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Unite the people and ignite the revolution. As a hacker, make your mark in hundreds of moral choices. 3D Visual Novel Solace State is available today on Steam and Xbox!

You can pick up your own copy at:

Steam: https://store.steampowered.com/app/928000/Solace_State_Emotional_Cyberpunk_Stories/
Xbox: https://www.xbox.com/en-IE/games/store/solace-state/9nr5h934436j

Remember, you’ll get to meet Torrent! Here’s his new social profile:
Solace State: Social Media profile for Torrent

 

Additionally, we will be doing a livestream later on launch date (Sept 14, 2023)!

olace State's characters Rebecka (left) and Chloe stand in front of a purple-lit staircase. Text says: Solace State available now, dev livestream & Q&A 3pm EST @ twitch.tv/vividfoundry

We’ll be streaming live on our Twitch channel at 3PM EST. Solace State devs will be doing a Q&A, sharing behind-the-scenes info, and chatting about the journey to launch! Join us at: https://www.twitch.tv/vividfoundry

[This post was originally posted on www.solacestate.com]

Solace State is a visual novel that requires a lot of testing, due to its complex narrative, custom 3D text-in-the-environment system, and trippy sci-fi camera transitions. Less than a week before the game’s release, Kas Millard shares the process.

Long time no see! With days until Solace State’s launch date on September 14, we are trying something new with reaching out to folks across social media and even to our mailing list. This includes trying Ghost, a mailing list publishing platform! Let us know what you think about our longform content in the form of these newsletters here, because a few of us on the team love writing and sharing behind-the-scenes content.

Solace State is a game about empowering friends and hacking the system of a hegemonic biotech conglomerate. It’s also a visual novel that doesn’t look like a visual novel. This is because the 3D text system and its trippy sci-fi camera transitions are custom-designed for the game. And this means that we have a lot to quality control and test for, especially for a small team!

Kas Millard (she/they) is Solace State’s QA Tester and has done some heavy lifting to make sure that everything from the right characters show up on screen to that the music gets played at the right volume! For a game with 38 endings, 31 fully illustrated characters, and over 200k words, this is no easy feat! Without any further ado, Kas shares their insights below about what makes QA so important for a game of this scale.

Enjoy,
Tanya Kan
Director & Exec Producer


Quality assurance is one of those things that tends to be misconstrued by those not familiar with the work. Every QA tester has, at some point or another, tried to explain their job to someone not in the industry and was inevitably met with the dreaded response of:

“Oh. So… you just play video games all day?”

We’re definitely playing more video games at work than your average nine-to-five, but that’s not saying much. It’s telling that one of the first things told to prospective game developers is, “Don’t go into game development unless you like looking at spreadsheets.” To some extent or another, that’s true. Game development and spreadsheets go together like peanut butter and jam. And that’s true of everything from budgeting to tracking bugs to even keeping our scripts well organised!

black Xbox controller in pink and blue lighting

QA is not one-size-fits-all

QA isn’t the sort of thing that is a one-size-fits-all solution. Each game studio will have different needs, as will each project, from company-specific protocols and policies to particularly egregious bugs that require testers to completely redefine the way they’ve been doing things. Working in quality assurance means adaptability. QA’s job isn’t to fix bugs, it’s to find and report them, so it’s important that we do our best to ensure that we do our best to work with the rest of the team and what they need from us. Working on Solace State was no different.

While some issues could be easily logged and reported to the team, other issues were not quite that simple. Sometimes issues only occurred under a very specific set of conditions, requiring a lengthy set of instructions on how to reproduce the issue. Occasionally, it even requires video footage of the issue happening in real-time! On occasion, a seemingly new issue would appear, only for it to be a previously-resolved bug that had reappeared elsewhere due to a change to the code. In those instances, it was important to find the old report and link it to the current issue so that the new fix didn’t accidentally undo the previous one.

Animated GIF shows in-game footage from Solace State. Chloe (left) and Torrent are in an elevator talking about Chloe's work as journalist, whereupon she has to make a choice to tell Torrent about how she knows her missing friend Rebecka. The camera swoops around the two characters while cutting in and out of the walls of the elevator.

An in-game gif of a choice that Chloe makes early on about finding her best friend Rebecka.

