A bit about our currently nameless game company, and what we’re working on at the moment – Gamasutra

The following blog post, unless otherwise noted, was written by a member of Gamasutras community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

The beginning

It all started at uni, towards the end of my masters. Me and a coursemate from another group decided to make our own super cool 3D first-person puzzle game. Why did we decide to make a game? Well, I had some experience of drawing, specialised in art at school, and my teammate had experience of 3D modelling. And after all, were both programmers, and weve made games before whilst working in companies. Why a puzzle game? Because we like puzzles.

We divided all the various tasks roughly 50-50 between the two of us, or each one of us basically took on the tasks we could do. On the one hand, having two people on your team means each person gets half the workload! Quite nice really 🙂 And overseeing your teammates work doesnt take up as much time than if there were, say, 30 other people.

So, basically, everything fell into place: I was to be responsible for all the code and the graphics (shaders, lighting, post processing effects), and my teammate for the levels, and legal issues. At the start his modelling was better than mine, but after a while I realised that constantly asking him to re-do some model or other was just hassling him and taking his focus away from the key tasks. Also, the requirements for a given model could change quite frequently and I didnt want to drive him mad by making him do 1000 corrections each day. So, I took on responsibility for modelling too.

At the very start we decided on an idea for the game, its laws and mechanics, tested everything out in our heads, on paper and on Unity, and planned out a networking mode.

You wont believe it, but Ive now got two folders worth of sketches for the project, and sometimes I still have to sketch out pictures, go through different ideas and compare different objects. Here are some examples from the sketches Ive done:

As it stands weve already published most of our sketches on Twitter and Instagram...

We also tried to get some of our acquaintances involved in the project. At one point we had two girls (designers/artists), a game designer and another programmer on the team as well as us. After 2-3 weeks the programmer went to work in a big company, after attempting to create a structure for the project and build one game object - some random object with an eye which follows the player. Then the designers abandoned us. The game designer turned out to be made of stronger stuff though. He stayed with us till the last, although he didnt actually produce any concrete results 🙂

Btw, at that time the game looked like this:

A little about a lot: Networking

Initially we wanted to build in a multiplayer mode, but as it turned out, it really wasnt worth it. I tried my best to make it work and clung onto it like a cat with a fish. We had built rooms, levels, and networking functions on the main objects. But all this was moving along so slowly, and our time was basically disappearing into a black hole with all the testing and debugging. Heres how our interface looked:

We did a lot of work on the networking mode, even installed a web chat (the envelope icon) and a voice chat system (the microphone icon).

Later on I realised one important thing: the multiplayer function was cool, but if youve got two people on your team and neither have any experience with it (not counting the networking labs we did in uni), its better to put the networking to one side and focus on the main aspects of the game:

A bird in the hand is worth two in the bush

Attempting to expand our team

At some point I started trying to attract high-level artists to work on our project with us - but that didnt go anywhere. The reasons for that turned out to be quite obvious:

I also realised that we cant afford to be spending our time giving tasks to people who are working for us purely out of enthusiasm, because at the end of the day its very likely they will leave us anyway. So, we decided to just do everything ourselves and stop looking for other additions to the team.

Were still working as hard as ever on our project. Weve already done a huge portion of the main work, and now were focussing on optimisation, polishing up the graphics, the animations, and the story.

One translator also joined us not long ago, and has started working on the scenario 🙂 Shes been working with us for a year now (out of enthusiasm, like us).

Heres some links to us: twitter //instagram //vk.com

Read the original:
A bit about our currently nameless game company, and what we're working on at the moment - Gamasutra

Related Post

Comments are closed.