Showing posts with label game jam. Show all posts
Showing posts with label game jam. Show all posts

Sunday, 11 October 2015

I’m home!

It's been a while...

My post mortem of the 2015 global game jam very much hinted that it would be my last jam in Montreal, and with good reason - in July I announced that I would be leaving the Ubisoft Montreal studio as well Ubisoft as a company. I’m happy to reveal that I accepted a role at Foundry 42 (as part of Cloud Imperium Games) as a senior designer on Squadron 42, the campaign component of Star Citizen. This meant my return to the UK, in early August.

panel-45000342-image-b56dbc3e87e636f4-320

That's right, I'm home!

It’s been a big change for me; after three years a routine begins to form and comfort sets in, but I felt like the time was right and the opportunity was too good to turn down (more on that later).

I’ve left behind a good group of people; the expats that put up with my frequent spam over internal company email/messenger, friends that I’ve met through various Ubisoft projects, and the handful of people I’ve met in the indie game development scene. As I hinted in my last post, a significant number of my coworkers from Watch_Dogs have already left Ubisoft, and I’m still in quite frequent contact with them, so I don’t think too much is likely to change in that department with the rest of my ex-comrades.

I enjoyed my time in Montreal and certainly won't be leaving empty handed. After my 3 years at the studio, I had a designed level and mission content for huge titles such as Watch_Dogs, Far Cry 4 and the recently announced Far Cry Primal.

My portfolio has never looked better, and I can safely say that I have a lot of pride in the work that I contributed to those projects, especially Watch_Dogs.

Perhaps more important to me though, were the experiences that lead me to creating solo projects in my free time; even going as far as to release my first indie game, Jack B. Nimble. This indie revelation opened my eyes to markets outside of traditional "AAA" console productions and definitely expanded my skill set. It was during this time that I also discovered game jams; a practice I hope to keep up once I am fully settled back in the UK (I'm still eagerly waiting on a container of my possessions to be shipped next week)!

panel-45000342-image-d7cc9209a8ba9cb1-320So Star Citizen; a huge Kickstarter success, a crowd funding poster child and potentially the ultimate space sim. So yeah, a new adventure; I'm not treading the same ground or following the same formula as previous games; Star Citizen is genuinely something new and ambitious.

While it's an exciting project, I'm just settling in, so I don't have much to say right now other than to comment on the fact that I'm working with really talented people and some excellent technology. It's amusing how many connections I have to my new coworkers... It really is a small industry.

This weekend we had Citizen Con in Manchester (UK), and it went pretty fucking well if I do say so myself. You can watch the full stream here or check out the playlist of features here.

A lot of what was shown was very much work in progress but that didn’t seem to taint the reception any. The cast announcement went down great with the audience and the online response seems pretty great too.

It's strange adjusting to a company that has such a public and open development; the amount of secrecy surrounding my previous projects was insane. It's a refreshing change, as is working for a company that encourages free time game development without questionable restrictions. It's great having the freedom to spend more time on my independent efforts without fear of legal ramifications, etc.

So what’s next for me?

Based on the fact I have a little more freedom to work on my own projects, I’ll be doing a lot of personal game development. Obviously Star Citizen and Squadron 42 will be my highest priority in the realms of game and level design, but I will continue to develop my coding and art skills in my free time via my own projects.

The first of these projects will be the 4.0.0.0 update for Jack B. Nimble, currently planned to release before the end of the year (potentially with ports to other platforms than iOS too). Some have said that it might seem in vain to continue to develop this game any further, but it’s my first, you know? I want my first title to stand as an example of things to come. A high quality piece for my back catalogue.

Jack B. Nimble

Whether it sells or not is somewhat irrelevant; I have a fulltime job that pays the bills, so I have the freedom to create something that I am happy with before moving onto the next thing…

That being said, my second project, a collaboration with Scott Morin is slowly starting to ramp up again. We’re looking forward to getting stuck into this again – the response to the Vine I released on my 30th birthday (no significance) was excellent.

NEW GAME

It’s clear that we have a game that people would like to play. All we need to do now is make it!

The third project is my attempts to create pixel art every day – something I’ve failed at. This hasn’t been easy with the move across the world, new job, being spread thin across projects, etc.

Happy Cloud

However, I’m going to try and do at least one piece of pixel art a week. Practice is the only way to improve, so I need to be strict on myself. You can follow my pixel art at http://pixeldailies.tumblr.com/

And finally, game jams. I plan to do so many more of these, but hopefully more collaborations than solo efforts. I need to start creating art for other people’s specifications or designing games to showcase art for other developers. I guess the next Ludum Dare might be my first real opportunity to do this. One game a month is a little much for me while I’m creating my own titles intended for release, but I’d like to increase my frequency a little.

In closing…

This will also be my final post to this blog - at least in it’s current form. In more recent years, I’ve found tip toeing around NDA’s and the overall paranoia of saying something “wrong” whilst working for a publisher to be a huge put off when writing anything really - especially if what I want to write borders on criticism. It’s also rather pointless to just blow the company trumpet when there are paid professionals already doing that (and better than I ever could). What’s a couple views on my personal page going to do? To be honest, it’s just wasted effort on my part - I’d be better off just spending the time making games.