But Solace State is a visual novel that doesn’t look like a visual novel, and it also doesn’t have routes that completely branch off from the overarching city-wide conflicts and story arcs. With that came unique problems that required equally unique solutions.

When I first started working on Solace State, we were still a long way from what would end up as the final, shipped product. Much of what would end up in the final version of the game had yet to be implemented; from complete visual rehauls of Solace State’s original demo to massive story moments with choices that would affect the whole game. For instance, Sueli – who would quickly become one of my favourite characters – didn’t even have a finished romance route yet! So how do you test a game that isn’t even finished yet?

Solace State: Sueli and Chloe sitting on a park bench in front of a bush with white flowers. Sueli is a dark-skinned woman with natural, curly brown hair wearing a green cardigan and a white top. Chloe is a woman with brown hair that fades to blonde. Chloe says: For what it’s worth, then, I think Zircon Hill is lucky to have someone like you looking out for them. Text is shown with the OpenDyslexic font option.

Right from the beginning, Sueli was one of my favourite characters. This screenshot is shown with the OpenDyslexic font option.

Testing from big questions to small

Well, my first task was to test the basic functionality of the game – especially the core fundamentals that would require extensive fixing because they don’t work with certain inputs and impact the game regardless of the scene. This was the stage where we focused on making certain that anything that would come next would have a solid base to be built upon. It is so crucial to have testing early on because of this!

This was the time to be asking the big, important questions. Can the game run from start to finish? What happens if I press the button that the game wants me to? What happens if I pressed a button that the game didn’t want me to? That last part was my favourite.

QA often requires you to play the game like no one probably will, but what if someone does play like that and breaks the game? I remember one of the first bugs I discovered was when I repeatedly pressed the interact button while the game was starting up, players would skip over the main menu and immediately start a new game. Our Generalist Developer, Seamus Ly, would later ask me why I was pressing buttons when there was nothing on the screen, and I just laughed and said it was because I got bored while waiting for it to load and that players would likely feel the same.

Solace State: The settings menu contains multiple buttons and headers to enable or disable various features. Some settings included in the image are text speed (which is set to immediate), enable character highlight (which is set to pink), and film grain in flashbacks (which is enabled). Next to the menus is Alden Aldridge who is examining his cuticles with one hand on his hip.

The main menu of Solace State showcases the most important menus of the game. From here, players can create new games or load old saves as well as adjust their settings for a better gameplay experience.

From there, testing gradually became more specific. Was continuity maintained between scenes, especially when players made choices that altered the story? Did every aspect of every system work as intended? Were the intentional functions of those systems properly communicated to the player? Were those functions communicated well? If this was someone’s first-ever video game, would they know how to play it?

This was also the stage where new content was gradually getting added, which came with a twofold problem. First, all that new content would have to go through all the previous checks. Second, and perhaps most frustratingly, the solutions to the previous issues would have to be checked to ensure that they still worked with the addition of new code. This often meant that the issues we had long considered resolved would reappear once again.

Tracking issues

To help document all these issues, the dev team utilised a project management tool called Trello. With the help of developer Ryan Miller, the dev team adapted Trello plug-ins so when we experienced a bug in-game, we could export out our log debug files as well as a screenshot that would then be uploaded online.

Four columns, titled left to right: FPS drop issues, art assets lower priority, character outline, audio bugs. Each column has several small screenshots of Solace State, each image captioned with a bug, such as characters missing highlights when they are speaking.

Trello was a particularly useful service used by the dev team to help keep track of bugs, prioritise, and communicate with each other about bugs.

Think of the log debug file like a grocery list of code, with a full written list of things that happened while the game was running as well as any errors. This log debug file is custom written by our development team so that we get the information that we want. We could then look at all the reported issues from the team, and add in any missing details, additional notes, or things like video footage and more screenshots and put them into different categories for different developers to address. Sometimes there would be an issue with a character’s art, so those issues would be filed under the appropriate art category to be fixed by one of our artists. This keeps everything organised and helps to play to every developer’s strengths.

As these bugs and issues got patched out, they’d be sent out to be confirmed as fixed by quality assurance–that’s me!–who would run tests to see if the issue had been fully resolved. If they weren’t resolved, I would make note of how and where the issue was still persisting. On occasion, fixes would be correctly applied but sometimes they wouldn’t work on a practical level.

