This is our first game licenced by Sony, and this was a real honÂor for us.
I’ll soon write a thorÂough topÂic about the develÂopÂment on this fanÂtasÂtic conÂsole!
This is our first game licenced by NinÂtenÂdo, and this was a real honÂor for us.
I’ll soon write a thorÂough topÂic about the develÂopÂment on this fanÂtasÂtic conÂsole!
We would like to take a moment to thank every sinÂgle gamer that helped us durÂing our first years of game development.
Game develÂopÂment is realÂly a tough job, but thanks to you and all our fans, we were able to conÂtinÂue to immerse ourÂselves in the develÂopÂment of our ideas and experimentation.
In parÂticÂuÂlar we would like to thank Valve and all the Steam comÂmuÂniÂty supÂportÂing us:
And many more, thank you again!
We will conÂtinÂue to make games all thanks to you and to your amazÂing support.
Game DevelÂopÂment for us startÂed back in 2011 and since then we develÂoped a lot of comÂplete games and were even able to experÂiÂment with this incredÂiÂble medium.
Here you can check all the games we were able to pubÂlish until now:
At first it was just an hobÂby for us and we weren’t even thinkÂing about makÂing this our full time job.
After a few years thanks to the sucÂcess of this game we underÂstood that this was becomÂing someÂthing speÂcial that peoÂple appreciated.
This lead to us with game experÂiÂmenÂtaÂtion: we were able to test new ideas both on Steam and Web browÂer games webÂsites like KonÂgreÂgate and Newgrounds.
Some of these experÂiÂments can be found here: http://store.steampowered.com/app/400250/Heaven_Island__VR_MMO/
This was less sucÂcessÂful than our first game, but we were able to underÂstand what Steam gamers were searchÂing for and that some of them had interÂest in our gamÂing experiments.
Thanks to the sucÂcess of our first title we decidÂed to develÂop the sequel WooÂdle Tree 2 (released in 2016).
Even in this new title we tried to experÂiÂment with gameÂplay mechanÂics and interactions:
we includÂed an open world mechanÂic, one of the first of its kind for a platÂformer game.
AnothÂer interÂestÂing thing we wantÂed to include are speÂcial moves thanks to the only weapon the proÂtagÂoÂnist has (a leaf).
Our last but not least game is SuiÂcide Guy (released in 2017).
With this title the intenÂtion was to creÂate almost a new genre in the gamÂing field startÂing from the first perÂson puzÂzle games like Portal.
This game had an amazÂing impact on the Steam comÂmuÂniÂty and on youtuÂbers with milÂlions of playÂers all around the globe.
Thanks to our comÂmuÂniÂty we are able to conÂtinÂue our work, our main objecÂtive is still to creÂate unique games that can open the eyes of its players.
We’re curÂrentÂly workÂing on NinÂtenÂdo Switch, PS4 and Xbox One conÂvertÂing our first game WooÂdle Tree AdvenÂtures and latÂer even our othÂer games, but don’t worÂry since Steam is still our main develÂopÂment platform.
Stay tuned to see when these games are going to be released in the next months!
A brand new game is in develÂopÂment too, still unanÂnounced. We’ll share the details with you soon!
Thank you again for the supÂport you’ve shown to us :)
ChubÂby Pixel
HelÂlo my friend!
in this secÂtion I’ll start describÂing the develÂopÂment process of our latÂest game “SuiÂcide Guy”, Now availÂable on Steam: store.steampowered.com/app/303610/Suicide_Guy/ and soon on Console!
Here the 9 funÂdaÂmenÂtal steps we used to creÂate this new game!
1) CONCEPT
The first conÂcept we had for the game was back in 2011.
At first we were tryÂing to find an origÂiÂnal conÂcept for our next game:
that’s when we had in mind the idea that the playÂer had to kill himÂself in order to surÂpass every level.
Since the conÂcept and the action in the game has a realÂly strong impact on the playÂer’s reacÂtion, we decidÂed to make the game in first perÂson.