Some of you may have noticed I removed the majority of the video posts/vlogs too - this is down to the fact I couldn’t maintain the momentum and therefore improve/respond to criticisms (of which there were many). It’s not so much that they were awkward (I was aware they were), it was more that I don’t believe their posting was truly serving anyone, and that’s just against the intention of this blog. I always wanted to offer some transparency into what it’s like to develop games and a peek into the window of the life of someone who does just that. I feel I’ve failed to deliver on that, so I’d like to step back and rethink my approach in order to better serve this potentially fictional audience.

My goal is to come back and maintain an open presence in the future, to perhaps offer some insight and encourage future developers to join the industry. I’m still working out what to do next, but until then, you can keep up with me on twitter or tumblr.

The next update you will see on here will be when I know what’s coming next, but until then, 'ave a good one.

Saturday, 4 July 2015

Montreal Game Jam 2015: Pwrong

Some of you may have seen that I’ve been participating in a number of 1 hour game jams as of late (held at weekjam.com / #1hgj on AfterNET). They’re super short jams, so there’s not a lot to say about them – I might get around to doing a mass post mortem for them. Maybe. Until then, I am going to look back at a previous jam from earlier in the year and write a bit of a post mortem for it. This time I’m going to talk through my experiences at the 2015 Montreal Global Game Jam, where my team (known as “Not Enough Laptops”) entered for a third year running (this time with an additional programmer).

The Team

Not Enough Laptops

Anshul Goyal (Programming)
Sean Noonan (Art and additional design)
Pete Smith (Programming)
Aidan Green (Design and audio)

The Theme


What Do We Do Now?

Here was a theme that filled our minds with possibilities. It almost seemed “too easy”; it was hard not to come up with ideas. However it was not an easy task to decide which of these many ideas we should settle on. It was also when I noticed that we had matured as a group.

This was our third year jamming together and we weren’t as wide eyed, inexperienced or perhaps even as excited as we once were; we basically knew our limits, specialties, and we knew that we could succeed. We weren’t cynical by any means, but the ground felt familiar, and I feel our comforts resulted in an inability to decide on what to make.

Our first night had us pitching, scrawling, debating and scribbling out numerous game ideas; an adventure game of sorts where you wake up alongside a body with the police are banging on your door, a narrative heavy game where you play as a child dealing with the impending divorce of your parents, an isometric prisoner of war escape action game, and a bunch more… but nothing we could all fully agree on.

That is until midnight rolled around and we engaged full panic mode before thinking; what if we go with Pong, and the ball just vanishes? What could we do from there?

Pwrong.

The Jam

In essence, we planned our game as an homage to arcade games roughly spanning the generations; starting with Pong, moving through Pac-Man, switching to Akranoid, then R Type, in to Geometry Wars and finally teasing with a platformer.

Pwrong Pong

Once we had finally decided on a rough concept we took our leave and slept on it some… as well as cramming in some last minute work - for example, I did a couple of colour scheme/interface mock ups, the first of which set the visual direction for the project.

The morning came and went – not that I saw it (I generally don’t rise during daylight on weekends). By the afternoon we realised that we were running behind our planned timeline. We should have had our first playable prototype, but were still not ready. It was around at this point I decided to cut myself off from the team and focus on the art.

Sean Noonan Pwrong

I wasn’t used to working at such a high resolution, and the game type was something I’d never built art for. By the evening I’d managed to deliver the bulk of assets – I’d even over delivered by the scope of the game, as we had decided to cut the Geometry Wars game type and severely scale back the platforming section.

Montreal Global Game Jam 2015

We pulled an all-nighter to just get it done. There was a bit of crankiness and we all felt awful, but as the sun rose and we tested the build, it felt worth it.

What went wrong

1. Brainstorm took far too long

As mentioned previously, this really took longer than it should have. I feel like I should shoulder the blame on this one. I personally had a hankering to create something pixel heavy; either something sickeningly cute or fast paced action with lots of explosions and screen shake. I was basically trying to steer all of the brainstorms towards one of these two forms. I simply wasn’t allowing for an organic process.

On top of this I also feel like I may have been on my own in that I was extremely resistant to anything narrative heavy. I wanted to create tight loops with high replayability; score attack, procedural generation, etc.

Basically, I feel my personal agenda got in the way on an early solution during brainstorming. I’ll try to be a little more aware of this in future jams.

2. The game was quite buggy

Though we fixed a bunch of issues post jam, we had a lot of bugs, most likely down to the scope of the game. I’m not sure what we could have done other than shrinking the scope, but with that being our unique feature, as it were, we were resistant to cut any more than we did.

3. Multiplayer only

Same story as with “No Evil”, multiplayer games, especially local, don’t always find an audience. They’re excellent games at the event locations, but once they’re released to the greater public, it’s easy for them to be ignored. Although we were low on time, it might have been preferable to drop the scope of the game a little in order to support solo play.

Pwrong Pacman

What went right

1. Two programmers helped with our scope

Our game was a collection of games – the increase in programmer count certainly was one of the driving factors in allowing us to achieve this feat. One of the programmers (Anshul) also wrote a post mortem where he discusses this in more depth – you can read that here.

2. We cut early

We cut the twin stick geometry wars clone early enough for us to continue to have a working flow, and for me to have not spent too much time creating new assets for it (though in the end, I had created most of them anyway).

