Art Spotlight: Cutscenes, Part I

For the past few weeks, Jack and I have been working on transitioning from the Demo Version to the Final Version of Where Shadows Slumber. One of the finishing touches I’m committed to adding to our demo is a short cutscene that plays when you beat the game. Our fans are always asking us if the game will have some kind of a story. The answer is yes, it absolutely will! But the nature of mobile entertainment and puzzle games in general dictates that we tell a certain kind of story in a certain kind of way.

 

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Screenshot from one of Monument Valley’s cutscenes.

Why Cutscenes?

When we decided we wanted the game to have a story, we looked at other successful mobile games (see Monument Valley, above) as well as the games Jack and I usually like to play. It seemed that short cutscenes, placed directly after the player “achieved” something notable, were the best way to hold people’s attention. Jack loves listening to all of the audio books in Diablo 3, and I loved reading entire libraries in games like Morrowind and Skyrim. However, for a casual gamer, massive amounts of text can seem like an information overload. Not to mention, that creates a lot more work for our translator – which translates into a serious cost for us.

It’s also worth mentioning that mobile gamers don’t often play games with the sound on. Clearly, investing our time in fully voice-acted content wouldn’t be worth it. Who would ever hear it? When you think about it, given these constraints, we didn’t have many options.

  1. Mobile gamers can’t hear your game
  2. Casual gamers want a story, but not an epic saga
  3. Mobile gamers play the game in short bursts
  4. The more voice over work and text we have, the more we need to translate

Since the above four points are a given, we decided to have short cutscenes at the beginning and end of every World in our game to serve as end-caps. The action in each of these animated scenes will be completely wordless and textless, and tell a story through body language alone. Sound will be present, but it won’t be important. The cutscenes themselves each tell a unique piece of the story, and may even seem disconnected. This is all by design!

 

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3DS Max is used to animate the actors, and the file is then interpreted by Unity.

The Technology Being Used

All of the artwork in Where Shadows Slumber is done in a program called Autodesk 3DS Max. I’ve used many studios in my years as an animator, but this was one of the first I ever tried and something about it called me back.

3DS Max is used to create characters (modelling), paint them (texturing), give them bones and animation handles (rigging), and make them move around (animation).

Then, these animations play in real-time within Unity. So when you’re watching a cutscene, you’re really watching the game – not something that was rendered ahead of time as a series of images and played back like a film. It was important to me that we use Unity to its full potential, and always kept players “in the game world”.

 

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Within Unity, the actors are given color and lighting.

Process: The Inverted Cone of Cutscenes

When working on a large project like this cutscene, it’s important to work in stages and have clear checkpoints. And make no mistake, even a cutscene that is 1 minute long is a large project! I have spent close to 30 hours on it so far, and I’m not even finished. The problem with stuff like this is that if you want to change something, usually you have to undo or throw out a ton of work. It’s important to make sure that doesn’t happen, and that you start with a wide range of possibilities but eventually focus in on what the cutscene is going to be.

For some insight into how a cutscene begins wide and then narrows to completion, look at this graph:

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The further you go down the inverted cone, the more work you lose if you change something.

See the arrow – I am currently at the end stage of Principal Animation. That means the actors all have their general motions and you can tell what’s going on in the scene. But it still isn’t finished! Look at all of the other stuff that has to be done.

The reason things like cloth motion and sound come last is because, should we decide to change some of the Principal Animation, we would have to throw out all of that “detail work” anyway. So it just makes sense to save it for last and only work on it when the work at the top of the cone has been checked and locked.

 

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The player’s cassock (the white tunic) is animated using 30 individual bones!

Regrets So Far

You don’t work on a game without having some serious regrets. Every regret I have so far regarding this process has to do with time – something I did, did poorly, or did not do, that cost me precious time and made us push our deadlines back.

Giving the character cloth robes: I love robes. I love cloth. But I foolishly decided to give our main character cloth robes that must be painstakingly controlled via spider-leg-like bone tendrils. This process is maddening, takes forever, and never looks good. I regret not using Cloth simulation, something 3DS Max provides and Unity supports.

His dumb hand bones: This is something you would never know from watching the in-game cutscene, but the main character’s hand Bone (an invisible puppet-string object) is stupid, dumb, too big, and I don’t like it. I should have made them smaller. Also I think his left arm bends the wrong way. Let’s just say I ought to re-do his entire rig.

