Suicide Guy — development blog

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Hel­lo my friend!
in this sec­tion I’ll start describ­ing the devel­op­ment process of our lat­est game “Sui­cide Guy”, Now avail­able on
and soon on Con­sole!

Here the 9 fun­da­men­tal steps we used to cre­ate this new game!


The first con­cept we had for the game was back in 2011.

At first we were try­ing to find an orig­i­nal con­cept for our next game:
that’s when we had in mind the idea that the play­er had to kill him­self in order to sur­pass every lev­el.

Since the con­cept and the action in the game has a real­ly strong impact on the play­er’s reac­tion, we decid­ed to make the game in first per­son.
For the first alpha ver­sion we had in mind a total of 3 lev­els that would help the gamer to under­stand the mechan­ics, con­trols (how to acti­vate an object etc.) dur­ing the whole game.

The game­play can be con­sid­ered as a par­o­dy of the most clas­sic videogames in which you have to find a way to save the life of your char­ac­ter, while here you have to find a way to kill him.


We first devel­oped an alpha ver­sion of the game (back in 2011) with 3 lev­els using Unity3D, you can play the brows­er demo here.

As you can see it was at an ear­ly stage com­pared to the final ver­sion, but the main ideas was there.
The brows­er ver­sion has been played a total of 100.000+ times dur­ing the first years.


We start­ed the design of the lev­els first on paper and then mod­el­ing them in Maya.
As game engine we used Unity3D: it is a real­ly suit­able engine, except for the fact that it’s pret­ty dif­fi­cult to opti­mize the lev­els to run at a smooth 60 frames per sec­ond as tar­get.

The opti­miza­tion took a while in cer­tain lev­els where there is a high amount of details and objects.
The use of lods, com­pressed tex­tures and new opti­miza­tion tech­niques has been a must.


Since the main con­cept to pass the lev­els is to kill your­self, we want­ed to cre­ate a moti­va­tion to it.
Why would the char­ac­ter need to kill him­self in everylev­el to go to the next lev­el?

That’s when we devel­oped the idea of dreams inside of dreams, inspired by the movie “Incep­tion”.

We first made the sto­ry­board to make the sto­ry under­stand­able by every­one, then used the cin­e­mat­ics to make a tan­gi­ble sto­ry.
The char­ac­ter had to be char­ac­ter­ized since it’s one of the few beings in the game, that’s when we had the idea to char­ac­ter­ize him dur­ing the lev­els, thanks to the objects he imag­ines in his dreams, derived direct­ly from his expe­ri­ences in the real life.


We used Trel­lo as project man­age­ment tool and Source Tree as repos­i­to­ry for the assets.
It’s per­fect for orga­niz­ing the work­flow when you have a team of 3 or more peo­ple. In our case we were in 6 as you can see in the image below and we divid­ed the work like this:

  • Fabio Fer­rara (Game and con­cept devel­op­ment, Game­play pro­gram­ming, 3D mod­el­ing, Sound­tracks and Sound effects)
  • Yan Daw­id (Cam­era pro­gram­mer and Game­play)
  • Giu­lia Airol­di (Con­cept art and tex­tur­ing)
  • Fabio Mas­nari (Tester)
  • Andrea Mas­nari (Sound­track com­pos­er and Sound Effects design)
  • Sel­cuk Yag­ci (Char­ac­ter mod­el­er)

We’ll soon share the trel­lo link when the game is fin­ished.


We used Maya for mod­el­ing the envi­ron­ments, items and the char­ac­ters, While Pho­to­shop for tex­tur­ing.

For skin­ning, rig­ging and ani­ma­tion we used the ani­ma­tion sys­tem inte­grat­ed in Maya as well as lots of ani­ma­tion ref­er­ences from car­toons such as Looney Tunes, Adven­tures Time, Stu­dio Ghi­b­li movies and many more.

We used lots of ref­er­ences too found on Pin­ter­est, Insta­gram and Google images in order to cre­ate the best look­ing lev­els in terms of col­ors and forms.


Cubase was the main soft­ware we used for com­pos­ing the Soun­tracks and Audac­i­ty for the sound effects as well as a large vari­ety of sound libraries.
We designed the lev­els so that the sound­track is alwasy diegetic in the sense that it’s inside the nar­ra­tive con­text of the action: It’s aways played by a radio that can be turned off and even used to pass cer­tain kind of lev­els.


For the lev­el cre­ation, Unity3D has been real­ly use­ful.
We cre­at­ed the design on paper and then the main struc­ture of the lev­el was mod­eled in Maya in a sin­gle .fbx file. All the ele­ments and details were sep­a­rate mesh­es and pre­fabs.