Realistically it probably wouldn’t have been too difficult to implement the cut twin stick section post jam, but as is the case in most of these group game jams, the project is as it is on the final day, never to be returned to.

3. Tried a different visual style

A very personal positive from the jam – I tried a different style and scale and managed to pull it off. I never work at HD resolutions and always use pixel art as a crutch.

Pwrong Shmup

This really highlighted the need for me to start using Illustrator – using raster graphics to fake vectors is a huge time sink, especially when you consider that I have a program as powerful as Illustrator installed on my machine. I have already started learning Illustrator for future work.

The Game

Pwrong was well received, especially in it’s scope – we didn’t “win” anything as such but were name dropped amongst a list of honourable mentions. It was definitely one of the best jam games I’ve been a part of and it set me on a path of exploring vector art for future games.

Anshul Goyal Pwrong

Pwrong can be played over at GameJolt here: http://gamejolt.com/games/pwrong/45763

Final Words

Over the last couple of years “Not Enough Laptops” have followed up the Global Game Jam with the Ubisoft Game Jam under the name “Titanic Conspiracy”. However, with half of the members leaving Ubisoft and the other half wanting to participate in Ludum Dare instead, we decided to retire the name and sit out of the third Ubisoft jam.

Perhaps this was the final “Not Enough Laptops”/”Titanic Conspiracy” game, but I owe a lot to the various members for the opportunity to make games that I would never have on my own.

Here are the developers I’ve had the pleasure of working alongside in the jams over the last few years:

Aidan Green

I met Aidan at Ubisoft when working alongside him on Watch_Dogs; it was here where he introduced me to Construct 2, as well as the Montreal IGDA demo night. The demo night acted as an inspiring kick up the arse to participate in the global game jam. I strongly recommended anyone reading this to go to one of these IGDA nights in your area, or even travel  if needed. Very inspiring stuff.

In our game jams, Aidan was our primary designer and sometimes audio creator. Though we often had conflicting opinions on where to focus our time on design, I think resulted in richer experiences – with Aidan’s focus on mechanics and mine on details, we created games I don’t think that we’d have been able to create alone.

Aidan left Ubisoft Montreal after shipping Watch_Dogs and a stint on Far Cry 4. He’s now at Eidos Montreal working on Deus Ex - Mankind Divided.

Anshul Goyal

A coding machine, Anshul was another Ubisoft employee. I never had the pleasure to work professionally alongside him, but rather met him through Aidan. Anshul was responsible for the code side of all of our jams.

Seriously, a machine. We couldn’t have done any of our jams without him.

Anshul is still at Ubisoft Montreal.

Scott Morin

Scott and I started Ubisoft on the same day and quickly became design pals, despite his love for Blizzard and World of Warcraft (what a massive nerd).

Scott was present for our Ubisoft Montreal jams and responsible for design and art duties.

Scott left Ubisoft Montreal after shipping Watch_Dogs and now teaches level design at Vancouver Film School. Scott and I are also working on this…

Pete Smith

I met Pete through Aidan just before the 2015 global game jam. I don’t think we’d have been able to finish Pwrong without him. Not only did he bring code, but really solid design feedback.

Pete left Ubisoft Montreal a couple months ago and is now going it alone.

Jean-Sébastien Caron

JS joined us for the 2013 Global Game Jam providing art. There was a wee language barrier at times, but that’s not unusual for game development in Montreal.

I’ve not heard from JS in a while, but a quick Google shows that he’s currently an animator at FAKE Digitial Entertainment. Nice.

David Baron

Indie warrior and fellow level designer on Watch_Dogs, David was present during our first couple of jams, providing design input and feedback.

David left Ubisoft in the later days of Watch_Dogs and is now at Eidos Montreal working on Deus Ex - Mankind Divided.

 

 

Many thanks to you all.

Wednesday, 21 January 2015

Ubisoft Montreal Game Jam 2014: No Evil

Early last year, Ubisoft Montreal held it’s second internal onsite game jam, and as per usual, I didn’t blog about it whilst it was happening. With the 2015 Global Game Jam on the way I thought I’d write a few words about that last experience. However, it is worth noting that I have left it a lot longer than I should have – the old brain doesn’t retain information like it used to, and 2014 is already becoming a bit of a blur. That said, I managed to write up a couple of notes during the tail end of the jam, so at least I’ve got something to work from and write up…

Ubisoft Game Jam

It seemed that everyone involved in the first Ubisoft game jam was itching to participate in another – upon announcement, the seats were filled and registration closed rapidly. It’s not like we couldn’t all just do a game jam whenever we wanted, it’s more the organisation – it’s having a site as a central location for participation. It’s having multiple teams around you, giving that sense of a community and proximity. And this is why I’ll be at the Global Game Jam this weekend.

The Team

Anshul Goyal (Programming)
Aidan Green (Design and audio)
Scott Morin (Design and audio)
Sean Noonan (Art and design)

The Theme

You and I.

We basically took this to mean “co-op”, or at least making a game with more than one player. From this, we decided that we wanted to push the theme as a real world constraint rather than an in game or narrative one. From early on Scott and I talked about using the jam as an opportunity to create an “installation” style game - something that would likely only ever be played on the weekend of the jam. Whether it be from physical constraints, hardware setup, or indeed Ubisoft-centric legal issues, we set out with the possibility in the back of our minds that our game may only ever be played once.