For instance, a character was too close to the camera in one scene, but the fix moved them too far back and now the perspective of the scene doesn’t work. Or, after making a change to an object, the object would go back to its default state… which happened in this hilarious-looking character art bug of the one and only Alden Aldridge himself.

Torrent and Chloe are sitting at a table with a red and white chequered table cloth. On the table is a white ceramic coffee cup and two copies of Alden Aldridge. He is a man with blonde hair and a white and purple floral suit and is the same height as the cup of coffee.

I don’t actually think additional context is needed for this one. (There are Alt Text for all the images in this article though!)

Scope and constraints on testing

Still, if issues couldn’t be fixed, whether this be because of technical restraints or time, we would have to sit down and consider a new approach. Then it was a matter of rinse and repeat. On paper, it doesn’t seem like too much work, but I think it’s important to remember just how much content Solace State contains.

Some estimates place the average length of a novel at around 50,000 words. If we’re just talking about what’s in the final, shipped version of Solace State at over 200,000 words, we’re looking at over four times that! That’s not counting the in-game codex (it’s a dictionary of names and terms), either! And all the additional documentation? The scripts? All the documents containing all the planning? Every single piece of writing that’s behind the final product? We’re probably looking at double even that number. That’s enough to be giving several multi-installment book series a run for their money. It all adds up very quickly.

For every page of content that ends up in the game, there’s easily three that didn’t and an additional five pages of documentation, planning, and drafts.

It’s very important to take that into consideration with game development. What may seem easy at first may not end up that way. That’s important for every member of the development team, and that was something I had to remind myself of when I was making suggestions to the team about features that just weren’t working in the final product. We had a small team, and that meant limited resources. If I discovered a problem, I would both have to consider how and why that problem occurred, as well as what the solution could be.

While the ideal fix for a problem might have been to rebuild the system from the ground up, sometimes there just isn’t the time or the manpower for that. It’s easy to think of what we could do if we had an infinite amount of time and just as much money, but it’s less easy to be aware of bugs on a technical scale while also managing player expectations, staying within budget, and also making certain members of the team can hit their respective deadlines.

So how can we fix the problem?

Well, let’s look at it a different way.

What is the problem? Is it a problem on a technical level? As in, is the problem actually one that is purely just based on code not working properly? Or is it a problem because it’s working as intended, it’s just that the intended function is unclear or otherwise not communicated well? Can we solve the problem by adding an additional line to the tutorial instead of completely redoing the entire section?

A bug. Chloe is standing in front of a conference room with glass walls. On the right side of the screen, her instant messages are open with a series of buttons reading flirt or be friendly three times.

This was a particularly fun issue to discover. Reloading a save with instant messaging choices could infinitely duplicate the choices. We later discovered that this affected all instant messages, leading characters to spam text the player if the player reloaded a save.

An intro on accessibility

Another thing I had to test for was accessibility, and accessibility is a much broader category than one would think. There’s the traditional accessibility that people tend to think of–audio, visual, and physical impairments–but there’s also accessibility in the sense of the base level requirements necessary for even able-bodied individuals to play comfortably.

This meant that accessibility checks ranged from checking for colour blindness friendly colours options to different fonts options for those with dyslexia to making menus autoscroll so players didn’t have to manually scroll every time. This was an extensive process, and it’s one that we look forward to talking about in a different blog post!

Solace State: The settings menu contains multiple buttons and headers to enable or disable various features. Some settings included in the image are text speed (which is set to immediate), enable character highlight (which is set to pink), and film grain in flashbacks (which is enabled). Next to the menus is Alden Aldridge who is examining his cuticles with one hand on his hip.

The settings menu underwent several revisions throughout the development process. As we added more features, we added more options to enable or disable them so each player can customise their gameplay experience to what works best for them.

Solace State is multiplatform, and that means taking the technical limitations of each platform into consideration, as well as each input method and the standards and expectations set by the average player on each platform.

In conclusion

So, yeah, as one of many crucial steps, we are playing games for a job. But we are also editing, we’re documenting with clear and technical language, and we’re providing the back-end support so that others can spend more time doing what they’re good at. For a project like Solace State, that’s a lot of work, but it’s work that needs to be done, and I can’t say I didn’t enjoy doing it.

