For the project, my role was mainly to be the programmer for the level design and background function of the project.
Through the process of making this game, I came to realize the importance of project management, and within the context of game making (as someone who freshly started) we encountered many problems:
- Burnout and everybody loses sight of what to do (1)
- Lack of understanding the tools we were using (Unreal engine 4 and Github) (2)
- Focus too much on storyline instead of playtesting (3)
- Project aim is out-of-scope (beyond what we could reasonably achieve) (4)
Those I think were our main issue which we tried to address on our own at an individual level but also at within group meeting for future game dev journey.
On point (1): we came in with wild expectation of what game could be like, since the inception of an idea is always more fascinating than the creation process of such idea itself. And during the process, we did not take into account what our approach should be for this project (not considering our rigorous we should be playtesting) and not setting the right expectation for our game ideas (since for any beginner, ideas are always beyond reach). Thus, we came to many of the meeting with brimming ideas waiting to be executed but with foreground of rules to dictate how those ideas should be implemented. Hence, going into the next project, it’s crucial to define 1st hand what’s the scope, set rules for engaging ideas discussion and more importantly implementation, temper our expectation correctly not only because of skill limitation but also of technology limitation (what we have access to, how efficient are we with such tools, how much functionality it provides)
On point (2), about Unreal engine 4: during the midst of development, we decided to upgrade our Unreal engine 4 to a later version, which in turn completely throw off the entire team due to its newly released state, it comes with bugs and incompatibility which we did not expected. Besides, we came into this project unknowingly how convoluted Unreal Engine 4 can be for a beginner, most of us came from Unity 5 game engine. Hence, the learning gap between Unreal and Unity was too large for many of us to cover during the times we have, since to use it efficiently, it takes good amount of time digging through documentation and forum searches for answer that are not only applicable but sustainable to a project (i.e: an example that makes a cube move does not necessarily move it the right and most efficient way). During the making of this game, I learned new tools to use (animation retargeting, cinemachine, blueprints) but as development goes on, I started to realized the void left behind by the kitbash approach of development (taking whatever works and mash it together) and how detriment it is, namely, technical cost, which is the amount of bugs left unfixed that later become to large to be dealt with. I also came to understand many of our problem could have easily been dealt with using gameplays framework, how level design is more than just placing object but also using blueprint to manipulate it can in turn that would communicate with player blueprints; etc. It’s safe to say we got a lot to master during the after math of this process.
On point (2), about Github: Github was regarded as the industry standard since app development can easily go wrong and backup is always a good thing. But to master Github requires more practices, instead we picked up the program, integrating it with our workflow without much thought, which leaves many unanswered question about Github coming back to cause hazard for us later down the development process; i.e: master setting and the uses of branching and merging, how compatible Git is with Unreal engine and file formats compatiblity.
On point (3): We were too enamored by the idea we have at hand without much thought to its complexity. A project trying to induce emotion rather than creating simple fun through gameplay, sounds effects and flashy images. And any replication of human emotion using game as a mean is hard and requires rigorous prototyping, playtesting, and even consulting with expert (i.e: Hellblade Senua’s Sacrifice). After this phase, I came accros a GDC talk on how game should never start with the story, because I limits our potential to innovate our gameplay ideas and design beyond what is available from the story, and that a story is a means to connect the fill in the void between gameplays designs implementation. Or how developers would intentionally left the beginning level last for development because they want to finish fine-tuning the other levels to fully understand their game feel and then comeback later to design the 1st level, since the 1st level is what sets player expectation for the story and gameplay going on, and good understanding of your gameplays (which is what happen during the main hours of what happen ONLY after that 1st mission) would lead to informed design on the 1st level.
On point (4): this is general is the overall problem of our game, not exclusive to any specific part, code or sounds or level or story. The aim of the project is to tackle psychological horror, and that requires more understanding of the human perception, better level design skill which creates and immersive worlds for player to be drawn in, good understanding of the basics (code, Blueprints) to assist the process of creation (you can’t both struggle with creating a prototype for a game to playtest while still debugging engine code; look at Anthem).
All and all, I’m glad to have been a part of this group and got this outlook on game devs, since a more realistic and manageable plan to actually creates a tangible products is better than beyond scope (don’t aim for the star with the expectation to fall for the moon, it does not always connect). An important mentality and creative ethos going forward for me and the team as a whole would be: “Finished, not perfect” by Jake Parker.
Side notes: during this summary I made many references of ideas which was proposed or mentioned of in conference and GDC talks which I have no specific idea where it came from, but in general the ideas are there in mostly the postmortem section to anyone interested.