Unlike the Global Game Jam, the Ubijam provides the theme a couple days ahead of the event – this is where Scott and I did some brainstorming and wrote up a couple of ideas matching the “You and I” theme with our self-imposed “installation” constraint.

We came to the conclusion that we would use the philosophical maxim of the three mystic apes, known as; “see no evil”, “hear no evil” and “speak no evil” – directly serving as the source of inspiration for our real world constraints.

No Evil Document

I wrote small first pass pitch document ahead of time to help cement the ideas that came about from our discussion…

The Jam

We started out our brainstorm with some debate. The private discussion between Scott and I before the jam, unsteadied the usual balance in our team – we were seemingly coming to the table with many of the angles already covered and there was a sense that much of the design was already done. In reality it was more that we’d established the treatment of the theme as well as imposed some additional constraints, and it wasn’t long before we were brainstorming the core design of the game with the approval of the rest of the team.

For the longest time we were confusing ourselves over which sense would be deprived from which player and how that would effect the game. Whiteboards were used heavily throughout these discussions as a constant reminder as to what each player could perceive and do. We agreed that to keep the game accessible and easy to read, we’d be willing to break the 4th wall and have the real world constraints not truly represented by a player’s in-game character.

Oddly enough, we had some heated discussions over the merits of elevators rather than ladders and vice versa – little did we know these would come back to bite us in the ass throughout development…

monkeysWe left the meeting room with a design for a platform-puzzle game not too dissimilar to The Lost Vikings; with one player wearing a blindfold, another wearing noise-cancelling headphones, and another unable to speak (no ball gag present) – all puzzles were to be completed via communication that respected these constraints. This meant some communication had to be done within the game, and some in the real world.

Knowing that one of our players would be blind-folded, we quickly settled on tile-based movement in order for a blind player to be told to move X number of steps by the deaf player (Knightmare flashbacks) allowing them to tap a direction a number of times. The deaf obviously acted as the blind’s navigator – there was a clear partnership here. Our problem was the relatively autonomous mute player, whom couldn’t verbally help with direction, nor respond to audio from the game in the real world. The mute player naturally became the defender, fighting enemies around the other two players and participating in time based visual puzzles, allowing the deaf player to relay the action of both themselves and the mute to the blind. It was an interwoven design and difficult to summarise, but after a level or two we would drip feed the mechanics slow enough to teach players at a safe pace. Perhaps too safe…

Game production started fast, and we were able to see the game shaping up quickly thanks to the heavy use of placeholders. We were sticking to “form follows function” and were strict on that, we didn’t have a form until the end of the first night – after the game had already reached a playable state. This was completely down to me. I had a bizarre set of seemingly random ideas that somehow linked together in my head, but not when I said them out loud.

A story of sorts...

By morning I’d come up with a means to tie all of the disparate elements together. You’d be playing as souls of the dead in a series of challenges placed upon them by Death as a means to escape Purgatory.

There was never really a point when the game didn’t seem ‘weird’Our lost souls – what with having a 17th century fusilier alongside a world war II field hospital nurse, that communicated via a gramophone, whilst an 18th century general sat on a gravestone with a hidden pressure switch to open a door…

Yup!

It made sense to me, alright?

All in all I was quite happy with the visuals, and the strange world I had concocted. I spent a little too long early in development with animation tests, not really thinking about the tile-based nature of our in-game movement. Animation would just add noise to the proceedings. We ended up just having the characters, or ‘pieces’, slide along the ground between tiles.enemy

Scott and Aidan really hit it out of the park when it came to the level designs – they had a full plan and level progression with design patterns in place. A huge volume of content. By the end of the second night we had all of the art in the game and most of the levels fully playable. It was a pretty smooth jam from there…

…except for those FUCKING LADDERS. I’m not the code guy, that’s Anshul, so I can’t really shed any light on why they caused us so many problems, but they really did a number on us. We were basically screwed over by ladder bugs for the bulk of the (playable) production – many of which caused full on walkthrough breaks in the game. Some of these bugs were never fixed, halting progression through the levels at the midpoint of the final game.

Just some images of us playing the game…

The Postmortem

What went wrong

1. Brainstorming without the full team

Scott and I had discussions about the design before the jam and without the rest of the team. This meant we were going into a brainstorm session at the start of the jam with a pre thought-out plan. This perhaps alienated the other team members and resulted in a slightly slower conclusion being formed around the design in the early hours. If you work in a team, it’s best to have every member of that team involved from the outset. This is something I’ve seen happen in professional development also – the withholding of information in the early stages of production can leave an air of animosity or rebellion for those not on the “inside”. Games production is a collaborative effort and their conception should be also.

2. Unity still sucks at 2D

…or at least it did for us. Without good grid snapping and scale options, a tile-based game can be a real pain in the ass to build levels for. I’d made quite a lot of art for the game including purely aesthetic clutter that had specific layer and placement requirements – this slowed the polish phase down to a crawl, and caused some last minute friction as tiredness set in within the team.