At the end of the day, game development is about picking and choosing your battles carefully.
Sometimes the easiest answer isn’t always the correct one, and sometimes the correct answer isn’t always the easiest one.

That doesn’t mean that the answer still doesn’t need to be found, and for anyone looking at working QA in games, I wish you nothing but the best of luck.

Kas Millard (she/they) is a Toronto-based game designer and freelance artist currently working as a QA tester and Social Media Manager on Solace State. You can see Kas’ website here.


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Solace State is a cyberpunk visual novel where you play the young hacker Chloe who confronts political plots as she fights for her friends and her neighbors. Your choices in building up relationships and communities can revolutionize into more or less freedoms.

Solace State is available NOW on Steam and Xbox! Please buy or wishlist today!

How do I deal with the challenge of creating art about trauma, during a year when challenges seem more insurmountable than ever before? 

Solace State in 2021 has seen more production development from both myself and our larger team than in any previous year. But, on the other side of this is the vulnerability of tapping into myself to write fiction about social trauma and transformation, while experiencing my own grief and loss.

I’ve been working on Solace State as the video game’s director for years, and it has become a full-time focus since 2017. I’m a studio owner who balances administration and marketing with development work, which includes leading in writing, art direction, 3D art, game design, and level design. And I’m making this game so much bigger than what I initially anticipated, because I need to tell this story about a young woman coming to grips about how her personal anguish over injustice has a political root. It’s about her journey to find herself in a community and move away from wholesale apathy, and really gain ownership over the choices that she can make.

GIF: Chloe making choices when she meets Torrent for the first time.

In writing Solace State, it is like I’m balancing on a knife edge of being too pithy with hope while conversely being too grim. My heart aches with seeing more people in positions of authority backsliding into symptoms of tyranny around the world, which means that there are marginalized populations somewhere who lose badly, through loss of life and liberty. There are countless times when the depths of my own grief circumnavigates my learned academic compartmentalization from my political science degree, that analysing institutional fracture points is far from the experience of perceiving the malaise of their fallouts. There are days when I really dig into my head and grapple with what I think I can offer.

None of us exist in a bubble away from politics, health, art, and work, so all my life I’ve never separated these spheres from each other, and made politics and health my art’s key themes. To me, art is resistance when it seeks to inclusively and intersectionally strive towards equity. And the first step with grappling with this, and actualizing what that ideal can mean in action, is the act of talking to one another. And as pithy as it sounds, it has helped immensely. Talking can be resistance, too. 

Secondly, just the act of creating feels like breaking away from a cycle of doom scroll and destruction. Creating feels like distilling and bottling up a bit of hope for now, and for later. Maybe, even, feels a little like reminding myself to hold on fast to those humanizing ideals. 

As for Solace State’s core development, our team has gotten larger since the beginning of 2020, bringing five additional specialists to help with Solace State’s production pipeline. And everyone brings with them unique perspectives and experiences. I learn something new weekly from the most junior to the most senior person, and that starts feeling a little like soothing away grief’s clutches. 

The leading four characters Torrent, Chloe, Sueli, and Alden in our key art drawing, illustrated by SeageArts in 2021.

The narrative now has over 30 characters with narrative lines and character art. I also added in a new main character, Sueli, who has both her own character arc as an experienced community leader, and can be Chloe’s potential love interest. Sueli is uniquely challenging to me as a writer because I’ve lived with the story of Chloe, Rebecka, Torrent, and Alden and how they intertwine for years, but now I cannot imagine how Solace State works without her. 

We’ve expanded a lot more narrative nuance into how different characters experience gradual autocratic control, including through increased militarization, misinformation, and crackdowns. 

We also improved on a lot of character art rendering, so that the camera can pull in tighter to give you those deeply emotional shots of the character’s expressions. This is combined with a lot of large 3D neighborhoods for Chloe and her gang to explore. Much of the architectural modelling is already complete, though we are working on adding details, colors, and shaders to them to really make them pop. 

Chloe and Torrent sitting in a kitchen – S C H E M I N G. This particular section shows how the speech bubbles appear at the bottom of the screen for easier readability for a longer period of time.

