How Bike Baron 2 came to be

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We've written before that the games in the Bike Baron series come from a place of passion, and they require space to fully form. For Bike Baron 2, finding that space meant exploring physics-based gameplay deeper than in the prequel. 

Juhana Myllys, the level designer of Bike Baron 2, spent half a decade working on two Badland games. However, adding him to the team composed by Kimmo and Timo Vihola (focusing respectively on gameplay and art) felt important, so we waited until everything was perfectly aligned to commence work on this sequel. 

The original Bike Baron was a best-selling title in 89 countries, so it was a fairly natural choice for us to release the sequel on App Store, too. So many users there are already familiar with the first game, and the potential audience is vast. Also, it helps that iOS, iPadOS, and tvOS are all easy to develop for. 

With Bike Baron 2, we're aiming for a Super Mario-like experience, and that's why we've been developing it much like a platformer. So while its gameplay is very immediate and arcade, the level design introduces the challenge, throwing all kinds of physics-based things at you. It's a curious contrast, and laying the foundation for it required taming the initially wild physics simulation until we eventually arrived at a predictable way of controlling the bike.

Compared to other titles in the same vein, in Bike Baron 2, you're more directly in control of the character; the focus shifts to the levels, allowing them to become wilder. We're proud to say that our inspiration for Bike Baron 2 often came from outside the genre boundaries. Our hopes are that Bike Baron 2 will find an audience ready for a mad ride between old and new fans!

For more Bike Baron 2's behind the scenes, keep an eye on these pages!

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