2016 Year In Review

Christmas is behind us, and the year is coming to an end. For the final blog post of 2016, we decided to recap the major events in the lifetime of Where Shadows Slumber that occurred this year.

When we began 2016, the game’s demo (currently available on iOS and Google Play) was only 2 months into development. As we created and refined our 10 level demo over the next 12 months, we also had the opportunity to attend some incredible game industry events. Here are some of our favorite development milestones!

 

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Jack got cropped out of this picture, as punishment for being too darn tall.

April / IndieCade East

At the very end of April, we had the great fortune of attending IndieCade East. This juried “Show and Tell” event required us to submit an application and go through an approval process before being allowed to showcase the game. We’re so glad that the judges were impressed with our game, even during its infant stages. This was the earliest feedback we got from total strangers, and it was positive yet constructive.

 

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Dan Butchko, the CEO of Playcrafting.

July / Playcrafting Summer Expo

Throughout the year, we attended two of the gaming nights hosted by Playcrafting at Microsoft’s offices in New York City. These intimate gatherings are great for indies looking for a foothold in the industry – lots of people go to them, admission is free for developers, and there’s even free pizza! Both the Spring Expo and July’s Summer Expo were excellent opportunities for us to show off the game and get some candid feedback from strangers.

 

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September / Studio Madness

After a busy summer, we finally got a chance to sit down with Earl Madness, a photojournalist we met at IndieCade. Our long form interview is available to view on YouTube – in it, we discuss our hopes and dreams for Where Shadows Slumber, as well as some general thoughts about the game industry.

 

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October / Website Launches

Web developer Caroline Amaba pulled off an incredible feat in October – creating a website as beautiful as our game! The site launched in October and has been a massive source of subscriptions to our newsletter, which means traffic is high as well as interest. Keep up the good work, o Mistress of Webs!

 

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October / Gameacon

We attended Gameacon 2016 in Atlantic City, NJ for the first time in October. For a new convention, we were pleasantly surprised by the crowd that came to our table to see Where Shadows Slumber. To top it all off, we were nominated for a Crystal Award – Best Mobile Design! Unfortunately, we did not win. But the experience really helped shape the future strategy of the game, and for that we are thankful!

 

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November / The Demo Launches

On the first day of November, we launched our game on Google Play! Shortly afterward (November 2nd, or midnight on the 3rd…) we launched our game on the App Store. We don’t like to talk about that scheduling mishap, but we should.

A word of caution: when you schedule an app to “release” on the App Store at a certain time on a certain date, the game is not available at that time on that date. Rather, it begins processing at that time and date and will be on the store a solid 24 hours later. The good news is, it happened to the demo and not the final game’s release! We won’t make that mistake again.

 

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November / Accepted Into MIVS

After an arduous submission process, Where Shadows Slumber was accepted into MAGFest’s Indie Videogame Showcase (MIVS). We’ll have the good fortune of attending this event in just over a week (Jan 5th – 8th) at National Harbor, Maryland. This is our first time attending the Music and Gaming Festival in any capacity, so it’s going to be a wild ride! We’ll keep you posted on how that turns out just after we return.

 

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December / Playcrafting and 16 Bit Awards

Our previous attendance at two Playcrafting events made us eligible to apply for a ’16 Bit Award. We had no idea at the time, but apparently Playcrafting holds a massive award ceremony at the end of every year! Our submission was accepted and we were officially nominated for Best Mobile Game. Although we didn’t take home the grand prize, we had a blast at the ’16 Bit Awards. They went all out for this thing! The event had free food and a live band, and we got to hang out with some really cool developers. 10/10, would go again!

 

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That’s All For Now!

We’re going to save the “look ahead” for a future blog post, where we’ll discuss what to look forward to in 2017. Some major events are just around the corner – and there is at least one morsel of news that we are legally barred from publicly announcing. (Don’t worry, it’s good news!)

