Interview: Ante Odic and Jernej Cesen discuss Outfit7’s ambitious roadmap for the My Talking Tom series

Lately, Outfit7 has disclosed not one, not two, but three forthcoming games within the widely beloved My Talking Tom universe. The crew appears to be taking a bold step, choosing to ‘bet big,’ which piqued my curiosity as to their reasoning. Consequently, I had the chance to converse with Ante Odic and Jernej Cesen about this decision, along with their broader plans for the franchise.

Can you introduce yourself and your role at Outfit7 for our readers, please?

As Ante Odic, I’m in charge of shaping the future for Talking Tom & Friends games. My role is to expand, astonish, and bring joy to our fans by launching new games, incorporating innovative features, and adding unexpected twists. We strive to maintain a balance between evolution and preserving the essence that our fans cherish in this beloved universe.

Hi there! I’m Jernej Cesen, the COO at Outfit7. I manage our overall operations and head up global distribution. In the rapidly changing landscape of mobile gaming, my job is to ensure that the fantastic creations of our teams are not only made but also reach players, resonate with them, and bring joy worldwide. Overseeing all aspects of our business aligns with Outfit7’s long-term vision.

 

Jernej Cesen
You have unveiled an ambitious roadmap for this year with three new releases. What made you decide that now was the time to go all in?

Jernej: Appearing from an external perspective, the decision to fully commit during uncertain periods might be perceived as a gamble or even foolishness. However, for us, this is our path. When the market contracts, others hesitate; we act. We’ve witnessed this industry undergo numerous transformations – booms, downturns, innovations, upheavals. This is merely another phase in the cycle. But we don’t chase trends, we trust our gut instincts. Instead, we question what resonates with our users, and then we proceed fearlessly to construct accordingly.

In circumstances such as these, you’ve got two strategies: Hang tight and safeguard your current stance, or think strategically about your next move, one that could set you up perfectly for the upcoming major opportunity. We humans aren’t built for idleness. Our evolutionary instincts drive us. With a robust brand, a team brimming with creativity who shun constraints, and an insatiable desire to keep progressing, now is not the time for caution but to mold what lies ahead.


Ante Odic
It’s been mentioned that there will be brand collaborations along the way. Can you tell us about what these partnerships will look like in your games? Additionally, what do you believe these collaborations bring to the Talking Tom & Friends franchise?

Definitely! Collaborations play an essential role in maintaining the Talking Tom & Friends world engaging, lively, and enjoyable for all.

Previously, we’ve experienced some unique instances such as Tom stumbling into the realm of Angry Birds (and vice versa), and our characters teaming up with PK XD for a collaboration. So, what’s next? We’re aiming higher. Visualize Miraculous Ladybug and Roblox-like scenarios. Prepare yourself for grandeur!

In truth, these collaborations aren’t solely for gaining exposure. While it’s true that finding one’s way in today’s competitive market can be challenging, visibility is indeed a significant byproduct. However, what truly makes these partnerships valuable are the synergies they create. They cut through the clutter of information, spark conversations, and even open up new opportunities. In an era where attention is as important as money, this is crucial. Nonetheless, the genuine worth lies in the collaboration itself.

 

In our stories, our characters possess distinct personalities. When they venture into other worlds or invite newcomers to join theirs, there’s a palpable connection – a heartwarming instance of mutual delight that transcends individual intellectual properties. This is the enchantment we strive for.

Essentially, we choose brands that have similar fan bases. This pattern shows up in our data and in conversations within the community. Therefore, these collaborations aren’t mere coincidences; they’re organic developments reflecting how people naturally engage with these brands. We’re joining them in their favorite spaces and offering more of what they enjoy.

As a passionate enthusiast, I view fellow game creators not as rivals, but as collaborators in our shared imaginative playground. Just like fans effortlessly transition between different worlds, why can’t our beloved characters follow suit?

To ensure a good fit, we carefully choose each partnership based on its compatibility with our principles and aspirations. When the match is right, it’s not just aesthetically pleasing, but profoundly significant. It opens up fresh opportunities for interaction, fosters deeper emotional bonds, and allows our sphere to expand in exciting, optimistic ways.


One of your new releases is My Talking Tom Friends 2. What challenges did you face when trying to create a sequel to such a popular game?