Link To World broke everything: I used a parent-child relationship to allow the characters in the scene to hold objects (i.e. the lantern, the urn, the chest, the scepter, the bowl). This worked perfectly! Except… for some reason, the first time I set up linking on my character’s IK hand setup, it wigged out and sent his hands flying off screen for every single frame of animation I had done previously. This was clearly some kind of offset error, but I never found a good solution. I ended up reanimating his hands halfway through!

People would rather have more levels anyway: The sad truth is, this is a puzzle game. People want puzzles. (“More levels!” – The Proletariat) As much as they may say they want a story, the truth is we’ll get more mileage out of working hard on puzzles instead. It may be that the cutscene is there for a different purpose. My own ego? Winning artsy indie game awards?

Everything mentioned here made me lose time and work on this far longer than I should have, making us weeks (if not months) behind schedule for a demo that was supposed to be done already. Perfect is the enemy of good enough! Live and learn, right? That’s the beauty of working on a demo first. I now know what not to do for the final game! Let’s just hope the damage hasn’t already been done by now.

 

Next Blog Post

By the time I have to write Part 2 of this blog, I should be finished with the cutscene. I can show it to you in full and we’ll do a bit of a postmortem on it. I can give you the short version of the postmortem now: the cutscene is a lot of work, there’s very little payoff (I assume), and the subject matter is controversial. Nevertheless, here’s a sneak peek at it to tide you over until then…

 

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Interested in hearing about the game, now that you’ve peeked behind the scenes? You can find out more about our game at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebook, itch.io, or Twitch, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

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3 Things I Learned at GDC 2017

I’ve just returned from a whirlwind trip to this year’s Game Developers Conference (GDC), and I have a lot to tell you! Unfortunately, most of what I learned is top secret. You hear a lot at these conventions, so between secret news and talks with undisclosed mobile publishers there isn’t a lot I can disclose. More on that later this year…

But I can certainly reveal my impressions as a first-timer to help you out if you’re planning on going to GDC 2018. Here are three things I learned my first time at GDC!


 

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Lesson 1: Schedule Meetings Months Ahead of Time

My number one priority at GDC 2017 was to talk to someone from the App Store about Where Shadows Slumber. My number two priority was to talk to someone from Google Play. Specifically, I’m looking for the people that make promotions and “features” happen. Being featured on an app marketplace can sometimes be the difference between relative obscurity and worldwide fame. It’s that important.

Certainly it can’t be your only strategy, but it’s at the top of my list. Sadly, I failed! Since I was so late to the game (I only found out about GDC when two people mentioned it at MAGFest 2017 earlier this year) I never scheduled times to meet with them. Naively, I assumed there would be some kind of Apple booth and I could meet them there.

No way. Although the major players (PlayStation, Oculus, Facebook, Microsoft, Unity) had large presences at the show, Apple did not have a booth. They probably assume they would just get inundated by indies and it wouldn’t be worth the expense. If you wanted to talk to them, you had to get on their calendar months in advance. They met with business partners in secret rooms during the show, protected under heavy guard. The same is true for Google – they had a booth, but it was specifically to show off Daydream, their mobile VR peripheral. The Google Play team was nowhere to be found.

I learned the hard way – don’t make my mistake! It’s crucial that you do your homework ahead of time and get on the calendar of a major player like Apple, Google, Nintendo, or whoever you want to meet. Don’t leave this stuff to chance!

 

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GDC talk about Chinese localization pitfalls, given by Jung-Sheng Lin of Taiwan.

 

Lesson 2: The Talks Are Great, But You’ll Get Tossed Out

I went to GDC primarily to make connections in the industry. I wasn’t expecting to enjoy the seminars as much as I did. It turns out there are a lot of talks, panels and seminars at GDC and they run the full week. (I arrived on Wednesday, since I was mostly concerned with the Expo – but there are talks and parties beginning on Sunday) The lectures were great! I enjoyed pretty much every one that I went to. The panels weren’t as interesting as the talks because less work went into preparing them. But overall, I was impressed.

One thing bugged me though. I should have seen this coming, but when you buy a pass for GDC you’re effectively selecting what access you’ll have during the show. They have all kinds of “tracks” – Art, Music, VR, All Access, Mega Golden God Status, etc. I got an Expo Pass, which is the cheapest option. This lets you into the Expo and a small smattering of talks.