For the first alpha verÂsion we had in mind a total of 3 levÂels that would help the gamer to underÂstand the mechanÂics, conÂtrols (how to actiÂvate an object etc.) durÂing the whole game.
The gameÂplay can be conÂsidÂered as a parÂoÂdy of the most clasÂsic videogames in which you have to find a way to save the life of your charÂacÂter, while here you have to find a way to kill him.
2) ALPHAVERION
We first develÂoped an alpha verÂsion of the game (back in 2011) with 3 levÂels using Unity3D, you can play the browsÂer demo here.
As you can see it was at an earÂly stage comÂpared to the final verÂsion, but the main ideas was there.
The browsÂer verÂsion has been played a total of 100.000+ times durÂing the first years.
3) GAMEANDLEVELDESIGN
We startÂed the design of the levÂels first on paper and then modÂelÂing them in Maya.
As game engine we used Unity3D: it is a realÂly suitÂable engine, except for the fact that it’s pretÂty difÂfiÂcult to optiÂmize the levÂels to run at a smooth 60 frames per secÂond as target.
The optiÂmizaÂtion took a while in cerÂtain levÂels where there is a high amount of detailsand objects.
The use of lods, comÂpressed texÂtures and new optiÂmizaÂtion techÂniques has been a must.
4) STORYDESIGN
Since the main conÂcept to pass the levÂels is to kill yourÂself, we wantÂed to creÂate a motiÂvaÂtion to it. Why would the charÂacÂter need to kill himÂself in everylevÂel to go to the next level?
That’s when we develÂoped the idea of dreams inside of dreams, inspired by the movie “IncepÂtion”.
We first made the stoÂryÂboard to make the stoÂry underÂstandÂable by everyÂone, then used the cinÂeÂmatÂics to make a tanÂgiÂble story.
The charÂacÂter had to be charÂacÂterÂized since it’s one of the few beings in the game, that’s when we had the idea to charÂacÂterÂize him durÂing the levÂels, thanks to the objects he imagÂines in his dreams, derived directÂly from his expeÂriÂences in the real life.
5) PROJECTMANAGEMENT
We used TrelÂlo as project manÂageÂment tool and Source Tree as reposÂiÂtoÂry for the assets.
It’s perÂfect for orgaÂnizÂing the workÂflow when you have a team of 3 or more peoÂple. In our case we were in 6 as you can see in the image below and we dividÂed the work like this:
Fabio FerÂrara (Game and conÂcept develÂopÂment, GameÂplay proÂgramÂming, 3D modÂelÂing, SoundÂtracks and Sound effects)
Yan DawÂid (CamÂera proÂgramÂmer and Gameplay)
GiuÂlia AirolÂdi (ConÂcept art and texturing)
Fabio MasÂnari (Tester)
Andrea MasÂnari (SoundÂtrack comÂposÂer and Sound Effects design)
SelÂcuk YagÂci (CharÂacÂter modeler)
We’ll soon share the trelÂlo link when the game is finished.
6) 3DMODELING
We used Maya for modÂelÂing the enviÂronÂments, items and the charÂacÂters, While PhoÂtoÂshop for texÂturÂing.
For skinÂning, rigÂging and aniÂmaÂtion we used the aniÂmaÂtion sysÂtem inteÂgratÂed in Maya as well as lots of aniÂmaÂtion refÂerÂences from carÂtoons such as Looney Tunes, AdvenÂtures Time, StuÂdio GhiÂbÂli movies and many more.
We used lots of refÂerÂences too found on PinÂterÂest, InstaÂgram and Google images in order to creÂate the best lookÂing levÂels in terms of colÂors and forms.
7) SOUNDDESIGN
Cubase was the main softÂware we used for comÂposÂing the SounÂtracks and AudacÂiÂty for the sound effects as well as a large variÂety of sound libraries.
We designed the levÂels so that the soundÂtrack is alwasy diegetic in the sense that it’s inside the narÂraÂtive conÂtext of the action: It’s aways played by a radio that can be turned off and even used to pass cerÂtain kind of levels.