3. Too much content, not enough testing

While our drip fed mechanics and level progression were admirable for a full production – they just killed pace in a demo environment. The difficulty curve and mechanic progression was far too slow. We had the game paced like a AAA retail title, not the installation style jam game we pitched at the beginning. Any time spent creating a lot of this content that went unseen by most players should have been spent on testing and polishing the content they did get to see.

What went right

1. We used placeholders

This was a massive improvement for us as a team, and a particularly huge benefit to me. With placeholders it meant whenever the rest of the team demanded assets from me, it was out of aesthetic desire rather than functionality - a great spot to be in, though sometimes the pressure to create something "not shit" can get to me and make my confidence waver (not difficult). Somehow up to this point I keep lucking out...

Anyway, this process was super smooth from my point of view, though I did witness the aforementioned Unity specific woes regarding grids, snapping and layers – from a distance (Disclaimer: I generally didn’t leave Photoshop) it appeared that the issues weren’t with the functionality of the tools, but rather the usability of them. This isn’t the first, second or even third time we’ve had issues with Unity in 2D.

2. Feature complete early

The majority of our code base, and most of the art placeholders were in good shape on the first night/second day. This gave us a clear idea of the amount of content we were going to be able to create and gave Anshul some time to work through any bugs (LADDERS) that were already scuttling about.

3. We all had a place

This was our fourth or fifth jam together, so we knew each other’s strengths and weaknesses, and therefore didn't need to spend time deciding roles. Knowing a person’s abilities, preferences and limitations can really help with communication, especially mid jam to late jam as tensions build. And possibly for the first time since we’ve jammed together, all of us were working up to the wire. We all had an essential role and could continue to contribute until the very end.

The Game

noevil_title

While the game isn’t available for download anywhere, it’s real world requirements would make it an unlikely sell to most people anyway. Not many people have a blindfold, noise-cancelling headphones, a ball gag, three people and three Xbox 360 controllers handy…

However, you can enjoy the trailer!

So that was a fun jam! Here’s a list of post mortems from some of the other jams I worked on…

I had previously stated that I would be going back to do a post mortem of Bad Cloud (Game Boy Game Jam 2014) but now that the full version is on hold and likely cancelled, I won’t be talking about it any further. Sorry.

I hope you find those post mortems either useful or interesting. If you’d like to follow the development of the development of our next game jam game this weekend, then you can check my tumblr or go to my GameJolt page where we will be posting updates and test builds throughout development.

Wish us luck!

Tuesday, 11 November 2014

3 games, 1 year

By the end of 2014 I will have shipped my first two cross-gen console games. The first was Watch_Dogs, a record breaking open-world title, which narrowly missed the next gen console launch window, but has since gone on to sell over 9 million copies and holds a healthy 80 on Metacritic. The second, is Far Cry 4, a first person action/adventure game, which has recently been seeing a good fan reaction from recent press events and YouTubers. A couple of weeks ago I also took part in a podcast for the game

With Far Cry 4 a week away from release, I thought I’d address the fact that I’ve also released my first indie game, “Jack B. Nimble” (you can grab it on the App Store for $1.99). I’ll write up a post mortem shortly, containing sales figures, my experiences with iOS, learning Construct 2 and my CocoonJS woes… but until then, I’ll summarise the coverage that I got and leave an update on what’s been going on with my other games.

As this is an English blog, I’ll just link to the English coverage, though of note, I did get covered by a Japanese news outlet – something the child inside me takes great pride in! Oh, and it’s worth mentioning I updated Jack B. Nimble with a free Halloween content update – which garnered it’s own coverage…

News (post Halloween)
News
Interviews
Reviews
Lets Plays

If you’re a news outlet or youtuber and still want a review copy to cover or review the game, then drop me a line at mail@sean-noonan.com

I’ve not been working on a lot else outside of future content updates for Jack B. Nimble. The game mentioned in my last post, “Bad Cloud” has been put on hold while the programmer settles into his new job. I really liked the direction we were going in with Bad Cloud, so I hope there’s still a future for it. However, whether or not we come back to this game is up in the air right now, so I’m free to maybe start something new or pick up one of my older prototypes or game jams.

I’d also like to go back and write up the last Ubisoft game jam I took part in - maybe after my Jack B. Nimble post mortem…

Until then!

Sunday, 17 August 2014

The obligatory Far Cry 4 post

It’s been quite some time since I’ve posted here, and while I’m sitting on a couple of half written blog entries (some of which I will get to later), I thought I’d address what I’ve been doing at Ubisoft for the last few months…

I joined the Far Cry 4 team! Everyone has been great so far and I really hit the ground running. Coincidentally there’s two of my old Wheelman pals on the team and although I only work with them indirectly, I’d like to think the spirit is there. As a slight tangent, a bunch of my old Wheelman buds who formed Pitbull Studios from the ashes of Midway, just got picked up by Epic Games. Great news!

Back to Far Cry 4 – my role has had me designing and implementing a couple of levels/missions from early in the game’s main campaign – similar to my work on Watch_Dogs, but this time an overall shorter mandate and straight into full production.

…and speaking of Watch_Dogs, I have yet to mention it’s record-breaking status as the fastest selling new IP in videogame history at 4 million sales in its opening week. Quite the feat, and I hear that total sales are estimated to be somewhere in the region of 7 or 8 million. That one title has outsold all the games of my career so far, combined. Incredible.