What this meant was that often I would see a talk advertised (“Nintendo Reveals All About Breath of the Wild!”) and get really excited for it only to be turned away at the door. The paper pocket guide doesn’t warn you about the access required for a talk, it just says where the talk is and who is giving it. To see a filtered view, you need the app. Once I filtered the talks available by the Expo Pass using the GDC app, it become clear that there really wasn’t too much I was interested in. Fortunately I snuck into at least one restricted talk (it was about early access and Ark) and the talks I was able to get into were pretty good. Still, it’s a bad feeling.

So, again, plan ahead! Before you buy a badge, look at the talks available. Filter the list. Ask yourself – are the seminars worth the price jump from $299 to $999? If so, take the plunge. You’ll appreciate getting the access. Otherwise, just deal with the consequences and don’t be surprised when ushers show you the door.

 

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Lesson 3: Don’t Take No For An Answer

The theme of the first two Lessons is quite clear: plan ahead. Having said that, I should also mention that just because you didn’t plan ahead doesn’t mean you shouldn’t muscle your way in anyway.

Rules only matter if they’re enforced, right? Once they stop being enforced they might as well not even apply. Although I don’t believe this is true when it comes to objective morality (don’t go burning down houses because you think you’ll get away with it), it certainly works when it comes to event admissions.

For example, I went to the Big Indie Pitch at GDC 2017 after some urging by Craig Barnes (I owe you one, man!). This is a pitching contest where you show your mobile game to publishers and industry professionals. You get 4 minutes with 5 different groups each, and they judge your game based on its aesthetics, mechanics, marketability, and overall quality. But I never formally applied for the contest because I missed the submission cut-off by one day. Feeling dejected, I almost didn’t even attend! It was 3 pm on a Thursday, I was already exhausted, the event wasn’t close to the convention center, and I very nearly bailed to go to other events instead.

Something told me I’d regret it if I didn’t at least show up, so I took an Uber over. As the event began, I begged the event coordinator Simon Drake of Steel Media to put me on a Waitlist. If people didn’t show up, I could take their slot! There were four others like me so Simon agreed, and to our surprise the Waitlisters were given a chance at the tail end of the contest to make our case to the judges. (OK, this isn’t really “muscling”, more like “pleading”… but you get the point!)

To my utter shock, Where Shadows Slumber received third place at the Big Indie Pitch! Jack and I now have $1,000 in marketing money to use on any of Steel Media’s owned platforms, and we’ll put it to good use. Another awesome thing: the second place winner, Louard of Suzy Cube, was also on the Waitlist! The moral of the story? Plan ahead, and plan for everything.

Then, expect your plans to go wrong, and don’t give up when they do!

 


 

I’m going back to GDC next year for sure. We may exhibit at the show, or just walk the show floor. I definitely want Jack to see this, because it’s an awesome experience. Where Shadows Slumber will hopefully be commercially available by GDC 2018 so the timing should be perfect… but you know what they say about plans.

 

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Were you at GDC 2017? Tell us about your experience in the comments below! You can find out more about our game at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebook, itch.io, or Twitch, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Heading to GDC 2017 Today!

As I type this, I’m packing to go to GDC 2017 – The Game Developers Conference at the Moscone Center in San Francisco, California. The convention actually already started, believe it or not. Monday and Tuesday are incredibly expensive lectures and talks, with an expo that runs Wednesday through Friday.

Since I’ve never been to this before, I didn’t want to break the bank. Transportation to San Francisco was expensive enough, especially when you consider I’m staying in a hotel near the convention center. So I’m just going to the expo, where indie devs will be showing off their games and large companies will be holding meetings with business partners.

I have three main goals in mind for GDC 2017: scope out the convention for 2018, meet publishers and distributors, and plan the future of my company.

 

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Case The Joint for 2018

This is a huge show, and it always happens right around this time of the year. I predict Where Shadows Slumber will be released at some point next year during this time, so it’s highly likely we’ll be attending GDC 2018 as exhibitors.

I want to ask these indie devs if they feel like it was worth the price, the trip, the time, and other costs. You never know which shows are going to give a return on your investment. This also gives me a convenient excuse to actually have fun at a trade show!

I’m so used to going to these things as an exhibitor, I forgot what it was like to be able to freely move about the show floor and talk to people. What a treat!