8) LEVELCREATION
For the levÂel creÂation, Unity3D has been realÂly useful.
We creÂatÂed the design on paper and then the main strucÂture of the levÂel was modÂeled in Maya in a sinÂgle .fbx file. All the eleÂments and details were sepÂaÂrate meshÂes and preÂfabs.
For the iterÂacÂtive items, we set the posiÂtions in maya with red cubes, and then posiÂtionÂing the preÂfabs in UniÂty 3D.
We think this is the best and fastest posÂsiÂbile way to creÂate the levÂels espeÂcialÂly if you want to make future modÂifics durÂing the development.
9) MARKETING (Before release)
We startÂed marÂketÂing the game immeÂdiÂateÂly after the first Alpha was made, with conÂstant updates of images, gifs, soundÂtracks etc. on our social pages:
…and sendÂing updates through our MailÂing list (with over 100.000 e‑mails)
This blog post was useÂful too in order to creÂate awareÂness regardÂing the develÂopÂment of the game.
In May we pubÂlished the first teasÂer of the game (2 months before the actuÂal release), here you can take a look:
His helped a lot to creÂate awareÂness before the actuÂal release of the game.
10) MARKETING (After release)
The day we pubÂlished the game(on 14th of July 2017) we immeÂdiÂateÂly startÂed to creÂate adverÂtisÂing, here the steps we took in order to improve the sellings:
After the first days a lot of youtuÂber videos of the game went viral with over 1 milÂlion views, here some examples:
This helped the visÂiÂbilÂiÂty of the game A LOT and infact Big youtuÂber starts startÂed to playÂing it, even makÂing more than just one video of it (JackÂsepÂticÂeye and JueÂgaGerÂman) with over 3 milÂlion views:
In the end after the first month, this helped the game to sell over 10k copies, and milÂlions gamers aware of the exisÂtence of the game.
The great thing for us is that the game is still sellÂing conÂstantÂly even after the first few days (with a 20% disÂcount), while genÂerÂalÂly the sales drop after the first discount.
I would say that for us the youtuÂbers views count was the deterÂminÂing facÂtor that helped the game to be feaÂtured on the front Steam page in the most popÂuÂlar games
The first reviews from press startÂed to came out after the first week of release (we sendÂed press copy AFTER the game was out, but probÂaÂbly we should have sent them 1 week before) here some few:
in this new post I would like to talk about the develÂopÂment of “WooÂdle Tree 2: Worlds” (now availÂable on Steam http://store.steampowered.com/app/495350/)
The 8 funÂdaÂmenÂtal steps we used to creÂate this new game!
1) CONCEPTDEVELOPMENT (SKETCHES)
We startÂed develÂopÂing the stoÂry and the charÂacÂters with stoÂryÂboards and conÂcept art to give us a genÂerÂal underÂstandÂing of the mood of the world we were going to build, here some few examÂples below:
We then startÂed to think about the gameÂplay and inteÂacÂtions with the enviÂronÂment, always with the help of drawÂings and sketches:
Thanks to this we were able to see the camÂera behavÂiour, the charÂacÂters moveÂments and all the gameÂplay basic eleÂments of the final game.
2) PROJECTMANAGEMENT (TRELLO)
We used TrelÂlo for this and all our othÂer games.
It’s perÂfect for orgaÂnizÂing the workÂflow when you have a team of 3 or more peoÂple. In our case we were in 6 as you can see in the image below and we dividÂed the work like this:
Fabio FerÂrara (Game and conÂcept develÂopÂment, GameÂplay proÂgramÂming, 3D modÂelÂing, SoundÂtracks and Sound effects)
Yan DawÂid (CamÂera proÂgramÂmer and Gameplay)
We then creÂatÂed the reposÂiÂtoÂry for the game files Using SourceÂTree (SourceÂTree) with Git is the perÂfect comÂbiÂnaÂtion for keep all the project on a servÂer, in order to be able to go back to a preÂviÂous verÂsion of your game (in case you brake someÂthing :D)
There are a lot of othÂer soluÂtions here like Github and PerÂforce (used at Ubisoft stuÂdios), but I think for smallÂer projects SourceÂTree is the best choice.