Jernej: To be frank, the toughest fight we’re facing right now is gaining visibility. While we excel at creating an exceptional game – from conceptualization to development, testing, and global distribution, our team has got it all under control – it’s the visibility aspect that truly tests us. Achieving visibility and discoverability on pertinent publishing platforms is a whole new ballgame.

Far too frequently, the ability to uncover success is determined by one’s financial resources, and this systematically flawed approach negatively impacts both content creators and enthusiasts alike. The hurdles that must be overcome to penetrate the market are increasingly being inflated artificially, leading me to believe that the entire industry is undergoing significant strain as a result. Established entities certainly have an advantageous starting position, but for burgeoning companies with promising offerings, the likelihood of gaining any momentum is dishearteningly small.

We firmly hold that both creators (developers) and users deserve superior experiences; they merit a level playing field for publishing, enjoying, and exploring top-notch applications. Ultimately, it’s up to the market and its participants to determine their preferences. As developers and publishers, we are dedicated to providing opportunities and facilitating users in discovering groundbreaking concepts.

We think that everyone involved – creators and users alike – deserves a great experience with apps. It’s important for them to have a fair chance to showcase their creations and find the best ones out there. In the end, it should be up to people to decide what they like. As developers and publishers, we aim to help everyone discover fantastic ideas.

When embarking on the creation of My Talking Tom Friends 2, the task wasn’t simply about crafting a sequel; instead, we asked ourselves, “How can we offer something fresh and captivating, without diminishing the charm of the original?” The solution lies in viewing it not as a substitute but as an advancement, an evolution.

In my gaming world, diving into My Talking Tom Friends 2 feels like stepping into a brand-new chapter, yet still connected to familiar territory. This new adventure injects fresh energy and innovative mechanics, all while preserving the heart and soul of the original game. For us gamers, it’s about more than just releasing new titles; it’s about expanding an engaging universe that already feels like home.

What new things can we expect in My Talking Friends 2 compared to the original?

Instead of merely producing a follow-up, we aimed to enhance the experience and astonish our most devoted followers with something entirely new. Players will immerse themselves in a completely reinvented realm, interacting with Talking Tom, Angela, Hank, Becca, and Ben like never before. The eagerly awaited sequel amplifies the friendship atmosphere, introduces innovative methods for self-expression, and offers numerous opportunities to discover.

In My Talking Tom Friends 2, a fresh neighborhood unfolds, brimming with locales themed around characters such as the supermarket, health center, greenhouse, clothing shop, and many others. Each location is bustling with interactions that truly reflect the personalities of our characters. Now, every friend has their unique home and space. This sense of individuality is profound. With authentic voiceovers and improved animations, they seem more lively than ever before.

However, here’s an intriguing development: The boundaries of your living space have been significantly broadened. It’s no longer limited to a single shared house and garden; instead, it extends to encompass the entire neighborhood. What’s more, you can traverse these lively locations, uncovering new experiences as you go. But that’s not all! Now, you can venture beyond the neighborhood. Jump on a bus and embark on thrilling journeys, starting with the Water Park. And this is just the beginning. Our plans for expansion already include numerous other destinations waiting to be discovered.

Apart from the main features, we’ve included a variety of fresh mini-games designed to challenge both creativity and ability, and introduced intricate mechanisms such as a comprehensive day-night cycle to bring the entire game environment to life.


Talking Tom & Friends: World arrives in August, offering a sandbox experience that’s built entirely with children in mind. Can you tell us about the design philosophy beyond TTFW that lends itself to being a kid-friendly experience?

In the realm of Talking Tom & Friends: World, we embarked on a journey driven by a fundamental idea: each new generation is entitled to their unique world.

Talking Tom & Friends: The World isn’t merely a scaled-down adaptation of other concepts; it stands independently. It serves as an open, imaginative playground for children to design avatars that mirror their true selves or desired identities. They are free to populate Tom’s world with an assortment of characters as they please. Kids can organize tea parties, journey through space, manage a bakery, or simply socialize with Tom and Angela in their homes. We provide the tools, but it’s the children who author their own tales.

In our game creation process, we collaborated closely with child development specialists, teachers, and scholars to guarantee each element is suitable for various ages, emotionally aware, and fosters positive play habits. Additionally, we delved into extensive research, publishing papers on the subject, to substantiate these initiatives, examining the effects of interactive mobile play and learning experiences on young children’s growth.