Also I need to make sure I get details on how to sign up for contests. GDC has a few award shows that run (two, I think?) and I know next to nothing about them. But I know that I want Where Shadows Slumber to win everything forever, so it’s time to get some information. I’ll return next week with contact people!

 

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Meet Publishers and Distributors

 

It can be difficult to make a connection to someone completely online. But Jack and I need people to distribute our game in China, Japan, Korea, Russia, India, and other foreign countries. We don’t speak the language or understand the market. For a cut of the proceeds, these publishers can make our game a hit in their region.

I’m not looking to promise these people anything just yet. Mostly I want them to take a look at the game and get a conversation going. If the game is “on their radar”, then my follow up email over the summer might get noticed.

But first they need to see it. I’ll shove my iPad in their face if I have to! (I swear to God I will do this once before the show ends) I already have a hit list on my phone of who I need to hunt down at GDC, and I won’t rest until I find them!

This took a violent turn… so let’s go to the final section!

 

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Plan For The Future

I already talked about GDC 2018, so why do I need to plan for the future? Well, you can’t work on one game forever. Even Blizzard will need to say goodbye to its beloved properties one day. Where Shadows Slumber is a beautiful game, but I have a lot more game ideas in the pipeline. Planning for what comes next is important. We may be talking as far as 2019 or 2025 here, but I plan to build this company into something great. That takes foresight.

I want to make a good first impression with some big-wigs at the largest game companies and bluntly ask them what it takes to make third-party games. There’s a lot of exciting stuff happening around VR (which I am still skeptical of), Nintendo’s Switch, and the growing PC gaming market. Now is the time to forge some professional bonds to be used at a later date. There are some technology companies in particular that I want to visit, so I can ask them some “is this possible with your tech?” questions.

I’ll try to do a recap of all this when I return, but PAX East is next week so… gah! It’s going to be a busy life, I suppose >:)

 

I have a taxi to the airport to catch, so see you next time! Thanks for reading.

 

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Don’t miss updates while I’m at GDC. Share our game at WhereShadowsSlumber.com with the GDC hashtag, find us on Twitter (@GameRevenant), Facebook, itch.io, or Twitch, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Calling All Testers!

I speak now to our legions of adoring fans. *ahem*

Lend us your talents! Your eyes that see microscopic faults, your ears that hear the lies in the truth! Lend us your hands that stumble over screens and fingers that are too large! Lend us your tongue that licks the phone for some reason (??), and most importantly your mind, which is not satisfied until there are 999 levels in the game!

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“Ask not what Game Revenant can do for you, but rather what you can do for Game Revenant!”

[The crowd goes wild]

The call has gone out to Android Revenants and Apple Revenants alike. Your Supreme Chancellor has need of you!

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Part of a paper concept for the upcoming level “Ramparts”.

Jack and I have been hard at work the past two months designing every level in the game on paper. Now we need Volunteer Revenants who are willing to take 15 minutes out of their day to test these new levels. We’ll be sending you an early, near-prehistoric version of the final game. Levels will be blocky, ugly, and impossibly grey. They will have either no sound, or limited sound. You probably won’t enjoy playing them.

Sold yet? Listen, we need your perspective. We think these levels are perfect. Do you know why we think that? Because we designed them! Of course we think they are perfect. They are not. We need you to download the test version of the game and then tell us via Facebook, Twitter, or private email (contact@GameRevenant.com) what you think. Be honest!

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I played the demo available on the App Store. Does that count?

Thanks so much, but no. We’re moving past that now — we’re talking about new levels for the final game. Not many demo levels will make it to the real game.

How do I become an iOS tester?

You’ll need the app “TestFlight” on your modern iOS device (iPad, iPhone, iPod Touch) and you’ll need to send us your email address to opt into the program. We’ll add you to the list and send out levels in waves, probably one World each month.

How do I become an Android tester?

You must send us your email address so we can figure something out. TestFlight does not work with Android so we need a different solution. We may just email you an .apk file with some levels in it.

What’s the deal with Kindle Fire?

I don’t really know… we aren’t on that store yet, it’s a long process. Hang tight!

I have a Windows Phone…

Windows Phone is kind of a small market and we don’t have one of those devices to use for testing. We will probably not publish on the Windows platform for a while, if at all.

You guys get free quality assurance from this. What do I get out of it?

