Showing posts with label jack b. nimble. Show all posts
Showing posts with label jack b. nimble. 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.

Thursday, 1 January 2015

Games I played in 2014

So as stated in a previous post, I’ve achieved a hell of a lot this year – shipped two top 10 AAA games with Ubisoft (Watch_Dogs and Far Cry 4) as well my own first indie game, Jack B. Nimble (yes, this is me giving myself a pat on the back).

Somehow I even managed to play through and finish a bunch of games too – less than I was planning from last year (and mostly different), but still a healthy chunk of gaming. One observation is the large increase in indie titles that I’ve gobbled up over the year – significantly more than last year anyway. Another thing that is clear is how I’ve shifted my focus from almost exclusively Xbox 360 to PC and PS4. I’ve barely touched the Xbox One this year, something I think is down to Killzone: Shadowfall being my multiplayer game of choice rather than Titanfall – it just meant my PS4 was switched ‘on’ more often.

Xbox One

  • Super Time Force

Xbox 360

  • Gears of War 3
  • The Walking Dead: Survival Instinct
  • Metal Gear Solid 2
  • The Walking Dead: Season 2
  • The Wolf Among Us (Episode 1)

Playstation 4

  • Call of Duty: Advanced Warfare
  • Call of Duty: Ghosts
  • Wolfenstein: The New Order
  • Watch_Dogs
  • Watch_Dogs: Bad Blood
  • P.T.
  • Flower
  • Games of Thrones (Episode 1)

Playstation 3

  • Uncharted 3
  • Journey

Playstation Vita

  • Thomas Was Alone

PC

  • Quake
  • Quake Mission Pack 1: Scourge of Armagon
  • Half-Life 2
  • Half-Life 2: Episode One
  • Half-Life 2: Episode Two
  • Home
  • Gunpoint
  • Gone Home
  • Savant – Ascent
  • Jazzpunk
  • Dear Esther
  • Organ Trail

While I didn’t finish FTL, Don’t Starve or Heavy Bullets, their rogue-like nature had me pouring hundreds of hours into them between them (especially FTL).

So yeah, I basically didn’t even touch my pile of shame or do even a tenth as many game jams as I wanted – as a result my plans for 2015 are a little more restrained than last year (but still probably too much).

  • Start working on a new indie game (!!!)
  • Finish the final content updates for Jack B. Nimble
  • Port Jack B. Nimble to other platforms
      • Android
      • Windows 8 and Mobile
      • PC, Mac and Linux
  • Submit something to Pixel Dailies at least once a week
  • Participate in the following game jams
      • EVERY One Game A Month jam
      • Global Game Jam 2015
      • Ubisoft Game Jam (if there is another)
  • Play through the following games
      • Quake Mission Pack 2
      • Portal 2
      • STALKER
      • FEAR
      • Battlefield 4
      • Far Cry 4
      • Metal Gear Solid 3
      • Assassin’s Creed Revelations

There are a few things that I totally dropped from last year; I decided to stop taking part in Ludum Dare/One Game A Month in favour of shifting my focus to Jack B. Nimble. Even taking part in a weekend jam had consequences on development, so around April I just stopped jamming. I also put One Day From Retirement on ice; I wasn’t very happy with the progress I was making and again, couldn’t give up time that I needed for other projects. It may come back in some form…

It’s rather unlikely that I will experience the same level as achievement in 2015 as I did in 2014, but I will be hitting the age of 30 – which is pretty good going, aye?

Wednesday, 31 December 2014

Jack B. Nimble Winter update and Happy New Year!

Although I didn’t get it out in time for Christmas, the latest update to Jack B. Nimble has been released on iOS in time for the new year.

The update features a brand new Winter-themed level, “Bitter Bluffs”, much requested Game Center support for leaderboards, a number of big fixes and a couple of performances tweaks.

While the initial sales spike from the update wasn’t exactly mind blowing, the number of updates was really healthy (more than a third of the user base) – hopefully we’ll see a lot more players on the leaderboards in the new year.

Speaking of leaderboards, I am aware that previously scored scores are not being submitted to Game Center – I’m going to look into putting out a quick patch to redeem this. It was definitely a major oversight of mine, and I’m sorry to those that lost their scores in the latest update – take comfort in the fact that these updates are free and always will be.

I know I still need to write up my first month post mortem, I didn’t get a chance due to working on the Winter update. You can expect it early next year, I need to run some analytics and speak with some of my contemporaries. Until then, here’s a very early glimpse of the next new level…

Oh, and happy new year!

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.

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.