This year has been good to us. We hope it has been good to you, too. If not, well… just wait longer! 2017, here we come!

 

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How was your year? We’d love to hear about any cool projects you’re working on. Maybe you’ve made progress on your game in a significant way – or perhaps 2017 is the start of something new? Whatever the case may be, feel free to use our comments section as a way to get the word out about your game! See you in the new year.

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

Process Spotlight: Three Phases

Last week, Jack described the creative impulse that drove him to invent the game’s unique shadow mechanic. This week, I want to go in a totally different direction. We’re going to zoom out and look at this project – all of Where Shadows Slumber – from 1,000 yards away and see what it looks like. From this distance, we don’t care about beautiful art, clever mechanics, stable builds, or challenging puzzles. All of that is assumed. We only see a calendar. Days turn into weeks, which become months, and then years.

Wait a second – this article won’t make much sense to you if you’ve never played Where Shadows Slumber before. The demo is available on both major app stores, so download it and give us a review before you read on:

The App Store  |  Google Play

Out here, we are 100% focused on project management. This blog post is for anyone who’s ever wondered “How do you make a game? Where do you start? How do you know when you’re done? When does everything that happens, happen?”

To be honest, we’re not entirely sure. This is only our third collaborative game project, and it’s the first one we’ve done with serious financial goals in mind. So take our advice with a grain of salt: it might not work for your game project, and it might not even work for us.

 

Doug Lombardi Shows Us The Way

 

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Doug Lombardi schools the Stevens Game Development Club via Skype.

In my final year of graduate school at Stevens, the game development club hosted a truly awesome event: Doug Lombardi, the Vice-President of Marketing at Valve Software, Skyped into our weekly meeting to give us sage game development wisdom. I had the honor of attending!

His full talk can be found here, but I can give you a mangled, shortened version. When asked about the game development process, he said that if he had to make Portal all over again today he would start by finishing the first three levels. “Make sure it looks incredible and plays like butter – then, send it out to any journalist that will pick up the story.” The idea was simple. Your first priority ought to be creating a polished, perfect snippet of your game that you can show the public. While they get excited about that appetizer, share it with their friends, and begin engaging with you, you can develop the final game. By the time the finished product launches, everyone is excited for it because they’ve had a taste and they want more. Additionally, websites like Polygon love to be known for covering interesting indie games before anyone else.

Doug Lombardi knows what he’s talking about. This is his job! But this strategy is not something that young developers ever think of. “Why would I show someone my game before it’s done? Why would I only work on a portion of the game instead of the whole thing?”

In today’s culture, the hype surrounding new games is just an assumed part of your marketing plan. Games that have been released are fun to play – but people enjoy speculating about games that aren’t out yet even more. Gamers love to theorycraft about what a game is going to be like before they know all the details. It’s a coping mechanism to deal with the anticipation of waiting for launch day.

The idea of making a “press release” version of the game was not something we ever considered before, but the idea informed our thinking so much that we planned our entire development effort around this idea. Because of Mr. Lombardi’s excellent advice, we decided at the outset to structure the project into the following 3 Phases:

  • The Throwaway Phase
  • The Press Release Phase
  • The Production Phase

Using this strategy, our complicated game is actually broken down into three small projects, each one larger then the next. This lets us take on selective parts of the game as we are ready for them. Unfortunately, I failed to put timeboxes on these Phases, which sets out expectations about how long each Phase should take to complete. This was a big mistake, and it meant that we (ok, mostly just myself) were allowed to procrastinate, stretching the Phases for a bit too long. Since there are no estimates on these Phases, I’ll just show you how the project is shaping up based on the data we’ve collected on ourselves during the course of the project:

  • The Throwaway Phase (May 11th, 2015 – November 9th, 2015) 6 months
  • The Press Release Phase (November 9th, 2015 – January 10th, 2017) 14 months
  • The Production Phase (January 10th, 2017 – December 31st, 2017) 12 months?