You get the satisfaction of knowing you’re helping us make a great game! You get to see the game early, before anyone else. You get to tell us what you think and make a real impact on the game. Plus, if you pester us enough and your feedback is helpful (instead of just annoying) we can probably put you in the Credits as one of our “Worldwide Quality Assurance Experts”. Play games in your pajamas and get into the Credits… what’s better than that?

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OK

OK?

Yes

Great! Send your information to contact@GameRevenant.com. All we need is your email, device operating system, and device version/name. You’ll be sorted and placed in the appropriate email list. Expect a brief from us soon about how you can be a Test Revenant!

 

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Although I don’t recommend it, you can also give us your email through the Game Revenant official Facebook Page or Twitter Handle. I also have a Twitch game development stream, so I guess you could hop into the chat and message me? Don’t do that, though. Spammers are always looking for information in the chat! Email the official address at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

How To Not Die at Conventions

I’m typing this one day after returning from a productive Mr. Game! trip to San Antonio, Texas for PAX South! My brother Paul and I are terribly ill, exhausted, and jet-lagged. Our reintegration to polite society is moving at a snail’s pace. The snowstorm outside isn’t helping. If I recall, the aftermath of our trip to MAGFest 2017 for Where Shadows Slumber just a few weeks ago was pretty similar.

If you’re an indie developer, independent craftsman, musician, speaker, or entrepreneur, you’re aware that there are many conventions that happen every year around the world related to your trade. But you’ve probably asked yourself an important question before every single one: how do I go to a convention without dying?

Since I already mentioned how sick we got at PAX South, I’ll go ahead and tell you that I don’t always take my own advice. There are best practices, and then there’s real life. Here are four things I would do if I wanted a stress-free convention exhibition where no one dies.

 

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1. Reserve Hotels A Year In Advance

“One entire year in advance! This is madness! I don’t even know what I’m having for dinner tonight!”

~ You

Listen, hotels fill up fast. If you’re traveling to a convention, there’s a good chance you’ll need a hotel. I lucked out with the upcoming New York Toy Fair because I’m in Hoboken – all I need to do is hop on a ferry and I’m at the Javits Center. But this is not common.

If you’re not in the main convention hotel, you’re missing out on the action. This is where people network. It doesn’t even feel awkward – it just feels like a big party. You can hang out in the hotel with everybody even if you don’t have a room there, but you’ll still need to waste a crucial 30 minutes in an Uber going back and forth every day.

Do you think I’m crazy? OK – try to book a hotel for PAX South 2018 right now and see if you have any luck. I bet they’re already full.

 

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2. Prevent Disease At All Costs

When I usually pack for a trip, there are a lot of things on my “short-list” of items to bring. But I think it’s time for some new items to make the coveted must bring list. Those items are:

  • Hand Sanitizer
  • Throat Lozenges / Cough Drops
  • DayQuil (or other day-time cold remedy)
  • NyQuil (or other night-time cold remedy)

I usually end up buying this stuff anyway. Jack and I had to make do with whatever cough drops they had at the hotel convenience store during MAGFest… but in the future, cold remedies should just be part of show preparation. You will always get sick with some kind of “Con Crud” at these things – the human body can only handle being around strange other humans from other parts of the globe for so long. But you can stave off the effects of the cold long enough to survive the convention. Then you can die at home, which is much more convenient!

Also, for you hardcore survivalists, consider wearing gloves and a SARS mask. This can be part of your cosplay to make it seem less weird. When I see someone with a surgical mask at a convention, it’s always a little off-putting, but I have respect for their dedication.

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3. Drive If You Can

Driving is 100 times easier than flying, especially when you have a lot of booth equipment to bring to a convention. Packing your stuff in the trunk of your car and leaving whenever you want is more time consuming than hopping in a plane, but way cheaper. The biggest unexpected cost of these shows is shipping things back in forth.

Fortunately, at PAX South this past weekend, I sold out of my stock of Mr. Game!, so I didn’t have to ship games back. Between you and me, I only brought 4 cases just for this specific reason! I brought 11 to the Chicago Toy and Gaming Fair and had to bring tons of it back.

If your booth setup is super simple, you might get the best of both worlds – flying to a convention with your stuff in a checked bag. For the most part though, I recommend you drive. Figure out parking ahead of time. You’ll be happy you have a car in a strange place, especially if you grew up in an urban area and you aren’t used to everything closing early or having to drive far for basic needs.

