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EPIC TRAILER
Objectives

Make an Original Game
  With mechanics that have not been used before

Find Out If We Can Work Together

Have Fun!
Development Timeline

October 2009: Philly Game Jam

Thanksgiving 2009: Switch to XNA

December 2009: Playable Alpha

March 2010: Dream-Build-Play

July 2010: Betascape

October 2010: Release?

December 22nd, 2010: BAD.
An Indicative Graph
Scale
Shitload of levels             Thought the game was
                               going to be a 3-6 month
Good mechanics                 project.

Difficulty curve               Didn't define the other
                               mechanics soon enough
 "Bit off more than we could
chew, but we fucking           Tools didn't support other
chewed it"                     mechanics

                               Existing levels were
                               affected by new
                               mechanics

                               Art was ahead of
                               features
Level Editor/Tools
In-game                   Interface wasn't very usable
Easy-to-use               Some features weren't
Powerful                  supported in the editor
1-day learning curve      Content builder that generated
Mix-and-match behaviors   assets
and representations       View Collision Boundaries
Programming

Complimentary skillsets       Communications/System
                              Design issues
XNA: Simple things were
good                          XNA: Lots of gotchas
Review system, later in the
process

Easy Deploy to Xbox and
PC
Communication

Communication in a Virtual Environment
  Email communication = annoying
  Online PM Tools
Skype communication
Ticket Review System
Team Morale
   Double edged sword
Audio

It was pretty good...
Art




Goals          Team
Shortcomings   Accomplishments
Art: Goals

Visual Style
  80s Theme, Saturation
Scale & Perspective
  60x60pixel grid squares
  Preserving detail at 60x60
  Characters Straight-On vs. Background Angle
Mesh Raster & Vector
  Vector Characters on Raster Background
  Minimize Levels of Shading in both
Visually Distinguish Interactive Elements
Art: Goals
Style Challenges
 Top-Down View

 Bright Characters

 Dull Backgrounds

 60x60pix Grid

 Consistent Shadows

 Original Wall Perspective Conflicted with Assets
Art: Team

Zach Brooks
  Character and Asset Concepts and Designs
  Direct Consistency between art created
Alan Kordas
  Background Assets, Story Panels, Title Art
Steve Nathanson
  Character Creation / Animation (Intern)
Kevin Appel
  Background Assets, Animations
Steve Macintyre
  Character Vectorization / Animation
Jordan Santell
  Visual FX, Animations, UI, Modulation
Art: Shortcomings
Inconsistency
     So many different artists
Fluxuating Team
     Some bailed, Some came back
Underestimation
     Manpower
# of Assets
     Time for design, production, and animation
     Lost our animator
Animations / Assets / Characters
     Animations slowed everything down
         could've been done with code
     Some art never used
     Tons of concepts
     Assets and Game World could have been less repetitive
Art: Shortcomings




So many artists, lots of tweeking to fit style
Art: Accomplishments

Raster / Vector Meshed
  Took Some heat in reviews
Story Panels
  People enjoyed the separate styles
Style
  Fresh
  Funny
Modulation
  Saved time
  Added some consistency
Cyberturtle
  Everyone Loves him
  Started as a joke
Reviews
" If you like a good laugh with your puzzle games, then Return All
Robots will keep you playing for hours." - GayGamer
"Gorgeous little puzzler" - Thisisfakediy
"Overwhelmingly I enjoyed Return All Robots! for what it was: a
simple, yet challenging, puzzle game that offered a high level of
polish that I’m not entirely accustomed to in Xbox Live Indie
Games. As such, I’d easily recommend this game to anybody out
there looking for a unique, robot-inspired puzzler." - DIYGamer
"This is definitely not a puzzle game
 you want to miss." - CrushFragDestroy
One of The 8 Best Xbox Live Games
of 2010 - GameBits
How Has it Been Selling?

XBox: 105
 PC: 28
Marketing
OCR Promotion




returnallrobots.com
Whaaaaa?