For the iter­ac­tive items, we set the posi­tions in maya with red cubes, and then posi­tion­ing the pre­fabs in Uni­ty 3D.
We think this is the best and fastest pos­si­bile way to cre­ate the lev­els espe­cial­ly if you want to make future mod­ifics dur­ing the devel­op­ment.

9) MARKETING (Before release)

We start­ed mar­ket­ing the game imme­di­ate­ly after the first Alpha was made, with con­stant updates of images, gifs, sound­tracks etc. on our social pages:




Steam groups

…and send­ing updates through our Mail­ing list (with over 100.000 e‑mails)

This blog post was use­ful too in order to cre­ate aware­ness regard­ing the devel­op­ment of the game.

In May we pub­lished the first teas­er of the game (2 months before the actu­al release), here you can take a look:

His helped a lot to cre­ate aware­ness before the actu­al release of the game.

10) MARKETING (After release)

The day we pub­lished the game (on 14th of July 2017) we imme­di­ate­ly start­ed to cre­ate adver­tis­ing, here the steps we took in order to improve the sell­ings:

The first days of release went smooth­ly with thou­sands of copies sold in the first week and a lot of youtu­bers play­ing the game:

After the first days a lot of youtu­ber videos of the game went viral with over 1 mil­lion views, here some exam­ples:

This helped the vis­i­bil­i­ty of the game A LOT and infact Big youtu­ber starts start­ed to play­ing it, even mak­ing more than just one video of it (Jack­sep­tic­eye and Jue­gaGer­man) with over 3 mil­lion views:

In the end after the first month, this helped the game to sell over 10k copies, and mil­lions gamers aware of the exis­tence of the game.
The great thing for us is that the game is still sell­ing con­stant­ly even after the first few days (with a 20% dis­count), while gen­er­al­ly the sales drop after the first dis­count.

I would say that for us the youtu­bers views count was the deter­min­ing fac­tor that helped the game to be fea­tured on the front Steam page in the most pop­u­lar games

The first reviews from press start­ed to came out after the first week of release (we send­ed press copy AFTER the game was out, but prob­a­bly we should have sent them 1 week before) here some few:

Game­News+ Score: 7.4

Sui­cide Guy Review

Seri­al­Gamer Score: 7.0

Sui­cide Guy – Beer not includ­ed – Recen­sione

Woodle Tree 2: Worlds — Development post

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Hel­lo my friends!

in this new post I would like to talk about the devel­op­ment of “Woo­dle Tree 2: Worlds” (now avail­able on Steam

The 8 fun­da­men­tal steps we used to cre­ate this new game!


We start­ed devel­op­ing the sto­ry and the char­ac­ters with sto­ry­boards and con­cept art to give us a gen­er­al under­stand­ing of the mood of the world we were going to build, here some few exam­ples below:


foto (3)

mostrino_ali (1)


We then start­ed to think about the game­play and inte­ac­tions with the envi­ron­ment, always with the help of draw­ings and sketch­es:

Thanks to this we were able to see the cam­era behav­iour, the char­ac­ters move­ments and all the game­play basic ele­ments of the final game.



We used Trel­lo for this and all our oth­er games.
It’s per­fect for orga­niz­ing the work­flow when you have a team of 3 or more peo­ple. In our case we were in 6 as you can see in the image below and we divid­ed the work like this:

  • Fabio Fer­rara (Game and con­cept devel­op­ment, Game­play pro­gram­ming, 3D mod­el­ing, Sound­tracks and Sound effects)
  • Yan Daw­id (Cam­era pro­gram­mer and Game­play)
  • Giu­lia Airol­di (Con­cept art)
  • Andrea Mas­nari (Sound­track com­pos­er)
  • Loren­zo Fran­ciosi (3D Char­ac­ters mod­el­er)
  • Fabio Mas­nari (Tester)

Since the project is now over, we would like to share with you the entire Trel­lo card, I think could be use­ful for the new devel­op­ers!



We then cre­at­ed the repos­i­to­ry for the game files
Using Source­Tree (Source­Tree) with Git is the per­fect com­bi­na­tion for keep all the project on a serv­er, in order to be able to go back to a pre­vi­ous ver­sion of your game (in case you brake some­thing :D)
There are a lot of oth­er solu­tions here like Github and Per­force (used at Ubisoft stu­dios), but I think for small­er projects Source­Tree is the best choice.



We then are final­ly be able to start the devel­op­ment!
The main engine we use for game devel­op­ment is Uni­ty 3D and obvi­ous­ly we used it even for this new project.
I per­son­al­ly would sug­gest you to devel­op your games with the engine you used the most. This way you’ll be able to extrap­o­late the max­i­mum from it and devel­op the best pos­si­bile game.


For the 3D envi­ron­ments mod­el­ing we used Maya and blender, while for tex­tur­ing we used Pho­to­shop and Illus­tra­tor.