Driving lets you set your schedule and gives you important freedom abroad. You may think it takes longer, but let me ask you this – what takes more time? A 4-hour car trip, or a 2-hour flight? When you consider the time you need to be at an airport and the time it takes to leave and get to your hotel, flying sometimes take longer. Save it for really long journeys, and maybe plan to do only local conventions before you have more money to burn.

 

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4. Don’t Let Anyone Kill You

Self-explanatory.

I hope this advice was helpful! Like I said before, this isn’t stuff I do – it’s stuff I wish I did. It takes a full year of jet-setting before some of these lessons sink in. To date, the only thing on this list I’ve done consistently is #4. But the year is young… perhaps my assassin is just around the corner?

 

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Follow this advice and you won’t die at conventions. I might have missed something, though – so if you’re looking for more sage wisdom, message Game Revenant on Facebook or Twitter. I also have a Twitch game development stream and an email for you email types (contact@GameRevenant.com).

Frank DiCola is the founder of Game Revenant, the creator of Mr. Game!, and the artist for Where Shadows Slumber.

Make Mr. Game! Great Again

Hey everyone — Frank DiCola here, creator and current publisher of Mr. Game! I’m about to get on a plane to head to San Antonio, TX for PAX South and I wanted to jot down a few ideas that were buzzing around in my head.

If you’re like me, you’re probably wondering two things:

  • How many Donald Trump references will there be in this blog post?
  • What is the plan for Mr. Game! in 2017?

The answer to the first one is easy: 1. One reference, and that’s all. I promise!

The answer to the second one is a bit more complicated, and serves as the subject for this blog post.

 

 

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Mr. Game! is Already Great, Right?

There are two ways to look at Mr. Game! – optimistically and pessimistically. On the bright side, a completely unknown group of college kids came together in 2013 and created a board game. Through the magic of Kickstarter, we raised over $17,000 in 2015 and manufactured copies of Mr. Game! that could be shared with the world.

That’s pretty awesome… but it isn’t unique. Part of growing up is realizing that although you’re a unique snowflake, it’s also the dead of winter in the middle of a blizzard. You are constantly surrounded by other unique snowflakes, and from far away they all look pretty much the same. There are a ton of board games funded through Kickstarter, and they are just a subset of the approximately 800 tabletop games and expansions that are released every month.

The pessimistic view of Mr. Game! is that our Kickstarter didn’t cover all the expenses related to publishing a game. Because of this, a lot of my own personal money has gone into promoting the game… so much that even if all of the games sold, I wouldn’t make my money back. (Forget about even making a profit!) Running low on money means that I can only go to certain conventions, and I can’t do as many Internet ads. It’s a downward spiral.

Mr. Game! may have started out great, but its less-than-stellar sales record doesn’t make it an appealing target for publishers. Combined with the fact that there is still inventory from the initial Kickstarter run to sell off, the game is in serious need of a great-again strategy.

 

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When EVERYBODY bumps into each other and falls over, it’s less embarrassing.

Two Possible Expansion Packs

 

If you’ve spoken to me in the past few months, or if you’ve been paying attention on social media, you are probably aware that I am designing an expansion pack to Mr. Game!

Two, actually. Since the summer of 2016, I’ve been spinning my wheels about adding a bundle of cards to the game. Tentatively titled “Mr. Trolling!” and “Mr. Strategy!”, these expansions would simply be tiny foil packages of 25 – 40 cards each, designed to be shuffled into the main deck of the base game.

Is your game too chaotic, and players feel like they can’t make any decisions? Add in “Mr. Strategy!”, which has plenty of Badges that you can use to plan your great escape.

Is your game too dull? Figured out all the best interpretations for every rule? Add in “Mr. Trolling!”, which has ridiculous cards and effects that will leave even the best Mr. Games at a loss for words.

That’s the plan, anyway. Two expansions at once is probably a stupid idea, but I just had too many good ideas for cards. If you’ve got a good idea for a card, you should stop reading and submit it to the website, already! If I’m going to consider it for an expansion, I’ll add a prototype version to the official Facebook album.

 

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Just make sure you don’t lie about the size of your crowd…

Bringing A Crowd To Kickstarter

Before I do any kind of expansion to Mr. Game!, it’s important to first check off a few boxes. I have no interest in running a Kickstarter campaign that just barely scrapes by at the end. That won’t make a profit, and it won’t help the future of the game. It will just create another hole that I need to spend a year digging myself out of.