Speaking of legibility, after some testing, we made the speech bubbles ADV style so that it’s much more easy to read for hours (ADV style is the more typical UI design style of having a screen-space text box at the bottom of the screen). Previously, 3D speech bubbles were rendered at an angle and limited our camera composition as well. The diegetic text and the transitioning cameras are still very much features we’re keeping, of course! 

GIF: See the hacky transition and the glowy atmosphere at work as Chloe and Sueli flirt with each other!

There’s a certain kind of pressure when making art about personal and political trauma. It feels harder to give myself allowances when I don’t hit certain self-imposed milestones. That’s even when we’re creating more progress as a team than ever before. 2021 saw me almost double my own development hours, and use those hours even more efficiently. Each month, I’ve made progress on writing and editing the narrative, art directing, level design, and 3D art, and balancing with administration, producing, funding, budgeting, and marketing. 

Writing the entire narrative script is almost done, and there’s a part of my heart that shrieks at that, because how can a story be done? But it will be, and it’s a warming feeling nowadays that, when I re-read through Solace State’s dialogue, I find myself enjoying it. I enjoy its whimsy, its self-reference, its allowance to let its characters breathe and live and make mistakes, and find joy.

We use Articy, an interactive storytelling management system to plug into Unity Engine for our branching story paths and many variables. This is just a small part of the larger picture!

The other side of trauma is healing, and that means reminding myself that I’m not just a disembodied idea but a body and soul that can thrive, that I can have stress but also moments of serenity. We’re all actively trying our best, and I’ve got such a good team to remind me that I’m doing the best that I can, too.  

Shout-outs to the team members who have put in the most hours this year in Solace State’s development: Gabi’s been working with so much nuance on Solace State as Lead Programmer that they predict many of my questions. Reilly, Character Artist, builds ample intention into each pose and outfit that she creates. Ashley, Writer, helped me reframe the narrative pacing, from our writing room meetings to her first drafts. Lauren, 3D Artist, dives into creating many neighborhoods’ architectural assets and its painterly style. Seamus and Sunny, newest to the team, have moved us forward by leaps and bounds on level design and narrative content integration respectively. And Jayme makes sure we stay focused and capable in taking on our responsibilities every week as Project Manager. 

An in-engine screenshot of the intersecting transition at work. Looks like a nightmare-scape for Chloe and Rebecka. #madeinunity

Perhaps at the end of the day, I can’t help but stare into the eye of the storm. I’ve been writing stories all my life. I vividly remember that some of the first pieces of fiction I wrote in pre-teen years were about losing one’s home, family, and the cost of war on civilians. The moment I understood the concept of death, I was struck by the unfairness of an unfinished life, and I have often circled around these concepts. 

But perhaps the other thing I can’t help to do is to find the silver linings in every dark cave, and to make it into a conversation. And, what better way for Solace State to do that than through interactive storytelling?

-Tanya

 

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A post shared by Tanya Kan (@vividfoundry)

Production and Marketing work at Vivid Foundry in 2021 has been supported by Ontario Creates

Solace State Tanya Kan and Gabi Kim Passos at GDC 2019

Solace State has seen both challenges and growth in 2019. We’ve also got a chock-full of pictures to share with you. Let’s celebrate our efforts from 2019 – from GDC, to Kinda Funny Games E3 showcase, to TCAF Comics x Games, and more!

Summer 2018 has been a season to remember for Solace State!

In May, Solace State brought on board Gabi (@UndeadOoze) working full-time as a programmer from May through the first week of June, then part time for the rest of the summer. We also worked with Silverstring Media (@Slvrstrng), narrative consultants, and Seage (@Seageart), 2D character artist, on contract throughout the last few  months. Everyone has been contributing their utmost; Our first ambitious milestone was to make a submission to Indie MEGABOOTH. Indie MEGABOOTH for PAX West is one of the most competitive pavillions in the world to apply to showcase indie games to excited consumers.

 

In June, we continued to polish this build, and by the last week of June, I travelled to Utrecht, Netherlands, for the INDIGO 2018 Expo on June 29, along with 40 other games. Run by the Dutch Game Garden, most of the games are by the Dutch, and some are from European developers; Solace State was the only one invited from North America. From the event, we connected with Utomik, had three pieces of press, and was selected by XGN.nl as one of four best-in-show games. Later in July, Utomik even followed up to connect with me to do a live-stream!