4) DEVELOPMENT (UNITY3D)
We then are finalÂly be able to start the develÂopÂment!
The main engine we use for game develÂopÂment is UniÂty 3D and obviÂousÂly we used it even for this new project.
I perÂsonÂalÂly would sugÂgest you to develÂop your games with the engine you used the most. This way you’ll be able to extrapÂoÂlate the maxÂiÂmum from it and develÂop the best posÂsiÂbile game.
For the 3D enviÂronÂments modÂelÂing we used Maya and blender, while for texÂturÂing we used PhoÂtoÂshop and IllusÂtraÂtor.
For the soundÂtracks we used a keyÂboard with Cubase with lots of sound libraries (VST virÂtuÂal instruÂments) and for the sound effects AudacÂiÂty and a recorder.
5) TESTING
We asked our famÂiÂly and friends to try out our game (with a total of 10 testers).
We startÂed testÂing right after the Alpha verÂsion of the game was comÂpletÂed, it’s very useÂful to find out if the conÂcept and mechanÂics are underÂstandÂable and clear to everyone.
I would sugÂgest to ask casuÂal playÂers for first and then hardÂcore gamers, this way you’ll hear both sides.
TestÂing has to be done even after the game is finÂished (you’ll nevÂer realÂly comÂplete your game since every game is improvable!).
6) EARLYACCESSRELEASE
The earÂly access of the game was released on 27 of July 2016 and sold over 3000 copies durÂing the first month.
It gained a lot of attenÂtion since it was even feaÂtured on the Steam home page.
The reviews were good with 140 reviews in the first month with 93% of posÂiÂtive reviews.
7) FULLRELEASE
The Game has been fulÂly release on Steam on the 16th of sepÂtemÂber with over 1000 playÂers playÂing at the same time!
in the first week it sold 2000 copies (added to the 3000 from the earÂly access release) for a total of 5000 copies in a month!
The first week went pretÂty well even conÂsidÂered that we weren’t feaÂtured in the most popÂuÂlar releases.
DurÂing this week the game had a 25% disÂcount, this improved a lot the sellÂing powÂer of the game.
In the fisÂrt week has been feaÂtured both on the big slidÂer in the home page and among the most popÂuÂlar games.
This improved sigÂnifÂiÂcantÂly the impresÂsions and numÂber of clicks on the game page.
8) MARKETING
A great resource for our marÂketÂing strateÂgies is PixÂelÂprospecÂtor, used by a lot of develÂopÂers to find tips about game develÂopÂment and marketing.
In parÂticÂuÂlar here the Big list of videogames postÂmortems, a great resurce to underÂstand develÂopÂment and marÂketÂing of the most famous indie games and the Big list of game dev marÂketÂingwere you can find videos and artiÂcles, super useÂful if you’re a beginÂner marÂketÂing manager.
We startÂed writÂing to all the videogame web jourÂnal we knew (even the smallÂest ones) in order to get attention.
After that we could start sendÂing proÂmo codes to youtubers.
This is the mailÂing list we used so far, I’m sure it will be useÂful for a lot of develÂopÂers, Check it out here.
Use these steps if you just startÂed to develÂop your first games, since you’ll probÂaÂbly find your own way to manÂage the develÂopÂment and marÂketÂing of your game.
I decidÂed to write this post mortem since if I had all these sugÂgesÂtions the first time I develÂoped a game, I would have spared a lot of time!
Steam is sureÂly a great platÂform where to pubÂlish your game, but I would sugÂgest to pubÂlish yours on all the platÂforms you can (expeÂcialÂly PS4 and Xbox One).
We’re super exitÂed to tell you that we’ve been to the Taipei Videogame Show in Taiwan!
It’s one of the biggest events in TaiÂwant with more than 30.000 gamers present.
It has been a great opporÂtuÂniÂty to make them try out our new games and to find a lot of pubÂlishÂers interÂestÂed in our games,
soon we’ll let you know the updates!
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