There’s a good expression when it comes to crowdfunding: You bring your own crowd to Kickstarter. That means that the 30 days of a campaign are not meant to grow your audience, but rather you should mobilize an existing group towards a specific end. Since that’s the case, I intend to hit the following social goals before I even consider launching a second Kickstarter for Mr. Game! See the image below:

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The status of the Pre-Kickstarter Social Media Goal project as of January 26th, 2017

Pre-Kickstarter Social Media Goals

  1. 1000 ‘Likes’ on the official Facebook Page
  2. 200 individual ratings on Board Game Geek, overall average rating of 7.5
  3. 100 Subscribers to the Game Revenant YouTube channel
  4. 50 Reviews on Steam, overall average Positive rating

Now you might be saying to yourself at this moment “Frank, don’t bother measuring numbers like this on social media – they mean nothing!” I agree, and that’s why the numbers are intentionally pretty high. Achieving these goals would represent a huge departure from the audience Mr. Game! has currently, even if some people end up being ‘duds’ who do not engage on social media. A larger audience means a bigger network of friends and family who will support the game, back the Kickstarter, and ensure the expansion “sells through” at a fast pace.

This is the way to make Mr. Game! great again, but I can’t do it alone! In fact, I can’t do it at all. In order to make these expansions happen, I need people in the community to take a few minutes out of their day and do me a serious favor.

The Facebook Page is the main social media hub of Mr. Game!, so if you haven’t invited your friends and family to Like it yet, do it! Play the game with them first. Show them this blog post. Then ask them to Like it and follow along. (You should Like it too!) Small businesses can’t succeed in a vacuum – it’s essential to have a dedicated fan base!

Board Game Geek is a very strange website, but immensely popular. Navigating it is a pain, but if you review the game on that site you’ll strike a serious blow against the Board Game Establishment. (Well, not really… but if you like to think of it that way then I won’t stop you.) Please make a BGG account, give the game a positive review, and tell people about your experience with the game.

The YouTube Channel is a bit of a new venture and could use a boost. It’s going to be the main hub for every game I create from now on. Gotta start somewhere!

Steam is currently hosting Tabletop Simulator and the Mr. Game! Downloadable Content bundle, but sales could be better. Solid reviews from people who own the game would really help out! Tell people about your experiences with both the digital and physical versions, perhaps highlighting the strengths and weaknesses of each.

 

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If this overlapping mob of early 2000’s phones can do it, so can you.

 

Contact Me Directly

I think that’s enough navel-gazing for one blog post. But there is one more thing – if you have an idea for how I should promote Mr. Game! and my business, reach out! Message me on Facebook. Tweet me @Yoshgunn, the official Mr. Game! account @WhoIsMrGame, and my studio @GameRevenant. Email me using contact@GameRevenant.com if you feel it’s something best discussed in private.

I’m very new at this and I’m taking any and all suggestions into consideration. So, if you’ve ever thought to yourself…

  • Why wasn’t Mr. Game! at [insert show name here]?
  • There should be a video about [topic] on the YouTube channel…
  • Frank should post about [topic] instead of [other topic]!
  • Mr. Game! should be available at [insert store name here], why isn’t it?

That means you should contact me directly and tell me that! I won’t criticize your ideas or call you stupid. In fact, my reaction will probably be “oh man, why didn’t I think of that a year ago!?” and I will be forever grateful for the advice. As my friend Jack Kelly wrote about earlier this week in his blog about adversity, constructive criticism is the key to success.

So get out there, tell the world about Mr. Game!, and let’s get ready to (maybe) do a Kickstarter for this thing at some undisclosed point in the future! Wooo!

 

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I’m going to need your help if we’re going to make a successful Mr. Game! Expansion Pack Kickstarter happen. Let me know if you have any questions or feedback! The game’s official website is WhoIsMrGame.com, where you can purchase a copy for yourself.

Frank DiCola is the founder of Game Revenant and the creator of Mr. Game!

We’ve Been Selected for the PAX East Indie Showcase!

Game Revenant can now announce that Where Shadows Slumber is one of 5 games selected to be a part of the PAX East Indie Showcase (PEIS) this coming March.

“Each year we showcase a collection of the best indie games you’ve never heard of available on mobile platforms.”