Let’s talk about each Phase in some more detail, and then we’ll analyze where the project is at right now.

 

The Throwaway Phase

 

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The Throwaway Project used the basic Unity shadow system, where lights dim at a distance. Notice that the player model is the same one that is currently in our demo.

This was the first Phase of our project, and as the name implies it was “thrown away” once we finished it. The purpose of the Throwaway Phase is to work on the game in a safe environment where you can try stuff out without worrying about the public ever seeing it. Our Throwaway Phase ended last November, and we have not released it to the public. It was never designed that way. Save for a few screenshots, you’ll never see the Throwaway project.

That’s because we made it for ourselves (and a select group of testers) and not the general populace. It was a Unity project where Jack could write and rewrite code, create test scenes, and nail down tricky mechanics. I used it as a way to refine my artistic pipeline and answer some of the more fundamental questions about the game’s art, like “what is the visual style of the game?” and “how does artwork get from my modeling program into Unity?”

Answering these basic questions saved us from dealing with some big headaches later. No one wants their engineer to build an entire game in a game engine only to find out that the artist can’t import their work into that same game engine. A mistake like that could cost you months – better to do a quick test during the Throwaway Phase and get that risk out of the way.

The dirty secret of the Throwaway Phase is that the game could have died there. In fact, the Throwaway Phase is meant to be a “proving ground” for the game. Is it a fun game even when it doesn’t look pretty? Is there something unique about it that makes it worth creating? In my life, I’ve thrown out many game designs at this stage because they were unworthy of more of my time. Don’t be afraid to do this! Time flies – remember death. Life is too short to work on bad games.

Obviously, we knew right away that we wanted to keep working on Where Shadows Slumber (which was called Light / Shadow Game at the time), so we migrated from the Throwaway Phase to the Press Release Phase. We kept some of the code and one 3D model, but from here on out we recreated everything from scratch. That might sound like a real waste of time, but it’s not. People learn skills quickly. I’m a better artist than I was a few months ago just because of my time working on the game. I prefer to start over rather than use shoddy files crafted by the inferior Frank of the past.

 

The Press Release Phase

 

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Level 7 of the ‘Press Release’ Demo of Where Shadows Slumber.

Don’t be fooled like I was – this Phase is not meant for you to advertise your game or begin talking to customers. That was a mistake I made early on. This Phase is when we created the demo that is available now on the store through the App Store and Google Play. It’s a development Phase designed to prepare you for the Production Phase, where development and marketing combine until they crescendo into a record-breaking app launch.

We focused on creating something worth releasing. We decided on a 10 level demonstration of the game’s mind-bending mechanics, haunting ambiance, and beautiful worlds. Doug Lombardi suggested 3 for Portal, but levels in Where Shadows Slumber go a lot faster than the puzzles in Portal, so 10 made more sense. The production quality of this “Press Release” project is meant to reflect that of the final game, so it’s a huge step up from the Throwaway.

Currently, it’s taking a bit longer than we’d like. This is on me – the art for a game like this tends to take much longer than the coding, and I’m the only artist on the team. We’re not moving at a good pace, so I’m planning on restructuring my life a little bit to spend more time each week working on the game.

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Google Play aggregated ratings as of December 12th. (Source)

There is good news, though – the glowing response to our released demo has motivated me to work harder! Believe it or not, this is actually part of the project management plan. Keeping developers motivated is difficult. If you release your game too early, you’ll get critical feedback that will make you want to quit. If you wait too long to release your game, the developers might get anxious that they’re working on something horrible that no one has had the chance to openly criticize. Engaging the community at the right time isn’t just a good marketing strategy. It’s also part of keeping morale up!

 

The Production Phase

 

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The final designs we’re considering for the official logo. Credit: Zak Moy

We have not yet begun this Phase in earnest, although Jack has been working on some preliminary narrative designs. He’s also got a notebook chock full of level designs, just waiting to be put into Unity. Above, you can see the logo designs our talented friend Zak Moy has been working on for us.