Outside of Ubisoft, I’m putting the finishing touches on my first indie release, “Jack B. Nimble”. This is the full version of my game jam game of the same name created for last year’s Game Boy Game Jam. gameThe full release will contain improved visuals, widescreen support, an enhanced soundtrack and numerous bug fixes. Expect that in the next few weeks.

I have also teamed up with another ex-Watch_Dogs designer, Scott Morin to create another Game Boy styled game called “Bad Cloud”. It’s a horizontal shmup full of cuteness and over the top action. I’ll be doing a post mortem of it’s failed game jam entry and subsequent rebirth as a full title soon.

Bad_Cloud_MedBanner

I’m also sitting on my write up and post mortem of our second Ubisoft Montreal game jam entry, “No Evil”. I’ll get around to finishing that, even if it’s a little late…

Until next time… and for those of you that are interested, I’ve just started a tumblr at http://sean-noonan.tumblr.com/ – it’ll be a place where I put all of my indie game screenshots and reference material.

Thursday, 24 April 2014

Montreal Game Jam 2014: Bad Mood Rising

I didn’t blog about this at the time, but felt like I should go back and document my 2014 global game jam experience, having participated two years in a row (and get it out of the way before the second Ubisoft Montreal Game Jam begins tomorrow).

The Team

Aidan Green (Design and audio)
Anshul Goyal (Programming)
Sean Noonan (Art and additional design)

The Theme

We don't see things as they are,
we see them as we are.

The Jam

The theme really threw us at first, and we struggled with a couple of weak ideas in our initial brainstorm session. However, it wasn’t long before Aidan piped up with a more personal take on the theme, the gist being…

When someone becomes angry things that would otherwise seem perfectly harmless can be perceived as hostile, and they can lash out at things and people around them.

Once we decided this was to be our take on the theme, we quickly hit the ground running – this would be our third organised game jam together, so we had a good idea where our strengths were; Anshul got his head stuck into the code, Aiden wrote up the design and I worked on a visual style/form proposal.
With our team smaller than last year, we attempted to keep the scope super tight by limiting the number of player actions and the amount of planned content. In retrospect I was probably a little too confident in my ability to nail the style early and use all the time remaining just churning out content – this didn’t exactly go to plan…

The Postmortem

What went wrong

1. Art was a bottleneck

At last year’s game jam we went too far pushing “form follows function”. We did this to the point that we lacked the visual charm that was needed to attract people to play the game/keep playing. I really, really wanted to redeem that this time around, but we didn’t anticipate how much of a bottleneck I would become when it came to asset creation. I took a long time up front planning how the game would look as well as choosing a colour palette, spending my time getting inspirations from some of Dali’s abstract works, but in the end I didn’t have the confidence to deliver anything with that level of creativity in the time we had.
I ended up settling on a muted crate paper look/feel that drew a small amount of inspiration from that initial research.
While I was quick to provide placeholders for environment assets, I was slow on the character and animation front, and I feel this held the game back from my next point…

2. The game was playable late

Just like last year, the game wasn’t playable until the final hours, so we had very little time to playtest. I feel we just lucked out that we had something playable and reasonably fun at all. That said, had we playtested I feel we would have just reduced the amount of time the player was “aggro’d” for and probably reworked some of the enemy paths… basically that would have just been tuning, which to be fair, is a nice situation to be in.
With this being the second year in a row that this point was an issue though, I am going to do everything in my power to get future games playable earlier.

3. My hardware wasn’t suitable

This was a personal issue for me, but developing art on a Microsoft Surface Pro for extended periods is extremely uncomfortable. There’s the small (and low down) screen, reduced keyboard and a not so optimal mouse. This really slowed my progress down and didn’t help with my temperament when dealing with sleep deprivation and general development frustrations. This meant that the majority of my best work was done at home before bed and in the morning before I left to return to the jam location – not an ideal situation.
Next time I will be sure to either use my MacBook or perhaps use the Surface again, but with a USB keyboard and mouse as well as HDMI out to a monitor.

What went right

1. We achieved a (relatively) polished game

Early on we decided to focus on quality over quantity, but kept our plans relatively generous with a lot of “nice to have’s”. When we discovered that art was becoming a slight bottleneck and the game still wasn’t playable, we cut our level content to a quarter of our original plan – something short and sweet was preferable to something long and broken.

Bad Mood Rising Team
It paid off, we had nothing but positive feedback from people at the jam and online as well as the game’s GameJolt page. We even won a judge’s choice award at the end of the jam!

2. We had a full team contribution

It felt like everyone made a really solid contribution to the project, and there was a really good feeling that we’d achieved something by the end. Aidan even put together a bunch of music – something which wasn’t initially planned.
I have referenced the project several times since and it will likely influence how things go ahead at the Ubisoft Game Jam tomorrow.

3. We used social media

Whenever there was a moment of down time I took to Twitter, Facebook and GameJolt (my indie game portal of choice) to talk through development and show work in progress shots. Said media was getting hundreds of views within minutes of being uploaded - it was a real confidence boost and gave us a much needed second wind before the end. Upon release, the game quickly amassed 500 unique plays on GameJolt, which was nice to see.