 

 

On July 13, less than two weeks after my Netherlands trip, I traveled to New York City with an updated build to Game Devs of Color Expo that took in some of the earlier feedback to improve on its choice mechanic. We had been periodically improving on the game build since it has had a lot of public exposure and concentrated feedback from local devs. I also did a talk about how Solace State became a social impact game (full stream here). Both the game and talk were well received, with Solace State mentioned on 7 publications and shows, including Kotaku, NPR, Polygon, and Intelligame Radio. It was shortly after this trip that I realized how much I need someone to help me on vlogging, video promotions of development, and marketing in general.

 

 

I received some timely feedback that my business and marketing plan are weak, which is actually a blessing because it coincides with my gut feeling about how I should structure my company and project. After consulting with Ryerson Transmedia Zone (TMZ) Mentors, TMZ teams such as Blackout, Paere, and Cherrydale, non-profit leaders, friends working at tech titans, and other published interactive digital media studio owners in Toronto, I refocused on sharpening the company’s vision to create an audience-community that encourages social healing and advocacy for marginalized stories.

 

 

The hard work paid off. In July I received a wonderfully surprising email: That I have been invited to participate at Indie MEGABOOTH. I will be showing the game with new build additions at PAX West, in Seattle on Aug 31 – Sept 1, at the smaller, more experimental pavillion Indie MEGABOOTH’s MINIBOOTH!

 

 

Please stay tuned! After PAX, we hope to keep building more content and perhaps even a vlog or two about my experiences travelling to show our new Solace State demos!

 

Peace and love,

Tanya Kan

 

This post has been a long time in coming! My game dev and related work have been thriving. It’s been quite an adventure in December and January: I had a great time showcasing the first build at the Canadian Video Game Awards with Bit Bazaar, and I continued working on some build ideas for Solace State. I took some time off during the winter holidays to relax with family and friends, managed to catch a cold, started writing some short stories, and began a new teaching job at university in intro to 3D game arts. I also started networking a bit more to see if there are any local collaborators who can help me with character art, localization and programming.

On Dec 5th and 6th, Solace State had its first outing with Bit Bazaar and the Canadian Video Game Awards Fanfest. Surprisingly, the vast majority people played through a 20-30 minute gameplay demo, which was beyond my expectations. I had set up the demo so that people can skip between scenes and levels if they wish, and practically no one took me up on that offer (unless they were manning a booth and had to run back to their responsibilities).

BitBazaar2015_Playtest1_875

There were many experienced devs who shared their insight and feedback to me, and is it ever so valuable! Many people enjoyed the main game mechanic, namely the “hacking-scrolling text environment”. Most people seem to enjoy that part of the gameplay more than the straight-forward visual novel mode, and have asked if that part can be longer. They also “get” it right away as long as they know which keys to press (arrows or WASD), which means that it’s only been my communication about it on devlogs and social media without gameplay input that has been the real problem.

Second, the constructive critique of primarily other gamedev community members have helped me re-scope. A lot of the times, what I see as less-than-ideal in the game are also highlighted by fellow devs. It seems that I’m not far off the mark with my own self-assessment.

BitBazaar2015_Playtest2_875

On Writing

As much as I’ve been writing in some academic or professional capacity for about 9 years, writing for a visual novel game is a different beast from all the creative writing that I’ve hitherto completed. I tend to write much more like a novelist than a typical comic book, where a lot of the key identifiers of the protagonist is clear on the first page. Of course, there can be twists and back-stories down the road, but nonetheless, key motivations are already set up in the first ten, fifteen minutes. Solace State doesn’t quite have that. That’s not necessarily game-breaking, as narrative-driven games like Gone Home and arguably Dear Esther has created a much more gradual reveal of their characters’ vivid colours and internal contradictions. But I do need to balance between what I save for later, and what I reveal in the first ten minutes of the game.

On the flip side of the coin, I also have to remind myself to keep conversations and scenes to be more organic, and less utilitarian to the greater arc of the plot. Without a doubt, there should never be “filler material”. But, I also strive to describe those moments and beats that reveal something intrinsic about the characters and how they feel to each other, what they mean to each other. It’s these little moments where relationships can be built, and can fall apart.