This is the most straightforward Phase to explain because it’s what everyone assumes – you build the game that you’ve already started and engage your audience along the way. Using Facebook, Twitter, blogs (spoiler: you’re reading part of our marketing plan right now), Reddit, and anything else you can get your hands on, you drip information out to the community as development progresses. The desire to have new content to show them acts as a motivator, causing you to actually produce new content.

Marketing and development coincide on launch day. A terrible crisis happens (one always does!) and then the launch goes well from there. I’ll have to write about this Phase again once we’re finished. The picture I’m painting right now is a bit too rosy and it’s actually getting me worried.

We’ll have the most work to do in this Phase, but also the most clarity. There’s no more room for wiggle-room. We know our game won’t have jumping, multiplayer, shotguns, real-time strategy base building, or MOBA mechanics. With a clear idea of what we’re building (and what we’re not building), development can go smoothly without taking us down the rabbit holes of scope creep.

 

Recap

 

Let’s look at our estimated Phase times again:

  • The Throwaway Phase (May 11th, 2015 – November 9th, 2015) 6 months
  • The Press Release Phase (November 9th, 2015 – January 10th, 2017) 14 months
  • The Production Phase (January 10th, 2017 – December 31st, 2017) 12 months?

There’s a big problem with this. Can you see it? The Production Phase is estimated to take less time than the Press Release Phase, even though the Press Release Phase is just 1/10th of the effort it will take to make the final game. How do we account for this?

Part of the reason we’re confident of our delivery date is that, as the project rolls onward, we make concrete decisions about the game every day. Each decision we make means there is less uncertainty in the work we do, which in turn allows us to move on confidently in our plan. Ideally, by the time we begin the Production Phase in January, we are moving full steam ahead at a rapid pace. We’ll know the story, the characters, the setting, the levels, and the mechanics. The code will be finalized for the most part, and the artwork will follow from our concrete plan.

It’s an ambitious goal, and I wouldn’t be surprised if we get delayed by a month or two. That’s why I want to stress that this is an estimate and not a promised release date.

Would We Follow This Plan Again?

 

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Patcha approves. If he approves, then so do I!

I think this is a great way to make games. It gives you room to experiment and even trash the project if you don’t think it’s a winning idea (during the The Throwaway Phase). It allows you to get a build out to the community early and build excitement for your game (during the Press Release Phase). Finally, when it comes time to develop, you can do so with a clear mind (the Production Phase).

Big budget game studios have their own way of doing things, but if you’re a small team like us I can’t recommend this process highly enough. For projects with a larger scope (blockbuster FPS games, RPGs) you may want to consider having numerous Press Release Phases so you can take miniature steps toward Production while keeping your growing player base happy.

 

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Thanks for taking the time to read about our process. Are you a game developer or software management expert? How have you structured your projects in the past? Let us know in the comments below! Next week, Jack will post a detailed overview of how he implemented the game’s shadow mechanic in Unity, so get your software engineering hat ready!

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

Where Shadows Slumber: Welcome!

Hello! Welcome to the first of many blog posts about Where Shadows Slumber, a moody puzzle game coming to a mobile device near you. We have so much to talk about when it comes to this game, but today I’d like to pause and introduce you to this series.

Have you played our game yet? Download the demo for Where Shadows Slumber using the links below:

The App Store: bit.ly/WSS-AppleDemo

Google Play: bit.ly/WSS-AndroidDemo

Blogging is kind of a new thing for my friend Jack Kelly and I. The same is true for social media. At our core, we’re game developers. This single-minded focus is necessary for creating a beautiful, lasting work of art together. However, it does not behoove us to spend 3 years in a cave making a game and only make our presence known once the game is complete. Trust us – we tried that already. To avoid repeating the mistakes of the past, we’re going to spend some time every week talking about our process as we develop Where Shadows Slumber. I’ll begin today’s blog post by introducing the team, and then answering some made-up Frequently Asked Questions.