Although this is our initial game designed exclusively for children, it retains every bit of its iconic charm and wit – the same heart, the same humor. However, we’ve encased these familiar elements in a fresh, interactive experience tailored for our youngest audience members. Instead of merely watching or tapping, they are now in control, guiding the game. For us, this is the direction we see the future heading.


TTFW will be ad-free but will have in-app purchases. Are you able to tell us what these IAPs will be?

World, they are achieving a significant achievement – their first ad-free game designed primarily for children, which includes optional in-app purchases. However, it’s crucial to understand that this isn’t about limiting access to fun by requiring payment. Instead, the goal is to provide families with a secure, adaptable, and enriching platform for playtime enjoyment.

The entire main feature of this app is available absolutely free. Children can immediately dive in, discover, design, and delight in this world with no initial investment required. However, optional in-app purchases allow users to expand, customize, and collaboratively create their unique version of the Talking Tom universe. Consider it as gaining access to additional resources for self-expression, creativity, and boundless imagination.

For the first time in the series, the complete team is venturing into a fresh, interconnected universe – a new status quo that allows characters to engage with each other and new entities in continuously changing interactions. Players will play a part in crafting this world, from designing personal avatars and homes to uncovering novel narratives and unexpected twists. In-app purchases are available to reinforce this concept, but they’re optional for enjoying the game.

At Outfit7, we think it’s crucial that monetization feels natural rather than pushy. We prioritize respecting players’ time and preferences. To achieve this, we are adopting a versatile approach throughout our collection of games, constantly exploring, learning, and above all, keeping the player at the forefront.

Lastly, your third game is Talking Tom, a re-imagining of the original. What new features can fans expect when it releases later this year?

Tom’s unique, lively character, marked by his humorous and spur-of-the-moment antics, is something we deeply cherish. It was this very trait that endeared Talking Tom to us from the beginning, and that enduring charm remains unchanged.

Over the past 15 years, as our franchise has expanded and transformed, our primary goal has consistently been to foster profound emotional bonds. In this latest phase, we’re blending contemporary storytelling and technology with our enduring foundation, introducing authentic dialogue, immersive settings, and innovative gameplay options. Yet, we ensure that the original essence of Tom remains prominent throughout these changes.

Instead of focusing on swapping out the past, we’re about evolving together with our fans, developing a world that feels lively, inviting, and inspiring. Whether you’re an old-time enthusiast or just meeting Tom for the first time, you’ll sense that enchanting allure, but this time it’s even grander and more radiant.

What aspects of Talking Tom did you feel were important to keep intact so that it delivers on the nostalgia factor?

Fundamentally speaking, Tom remains as Tom. His unique charm, lively spirit, and endearing spontaneous moments are what truly define his character. This essence is something that can’t be altered. From the beginning, we understood that regardless of how the world transforms or advances technologically, the core aspects that made people adore Talking Tom needed to remain unchanged.

We’re not just revamping the traditional virtual pet concept; we’re doing it with a deep appreciation for its origins. Fans will surely recognize his familiar facial expressions, his playful mischief, and the unique joy he brings wherever he is – whether in a room or on a screen. It’s the kind of classic humor that still brings laughter, even after a decade has passed.

Absolutely, the surroundings of Tom have undergone transformation. There are new stages, altered player preferences, and innovative storytelling methods. Yet, each novelty, every design decision, is added on top of that fundamental basis rather than replacing it. We’re constructing for the present while maintaining a powerful emotional connection to the past.


With such a busy year ahead, is anything else planned for the future that you can tell us about? Or is 2025 entirely your focus at the moment?

2025 marks a significant leap for us, but it’s certainly not the final destination. Instead, it serves as a robust base for what lies ahead. Our ultimate goal remains unaltered: we strive to become one of the leading forces in entertainment. This ambition transcends the realm of games and reaches far beyond.

Moving beyond mobile devices, we’re delving into novel technology, innovative formats, and creative methods to engage audiences, no matter their location. It’s not just about growth; it’s about transformation. We’re fostering an environment that encourages groundbreaking ideas, risk-taking, and daring actions, leading us to uncharted, thrilling realms.

Certainly! “Indeed, people have been asking, ‘Where is Ginger?’ Rest assured, it’s not that he’s just returning—he’s actually getting his very own world! Keep an ear out for updates in no time.

Read More

2025-07-10 18:20