Planned on local
connections and social
network starting a viral,
wider response...didn't
happen

Didn't advertise much
before launch, waited until
post-launch before major
PR push
Questions
   ?
Comment

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Return All Robots Post Mortem

  • 1.
  • 3. Objectives Make an Original Game With mechanics that have not been used before Find Out If We Can Work Together Have Fun!
  • 4. Development Timeline October 2009: Philly Game Jam Thanksgiving 2009: Switch to XNA December 2009: Playable Alpha March 2010: Dream-Build-Play July 2010: Betascape October 2010: Release? December 22nd, 2010: BAD.
  • 6. Scale Shitload of levels Thought the game was going to be a 3-6 month Good mechanics project. Difficulty curve Didn't define the other mechanics soon enough "Bit off more than we could chew, but we fucking Tools didn't support other chewed it" mechanics Existing levels were affected by new mechanics Art was ahead of features
  • 7. Level Editor/Tools In-game Interface wasn't very usable Easy-to-use Some features weren't Powerful supported in the editor 1-day learning curve Content builder that generated Mix-and-match behaviors assets and representations View Collision Boundaries
  • 8. Programming Complimentary skillsets Communications/System Design issues XNA: Simple things were good XNA: Lots of gotchas Review system, later in the process Easy Deploy to Xbox and PC
  • 9. Communication Communication in a Virtual Environment Email communication = annoying Online PM Tools Skype communication Ticket Review System Team Morale Double edged sword
  • 11. Art Goals Team Shortcomings Accomplishments
  • 12. Art: Goals Visual Style 80s Theme, Saturation Scale & Perspective 60x60pixel grid squares Preserving detail at 60x60 Characters Straight-On vs. Background Angle Mesh Raster & Vector Vector Characters on Raster Background Minimize Levels of Shading in both Visually Distinguish Interactive Elements
  • 13. Art: Goals Style Challenges Top-Down View Bright Characters Dull Backgrounds 60x60pix Grid Consistent Shadows Original Wall Perspective Conflicted with Assets
  • 14. Art: Team Zach Brooks Character and Asset Concepts and Designs Direct Consistency between art created Alan Kordas Background Assets, Story Panels, Title Art Steve Nathanson Character Creation / Animation (Intern) Kevin Appel Background Assets, Animations Steve Macintyre Character Vectorization / Animation Jordan Santell Visual FX, Animations, UI, Modulation
  • 15. Art: Shortcomings Inconsistency So many different artists Fluxuating Team Some bailed, Some came back Underestimation Manpower # of Assets Time for design, production, and animation Lost our animator Animations / Assets / Characters Animations slowed everything down could've been done with code Some art never used Tons of concepts Assets and Game World could have been less repetitive
  • 16. Art: Shortcomings So many artists, lots of tweeking to fit style
  • 17. Art: Accomplishments Raster / Vector Meshed Took Some heat in reviews Story Panels People enjoyed the separate styles Style Fresh Funny Modulation Saved time Added some consistency Cyberturtle Everyone Loves him Started as a joke
  • 18. Reviews " If you like a good laugh with your puzzle games, then Return All Robots will keep you playing for hours." - GayGamer "Gorgeous little puzzler" - Thisisfakediy "Overwhelmingly I enjoyed Return All Robots! for what it was: a simple, yet challenging, puzzle game that offered a high level of polish that I’m not entirely accustomed to in Xbox Live Indie Games. As such, I’d easily recommend this game to anybody out there looking for a unique, robot-inspired puzzler." - DIYGamer "This is definitely not a puzzle game you want to miss." - CrushFragDestroy One of The 8 Best Xbox Live Games of 2010 - GameBits
  • 19. How Has it Been Selling? XBox: 105 PC: 28
  • 21.
  • 22. Whaaaaa? Planned on local connections and social network starting a viral, wider response...didn't happen Didn't advertise much before launch, waited until post-launch before major PR push
  • 23. Questions ? Comment