of Empires, can be completely different than how you’d do it on another game. I can’t just copy the code to the code of the other game, it just won’t work. There’s even a big different between the IOS and Android versions of our own game. Code languages develop very quickly as well and we need to keep adapting to that.

Thank you for taking the time to talk with us!
You’re welcome, my pleasure!

Well guys, that was our talk with Olivier, our Mobile Developer from France! If you want to say anything to Olivier, please leave a comment below!

5 thoughts on “Meet the team: Olivier – Mobile Developer

  1. Hi Olivier! Nice job on “Your button” i really like not having to leave the research or province screens to see if there are any trades i can do to collect goods and unlock things. Wonderful job on that button!

  2. That button is very useful, although it does not seem like much to me, it has helped me a lot, since it facilitates the theme of commerce and not having to be going out and entering, look for where the trade is etc, saves you a lot of time :)
    As in the Previous Post, I would like to leave a related idea just in case, it serves as inspiration for the developers:

    1. Put a button for Alcatraz, what functions would it have?

      Basically one, and very useful, just like the one in commerce. Select which units you want to be recruited, because you are accumulating, and you may need secret agents, then uncheck the units, (obviously they have to be the barracks built in the city), and remove, so that you get all agents that Is what you need or that you only remove a unit so that it is not recruited, as it would continue as always, gives you so many troops at random. Another case is the GvG battles, maybe I have to put some old barracks, but I do not want to remove those from my era, what do I do? Because with that button you would select what you need, you remove those of you were, even secret agents that are important, and ready, that you get the most out of what you need.

      I think it would be a good tool, and a good touch to the game, because I can have Drummers and Agents, but I do not want to recruit more Drummers and I do not want to eliminate the Building, so this can be a solution. I see it especially for the GvG battles.

      1. Although it could also go that button inside the barracks, just like the one to recruit when you enter, because another one, it is put where it is, to the left or where it is, and would be:
        Enable recruitment at Alcatraz.
        For example, if activated it will be given to you by Alcatraz, and if it is deactivated, you will not be recruited from that Alcatraz unit.
        It would be somewhat more complex and different than the button that is discussed in this post on trade, but it would be equally useful.

        Hope this helps you, this idea for any future work :)

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