– PAX East Indie Showcase Team

This is fantastic news! The organizers at PAX know how difficult it can be to stand out in today’s saturated mobile market. They’ve decided to highlight our game, as well as four of our peers, in a showcase they refer to as “a collection of the best indie games you’ve never heard of available on mobile platforms.”

We couldn’t agree more. Our game is unknown and the company is obscure (what is a revenant, anyway?) so we really appreciate this chance to shine!

 

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Where Shadows Slumber

Where Shadows Slumber is a brooding puzzle game that takes place in a shadowy, abandoned world. You will aid the main character in his search for redemption – a search that spans numerous worlds and introduces you to a cast of mysterious figures. Who rules this forgotten land? And who will be left once the adventure draws to its inevitable conclusion?

The only tool at your disposal – besides your intellect – is the chaotic nature of the universe. Anything that is not touched by light has the freedom to change. This governing principle will be your guide in the darkness, but also your undoing. After all, if you are not touched by the light, you have the freedom to change as well. What will you become?

The app we’ve released for free online (via the App Store and Google Play) is a short demonstration of the full game’s stunning worlds, mind-bending mechanics, and haunting story. The full game will be released at a later date, to be determined. The game was designed exclusively for mobile phones and tablets.

Stay in touch and receive regular updates from us through the following links:

Website: http://www.WhereShadowsSlumber.com
Facebook: https://www.facebook.com/GameRevenant/
Twitter: https://twitter.com/GameRevenant

 

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Artist Frank DiCola (left) and developer Jack Kelly (right) talk with fans. Photo credit: Earl Z. Madness / Instagram; studiomadness / Twitter; MadnessEarl / http://www.pixeljournalism.com

Meet The Developers

Where Shadows Slumber is a labor of love created by the two man team of artist Frank DiCola and developer Jack Kelly. The game is being published by DiCola’s studio, Game Revenant.

Frank DiCola is a life-long lover of video games and gamer culture. He credits his love of gaming to spending long hours as a child watching his older brother Paul beat games on the Super Nintendo. He has a Bachelor’s Degree in Visual Art & Technology from the Stevens Institute of Technology, as well as a Master’s in Software Engineering. He serves as the lead Sound and Visual developer on Where Shadows Slumber, as well as Chief Marketing Guy.

Jack Kelly is also a video game lover, growing up with computer games like Diablo II and StarCraft: Brood War. He also graduated from Stevens Institute of Technology, with a Bachelor’s in Math and a Master’s in Computer Science. He spends basically all of his free time acting as head (i.e. only) Developer and Designer for Where Shadows Slumber.

Caroline Amaba is a Senior Web Developer, currently hustling at VaynerMedia. She’s a huge nerd, in love with video games, board games, and dungeon-delving. Caroline’s got a B.S. in Computer Science and a B.A. in Art & Technology from Stevens Institute of Technology. She got involved with Where Shadows Slumber when, well, Frank asked. Anything for the games! Follow her on Twitter (@clineamb), Twitch (knilly_line), and Instagram (@clineamb).

 

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PAX East? Never Heard Of It…

The PAX East Indie Showcase is just a part of PAX East, one of many huge shows throughout the year that carries the Penny Arcade brand. PAX East is held in Boston, Massachusetts, which makes it one of the best shows for us to demo at since it’s so close to our native Hoboken in New Jersey. Where Shadows Slumber has not been shown at a PAX event thus far, but I brought Mr. Game! to PAX Prime (now called PAX West) and it was incredible. The PAX shows are always a blast, always packed, and always successful! We’ll be bringing the demo along, as well as some grey-box test levels for you super dedicated fans to try out.

If you have a game that was not accepted, do try again next year. We didn’t give up after Where Shadows Slumber was left out of last year’s IndieCade. (Not to mention all of the times Mr. Game! has been turned down by contests and publishers.) Keep at it, and one day you’ll be writing a press release like this!

Congratulations to the other games that were selected along with Where Shadows Slumber, listed below:

  • Agent A: A Puzzle In Disguise (link)
  • Bulb Boy (link)
  • Ellipsis (link)
  • Tavern Guardians (link)
  • Where Shadows Slumber (link)

Hope to see you at PAX East!

 

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Coming to PAX East 2017? Let us know in the comments below! We’d love to meet with you, whether you’re a devoted fan, a member of the press, or a serial killer. Stay tuned for detailed information about where our booth is going to be in the coming weeks.

Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.