 


The Team So Far

 

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Frank goes to bed each night in a full suit and tie, including loafers.

My name is Frank DiCola. I’m a life-long lover of video games and gamer culture. I credit my love of gaming to spending long hours as a child watching my older brother Paul beating games on the Super Nintendo, as well as a fascination with my muse “Yoshi”. I have a Bachelor’s Degree in Visual Art & Technology from the Stevens Institute of Technology, as well as a Master’s in Software Engineering. Stevens’ art program is heavily focused on digital artwork, and let me explore skills like digital illustration, 3D modeling, and animation (my true passion!). My Master’s is not so much a “programming” degree as it is a “software team management” degree. I serve as the lead Sound and Visual developer on Where Shadows Slumber, as well as Chief Marketing Guy.

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Jack’s only had tea once in his life. This is the only photographic proof.

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.

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Check out the beautiful website Caroline is working on!

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. In her spare time she’s either writing up table top RPG lore, streaming videogames of all sorts, gathering some friends for board games, or doing web and some production stuff for Mad Bracket Status, a pop-culture bracket podcast (look it up). 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).

 


What We’ve Created

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?

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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?

 


Q.T.H.N.B.A. (Questions That Have Never Been Asked)

What website is this?

The Where Shadows Slumber blog series is being hosted on the publisher’s WordPress blog. The publisher (my company, founded November 2015) is Game Revenant.

Why do I see posts about Mr. Game!?

Game Revenant, the publisher, has two few active projects going on at once: Mr. Game!, a tabletop board game, and Where Shadows Slumber, a mobile puzzle game. There will be more projects this company publishes in the future, as well as more projects in the past. (Not true) You can use the search bar on this website to filter out any content you don’t want to see. Every one of the posts in these series will have the ‘where shadows slumber’ tag as well as more descriptive tags like ‘mechanics’ or ‘marketing’.

What’s up with that Dishonored post?

Sometimes opinion articles about gaming and gaming culture will appear on the blog roll too! If you don’t like them, then… keep scrolling!

I thought the game was called Where Shadows Grongus?

No, that’s incorrect. There is no game by that title, and that is certainly not the name of this game, nor will it ever be. Please refrain from engaging in some of the online petitions that have been sprouting up asking us to change the title. We will continue to ignore these requests, no matter the number of co-signers.

What will these blog posts cover?

Everything about the game! If you’re looking for the inside baseball of developing a mobile game in 2016 on a shoestring budget, you’re going to enjoy each and every article. We’ll cover everything you’d expect about the game development process (art, music, programming, working with Unity, testing, project management) as well as some behind-the-scenes things that few developers ever discuss (how to work remotely, our marketing plan, working on a tight budget, user acquisition methods, contract writing 101, time management tracking). No matter your role on the team, you’ll find a post that speaks to you personally.

When can I play the game?

The final game is not ready yet, and it won’t be out for a while. A release date has not been finalized at this time, so don’t expect the game any earlier than end-of-year 2017. However, we’ve created a demo of the game that is available on the App Store and Google Play for you to download and play. This small snapshot of the game is 100% free and always will be.

When will the next post come out?

We will post one article about the game every Tuesday at 1:00 PM EST. Currently, we plan to rotate authorship back and forth between the two of us, although we’re not against the occasional guest blog post. Don’t miss a post! Follow this blog on WordPress and Like / Subscribe / Follow / Chain Yourself to the links below:

Game Revenant’s Official Facebook Page

Game Revenant’s Official Twitter Account

Game Revenant’s Official YouTube Channel

Game Revenant’s Official Email List

 

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That’s it for today’s introduction. Come back next week as we delve into what makes the game ‘tick’ with a blog post by Jack Kelly, the game’s lead engineer!

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