For the sound­tracks we used a key­board with Cubase with lots of sound libraries (VST vir­tu­al instru­ments) and for the sound effects Audac­i­ty and a recorder.


We asked our fam­i­ly and friends to try out our game (with a total of 10 testers).
We start­ed test­ing right after the Alpha ver­sion of the game was com­plet­ed, it’s very use­ful to find out if the con­cept and mechan­ics are under­stand­able and clear to every­one.

I would sug­gest to ask casu­al play­ers for first and then hard­core gamers, this way you’ll hear both sides.

Test­ing has to be done even after the game is fin­ished (you’ll nev­er real­ly com­plete your game since every game is improv­able!).



The ear­ly access of the game was released on 27 of July 2016 and sold over 3000 copies dur­ing the first month.
It gained a lot of atten­tion since it was even fea­tured on the Steam home page.

The reviews were good with 140 reviews in the first month with 93% of pos­i­tive reviews.




The Game has been ful­ly release on Steam on the 16th of sep­tem­ber with over 1000 play­ers play­ing at the same time!

Check out the trail­er from the full release!

in the first week it sold 2000 copies (added to the 3000 from the ear­ly access release) for a total of 5000 copies in a month!

The first week went pret­ty well even con­sid­ered that we weren’t fea­tured in the most pop­u­lar releas­es.
Dur­ing this week the game had a 25% dis­count, this improved a lot the sell­ing pow­er of the game.

In the fis­rt week has been fea­tured both on the big slid­er in the home page and among the most pop­u­lar games.
This improved sig­nif­i­cant­ly the impres­sions and num­ber of clicks on the game page.




A great resource for our mar­ket­ing strate­gies is Pix­el­prospec­tor, used by a lot of devel­op­ers to find tips about game devel­op­ment and mar­ket­ing.

In par­tic­u­lar here the Big list of videogames post­mortems, a great resurce to under­stand devel­op­ment and mar­ket­ing of the most famous indie games
and the Big list of game dev mar­ket­ing were you can find videos and arti­cles, super use­ful if you’re a begin­ner mar­ket­ing man­ag­er.

We start­ed writ­ing to all the videogame web jour­nal we knew (even the small­est ones) in order to get atten­tion.
After that we could start send­ing pro­mo codes to youtu­bers.

This is the mail­ing list we used so far, I’m sure it will be use­ful for a lot of devel­op­ers, Check it out here.

and the Big Youtu­bers mail­ing list.



Use these steps if you just start­ed to devel­op your first games, since you’ll prob­a­bly find your own way to man­age the devel­op­ment and mar­ket­ing of your game.
I decid­ed to write this post mortem since if I had all these sug­ges­tions the first time I devel­oped a game, I would have spared a lot of time!

Steam is sure­ly a great plat­form where to pub­lish your game, but I would sug­gest to pub­lish yours on all the plat­forms you can (expe­cial­ly PS4 and Xbox One).

Thanks for the atten­tion! :)


Woodle Tree Adventures 2: Worlds! — Update #1

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Hel­lo My friends!
Here a new update for our next game in devel­op­ment!


Fol­low­ing the sug­ges­tions in This Top­ic, here are the first list of fea­ture present in the sequel of Woo­dle Tree:

  • Open World Plat­form­ing
  • Mas­sive Mul­ti­play­er Online
  • Local Co-Op up to 4 play­ers
  • Cam­era move­ments and con­trols improved
  • More ene­mies
  • A Whole new sto­ry based on the pre­quel



And here are the first Work in Progress :)







Woodle Tree — 45.000 copies sold in one year!, thank you so much :)

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Hel­lo my friends,
We’re hap­py to announce that today that Woo­dle has reached a total of 45.000 copies sold on Steam!

Thank you so much for this incred­i­ble num­ber. Thanks your sup­port, I and my friends will be able to con­tin­ue to devel­op and pub­lish new games.

Here a taste of our next games in devel­op­ment:


Screenshot 2015-02-23 20.19.06



Screenshot 2015-08-03 09.48.30

The Way of Life
This explo­ration game has 3 main char­ac­ters: a busi­ness man, an old man and a child. They find them­selves on a road which is appar­ent­ly the same, but changes upon their per­cep­tion of real­i­ty.


with love,
Chub­by Pix­el team

Humble Flash Bundle: So Cute! Woodle is in it!

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I’m super hap­py to announce that Woo­dle Tree is in the new Hum­ble Flash Bun­dle!

This bun­dle lasts only 24 hours, so hur­ry up!
you’ll get 4 oth­er great games with it:
Tok­i­Tori 2+, Triple Town, Girls Like Robots and Where is My Heart.

There lasts months were great, since the launch day (On 9th of June), Woo­dle has sold over 4000 copies!
if you would like to know more about the game devel­op­ment and mar­ket­ing, don’t hes­i­tate to ask, I’ll write a new long post about it.