HelÂlo my friends! Great news, the new stuÂdio is now under conÂstrucÂtion, still one month left!
We’re movÂing to a bigÂger stuÂdio with 4 rooms in Milan (Italy) near IsoÂla. ChangÂing workÂplace is always great to let creÂativÂiÂty flow, we’ll keep you updatÂed when it is done!
WooÂdle Tree AdvenÂtures is an old school platÂform game with a catchy and unique art style! Explore a total of 6 worlds and save the lands with the magÂiÂcal water drops you’ll find through your jourÂney, bringÂing back peace and balÂance and finalÂly becomÂing the new hero!
DEVELOPMENT:
The develÂopÂment of the game has been pretÂty difÂfiÂcult due to some request from Microsoft in order to fit their stanÂdards. It took about 3 months for the conÂverÂsion from PC (Steam) to Xbox One.
For examÂple we had to hanÂdle the users, achieveÂments to include, genÂerÂal optiÂmizaÂtion and a lot of things that were new for us.
I hope you’ll enjoy this deluxe ediÂtion, have fun!
HelÂlo! In this post I would like to talk to you about our next project in develÂopÂment for NinÂtenÂdo Switch and PlayStaÂtion 4 “WooÂdle Tree 2: Deluxe”.
ProÂviÂsoÂry logo
This is actuÂalÂly a remake of a game released in 2016 on Steam called “WooÂdle Tree 2: Worlds” (link)
The game was pretÂty sucÂcessÂful at his time with over 20.000 copies sold, but we were not able to include all the conÂcepts and mechanÂics we wantÂed due to time and budÂget limit.
WooÂdle Tree 2: Deluxe first screenshot!
Thanks to the great sucÂcess of othÂer games we’ve release in last years (like SuiÂcide Guy and more) we now have the budÂget to be able to creÂate even a greater title!
We startÂed the develÂopÂment of this new verÂsion in June 2018, tryÂing to adapt the whole game to NinÂtenÂdo Switch. Since it’s an open world platÂformer, the effort has been huge conÂsidÂerÂing the limÂitÂed hardÂware and the fact that our tarÂget was to achieve 60 fps.
Here a glimps of the map of the whole game, comÂpreÂhendÂing over 9 levÂels + new difÂferÂent platÂformÂing areas:
ConÂcept of the World map in WooÂdle Tree 2: Deluxe
The remake we’re tryÂing to achieve will comÂpreÂhend a total redesign with new levÂels, charÂacÂters, new cutscenes, improved game mechanÂics and much more.
We realÂly hope you’ll appreÂciÂate the effort!
HelÂlo my friend! In this post I would like to talk about the game develÂopÂment process we’ve acuÂtalÂly used durÂing the last years for our games.
To start by, I would sugÂgest you to read even the “Agile Game DevelÂopÂment with Scrum” book by ClinÂton KeiÂth: AmaÂzon link
The process we’re acuÂtalÂly using is very simÂiÂlar even if it’s applied to a much smallÂer scale stuÂdio (of 5 peoÂple instead of 200).
What is Agile?
Agile is an approach for develÂopÂing prodÂucts using short and fast iterÂaÂtions.
The ideas is to make small feaÂtures for the curÂrent project in small periÂods of time. In this way the results of each iterÂaÂtion are used to adjust the project plan: each iterÂaÂtion is like a short project in itself.
What is SCRUM?
SCURM is an iterÂaÂtive and increÂmenÂtal Agile process that proÂduces demonÂstraÂble workÂing softÂware every few days: for examÂple a build of the project that can actuÂalÂly be tested.
How Agile can be used for Indie Games?
I think Agile can be realÂly useÂful for indie game stuÂdios if used wiseÂly: Since the iniÂtial conÂcept of a game does nevÂer perÂfectÂly reflect how the final game will be, I think a WaterÂfall DevelÂopÂment process is useÂless in most casÂes.
We usuÂalÂly start with the ConÂcept of the game and then start the PreÂproÂducÂtion and ProÂtoÂtypÂing process for testÂing the main mechanÂics of the game.
While we’re still in the ProÂducÂtion process, the ConÂcept and Design core of the game can still be modÂiÂfied dependÂing on the feedÂbacks of our testers that are testÂing the first proÂtoÂtypes. If someÂthing is not workÂing well in a game mechanÂic, we’re still able to modÂiÂfy it withÂout great effort from the ProÂgramÂmers.
This is just an examÂple, but this process can be used to every phase of the develÂopÂment: for examÂple while the Sound DesignÂer is makÂing the sound effects of a charÂacÂter and the AniÂmaÂtor is makÂing the aniÂmaÂtions for it, the Game DesignÂer can test both and give feedÂback on how well the sound effects are linked to the aniÂmaÂtions.
PerÂsonÂalÂly I think that ConÂcept and Design can be modÂiÂfied through the entire develÂopÂment process of a game (even in the final Post ProÂducÂtion stages) if this does not change too much the DeadÂline Release.
Extended Agile
I think Agile can be even extendÂed while workÂing on mulÂtiÂple projects at the same time. We usuÂalÂly develÂop 2 or 3 games at the same time and Agile is realÂly useÂful since some of the ideas, conÂcepts and mechanÂics could pop up in the develÂopÂment of a game and can be used even on othÂer projects.
This process can even be useÂful to avoid DepenÂdenÂcies of memÂbers of the team: for examÂple if a proÂgramÂmer is waitÂing for the aniÂmaÂtions of the main charÂacÂter in order to finÂish the code for the run mechanÂic, he can meanÂwhile work on othÂer mechanÂics or on anothÂer project.
It’s imporÂtant to have a coheÂsive team, since the potenÂtial savÂings in cost for team is lost when time and effort is wastÂed through iterÂaÂtion delays and depenÂdenÂcies between team members.
Final Considerations
One of the most interÂestÂing phrasÂes from the Agile Game DevelÂopÂment book referÂring to the best team ClinÂton worked with is:
“Much of the chemÂistry of that team is a mysÂtery to me. There doesÂn’t seem to be a forÂmuÂla for how such teams can be creÂatÂed, but I’ve found that it’s quite easy to preÂvent such teams from formÂing” - ClinÂton KeiÂth
Agile and Scrum are sureÂly some of the things that realÂly can help these kinds of team to form since it allows all the memÂbers of the team to comÂmuÂniÂcate and have a largÂer view on the project.
HelÂlo my friend!
We would like to share with you what went right and wrong after our latÂest release SuiÂcide Guy in this post mortem, 1 year after its release on Steam
In the end the game release and feedÂback from the pubÂlic were great and it helped us to conÂtinÂue the develÂopÂment of the game.
We’re actuÂalÂly workÂing on the Xbox One release and the new chapÂter conÂsole release.
Since the game went well we’re actuÂalÂly thinkÂing of new levÂels and chapÂters that we would like to release in the future, so expect new conÂtent comÂing soon!
In this new chapÂter of “SuiÂcide Guy” you’ll be chalÂlenged with even more insane puzÂzles, genÂerÂatÂed by the surÂreÂal dreams of the Guy. You’ll encounter the weirdÂest of the livÂing beings as you go deepÂer and deepÂer into his subÂconÂscious. This time to wake him up you’ll need all your skills.
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!
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:
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