Never neglect social media…

The Game

"Bad Mood Rising"

Play it here!

Bad Mood Rising was an experimental game for us. It’s a game about how different the world feels when you are angry. We represented this by having the player attempt to make their way through a dangerous environment whilst avoiding obstacles. Said obstacles would take the form of enemies or hazards and would act as the instigators of the player’s anger. If the player collides with an obstacle their rage becomes unbearable and the creatures in the environment would turn hostile. The player would have the chance to defend themselves against the onslaught of incoming hostiles for the duration of their anger, which depleted over time as they calmed down. Only while calm can the player progress through the game.

Bad Mood Rising Title
You can play it in your browser or grab a download over at the link below…

http://gamejolt.com/games/adventure/bad-mood-rising/21627/

Here are a couple of screenshots of the game too…




Wish us luck for the Ubisoft Game Jam tomorrow!

Wednesday, 22 January 2014

Games I played in 2013

Over the past year my time was mainly devoted to development of Watch_Dogs with any remaining time spent participating in game jams. So with time so limited, I didn’t get to play anywhere near as many games as last year. On top of that, this year I grabbed both of the new consoles; the Xbox One and the PS4, so they had my attention for the holidays – a time I would usually dedicate for finishing in-progress games. So what did I finish?

Xbox One

  • Ryse

Xbox 360

  • Bioshock Infinite
  • Far Cry 3
  • Far Cry 3 Blood Dragon
  • 007 Blood Stone
  • 007 Legends
  • Spec Ops: The Line
  • Max Payne 3
  • Assassin’s Creed II
  • The Walking Dead: 400 Days

Xbox Live Arcade

  • Limbo
  • Insanely Twisted Shadow Planet
  • Smash TV
  • Castle Crashers

Playstation 3

  • Grand Theft Auto V

PSN

  • Metal Gear Solid
  • Hotline Miami

That still leaves me with a killer pile of shame, and one that doesn’t seem achievable given my recent schedule which contains the following…

  • Ship Watch_Dogs (pending ship date)
  • Participate in a bunch of game jams
    • EVERY One Game A Month jam
    • EVERY Ludum Dare competition
    • Global Game Jam 2014
    • Ubisoft Game Jam (if there is another)
  • Polish up my previous game jam games as standalone releases
  • Get back to One Day From Retirement
  • …and have at least the following from my pile of shame finished
    • Final Fantasy XIII
    • Dishonored
    • Sleeping Dogs
    • DMC
    • Devil May Cry 4
    • Skyrim
    • Mass Effect 2 (and 3)
    • Metal Gear Solid 3 (and 4)
    • Assassin’s Creed Brotherhood (and Revelations)

In the best (and unrealistic) case scenario, 2014 will have me completing development of up to 20 games… obviously this is extremely unlikely and the number will be somewhere closer to half of that (I do have a head start with some of those games). Even so, it’ll be double my output of approximately 5 this year.

Wish me luck!

Tuesday, 19 November 2013

Game Boy Game Jam 2: Jack B. Nimble

So just over 2 weeks ago there was an interesting little idea known as the “0h Game Jam”. This game jam had participants create a game within the hour where the clocks go back (as part of the DST time shift) – effectively allowing someone to complete the production of a game in negative time. I thought I’d try my hand at this, but not before trying some tests in Construct 2 first.

I failed miserably.

The quickest I could get anything playable and at a state I was happy with was around 5 hours, and that was with some preparation both mentally and in regard to resources. This just wasn’t my jam. It didn’t seem to be many people’s jam to be honest; naturally, most of the games sucked. However, there was one stand out to me, “Hotline Trail”, a top down, mouse driven, driving game with a Hotline Miami aesthetic. Very polished considering the time available.

hotline_trail

Give it a try here: http://rezoner.net/labs/hotlinetrail/

After my 5 hours or so of work trying to make something playable, I realised that the second Game Boy Jam was gearing up to begin. I was a little disappointed I missed this the first time around, so I put my work from the 0h Game Jam towards that to avoid future disappointment. I began work on an infinite runner, or auto runner, or run and jump game… I didn’t know what the genre was, but I wanted to make one. Outside of Canabalt and Jetpack Joyride, I think they’re all pretty shit – generally appearing on touch devices and host to on screen dpads or buttons. Disgusting. So I wanted to try my hand at a control method I felt allowed for a little more than just ‘auto run + jump’. I wanted to add an attack, and I wanted that attack to steer the focus away from ‘distance traveled’ as the sole score provider.

The first 5 hours

0.1.0

This first version was simply an auto runner and represented those first 5 hours from my 0h Game Jam tests; complete with fixed jump height, fixed speed, and randomly generated platforms with varying widths and heights. The player’s distance was displayed on screen and the Game Boy aesthetic already in place.

The game was called “Noonanrun”.

Castlemania

0.1.1

With the base in place I needed to add the attack. I had already decided that the input method had to be a single tap or key press, so I thought the best implementation was to add an attack that happened whilst the player was mid jump. This is where I started to think about Castlevania with it’s strict jump heights and whip mechanics. So I gave my character a whip and something to hit, in the form of candles.

Whilst testing the whip I thought I’d give myself moving targets, further continuing my homage to Castlevania. I added a bat, though quickly decided against the inclusion of enemies both due to the purity of scoring within the game and the scope of the project – I only had a week, after all. So the bat became my Duck Hunt dog, taunting players upon failure.

In this version I increased the speed and made a ridiculously hardcore hitbox for the whip, whereby I was only detecting collision on the tip of the whip rather than the full length. I was already too close to the game and making it increasingly more difficult in an effort to challenge myself.

The game was still called “Noonanrun”, had a “Sean Noonan” title screen much in the style of the original Game Boy boot sequence and a huge picture of my face as a loading screen. Seriously.

Fork handles

0.1.2

After sending the build around some friends and coworkers I realised my mistake in making the game to suit my personal difficulty level – it was barely playable for other people and nobody really understood how the whip worked or what the candles were for. So I added a tutorial in the title screen. I was determined to avoid throwing up controls or instructions for the player. I wanted players to work out how to play for themselves. The tutorial forced players to jump due to it being their only possible action. Then at the height of their jump they were required to hit a candle to start the game. It was pretty successful for the most part.

I updated the art a little and added an on screen counter for candles whipped, which resulted in an obscure reference to British comedy of old.

The game was now called “VIDEOGAME !!! by Sean Noonan” and I removed my face. Getting slightly better.

Numbers

0.1.3

At this point my confidence was growing and I knew where I was going to go with it next. I added jump heights based upon the amount of time the player held their jump input for and made the game increase in speed over time. This resulted in the game feeling pretty tight - the player had an increased level of control but was also being challenged over time. It started to feel like a game.

I also added the score system to the game in an effort to include replayability and challenge. Basically the score was calculated as follows…

Distance + (Distance * Candles) * Accuracy / 10

The idea was to keep the player wanting to get as far as possible, but for their run to mean anything they had to hit candles. Now when I was testing, some people would whip during every jump… turning the game into an auto runner and whipper(?). I wasn’t overly happy with this so added accuracy as a means of discipline for the player to focus and be more precise – the accuracy would basically determine how much of their final score they would receive. The 10 at the end was just to keep the score at a manageable number of digits.

Still no name for the game.

The art pass

0.1.4

I updated the football headed main character with something a little easier to animate (the hat in particular), the placeholder “FIRE” effect was replaced with a small explosion and an animated melted candle, and I added four new layers of parallax and an animated background to look as though there was lightning flashing at different points.

The title screen adopted grave stones with “RIP” for this version only. Stupid idea.

The “Sean Noonan” Game Boy boot screen was changed to better match it’s Nintendo counterpart with “Noonan”. The game still lacked a name.

Ridin’ on cars

0.1.5

At this point minor changes started to take a lot longer than expected. All vector fonts were removed and replaced with pixel fonts. That process took a lot longer than I had hoped it would, but it was uncharted territory.

I added rain, though this became a huge performance hog due to me not removing any drops that had been created.

The game was now known as “Jump ‘n’ Whip Man”, an homage of sorts to that video.

Jack B. Nimble is born

0.1.6

I finally came up with a name, theme and anchor for my game in “Jack B. Nimble”. I added a variant of the children’s nursery rhyme to the title screen and a small animation of the character walking in. All very cute.

I also added the dog laughing sound from Duck Hunt for when the bat passes the screen sound as a placeholder for…

Barry’s sound

0.1.7

I had been talking with Barry Topping (of Gamewank and Epoch fame) to do some audio work for Retirement, but with that somewhat on hold I asked if he was interested in working on my jam. He agreed. He fucking nailed it.

I also polished up some of the art and added some foreground parallax.

The polish pass

0.1.8

The game was pretty much ready at this point, just polish remaining and the possibility of a score board.

Release

Version 1.0

With the final addition of some title screen art, some parallaxes and minor animation tweaks, the game was ready. I added a personal best score to local web storage and created a Game Boy overlay to surround the game in the web player.

Postmortem

Working on Jack B. Nimble was an excellent learning process and a great way to meet people in the indie/enthusiast community. I’m incredibly proud to have made a game on my own (with a little musical aid from 'Barry of course) and I plan to make another soon. I realise this hit TLDR territory long ago, so I’ll finish with some bullet points.

What went right

  • Visuals – both the cute and ‘dark’ features
  • Polish – responsive control, easy to understand mechanics
  • Audio – Barry's music was phenomenal and the sound was on par
  • Time management – I rarely felt rushed or the pressure of the deadline
  • Stuck to the theme – I never needed to compromise the design to meet the jam rules or restrictions

What went wrong

  • Visuals – there wasn’t a defined style; whilst fine themselves, my flat shaded characters and level art didn’t marry that well with the dithered more realistic backgrounds
  • chet_walkingNo online leaderboards
  • I wasted some time early on to include an easter egg featuring Chet Speedrider from the Ubisoft Montreal Game Jam
  • Too great a focus on minor technical problems that ultimately didn’t matter (I’m looking at you, Construct 2 scaling issues)

All in all a great jam. Cannot wait until the next one…

You may have noticed that I’ve intentionally skipped over anything new or interesting about Watch_Dogs, Ryse, Streets of Rage, One Day From Retirement or anything my grubby hands have touched in the past – that’s for another day. I plan to address at least some of these soon!chet_toss

Now I have a PS4 to go back to… ahem.