What’s interesting, of course, is that games are becoming more of something that doesn’t get consumed in one sitting, whereas plays and films are. The middle ground to all of this is to emulate some inspirations from television drama, which takes a more episodic approach to its narrative arc. At least, this is the way that I have framed it, and it has helped me acknowledge which scenes may have too much detail, and others not enough screen time to develop the right emotional beats.

Again, it’s worlds different from writing an article or novella; My usual playgrounds, where a single line can leave one breathless with its impact.

BitBazaar2015_Playtest3_875

On Art

There’s a few people who have pointed out the incongruity of the semi-cartoony character art with the rest of the universe, including the 3D environment and the tone of the writing. I happen to agree with them.

There are a few approaches that I would like to try out:

  • Realistic-styled graphite pencil or ink sketches in black & white , which I am capable of producing myself, but can take half a day for a single expression
  • A digital painting in lino-block style in black & white, which I or another artist can produce, and doesn’t take as long as the graphite pencil sketches. This would be in a similar style to what’s already produced in the mood trailer from Feb 2015
  • Collaborate with photographers and a lot of modeling talent. This requires a lot of upfront collaboration and is highly reliant on what kind of new faces and talents I can find. I’ve started making some inquiries into this. It may be the most expensive, but may also be the one that creates the nicest effect, giving the game a semi-mockumentary feel. It might also cost me less time (see prototype below)

SS_BunkerHack_GirlCutout01_Sig_875

People seem to love wandering through the 3D environment as a purely artistic experience though, so I’m not going to change anything there. Just going to add more content!

On Design

With some feedback, I’ve decided to do a prototype of hack scenes that are more primary, cutting out the traditional dialogue format and UI typical to visual novels. There should be textual puzzles that must be solved within its bounds, as well as clickable objects to reveal more narration and dialogue. This is to ensure that the requisite narrative dialogue is met. Each scene should have an intertitle explaining Chloe’s goals, in her own words, so that the player knows what to expect in terms of narrative goals and broader trajectory.

In practical terms of the intertitles, the textual puzzles, and the clickable objects, it means that I should maintain a key plotline by consistently (re)defining where Chloe might find Rebecka with new sources of information. When we start off, we discover gradually who Rebecka’s last contacts are.

On Programming

Key stuff on the to-do list: Upgrade from 5.2.4 to 5.3.x; Create Save and Load variables; Create a history log for dialogue; Create a variable mini-encyclopedia for all characters and places as they populate in the narrative; Improve on the pause screen.

What a blast at Global Game Jam 2016! My teammates Douglas Gregory, Brent Mitchell and I wanted to create a VR experience during the jam. We had Oculus DK2 and Leapmotion devices on hand. Amazingly, GGJ’s 2016 theme was “ritual”, and the idea of wizard hands felt like a great excuse to try the Leap with the Oculus!

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We created an experiential game named “Acolyte” in Unity where you learn how to spell cast from magic books. With the Oculus Rift and Leapmotion, you use gestural controls and head motion tracking to find spellbooks that fly off of nearby shelves, and cast spells to pay homage to three god statues. Your hands are swirl in front of you in smoke form. A clap forms a magic circle that creates fireballs, and you can also telekinetically grab and launch objects around. Even the bookshelves and podiums can be set on fire! When you play with the peripherals, you feel like you’re actually creating magic out of thin air – Wizard hands!

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All three of us have always wanted to try incorporating the Leapmotion into our development, but none of us have ever tried it before. A weekend jam like this was a great way for us to explore the tech’s usability and functions. So, on the Friday evening of the jam, we had a leisurely dinner and brainstormed a lot of different game design ideas. All of us wanted to create an experiential game where the player can just try new things in a kind of meditative or pensive pace. We didn’t necessarily aim for a win/lose state for this sort of game. Doug plugged in the Leapmotion hand gesture capture controller and we got to see it in action for the first time that Friday night. Just played around with it, no coding in Unity yet, but started thinking about what gestures might work better than others, due to readability of the sensing tracking device.

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Unfortunately, next morning, we ran across technical difficulties at our jam site due to incompatibility of the drivers with the Oculus DK2, and we had to relocate across the city. So it wasn’t until 5pm on Saturday that we actually got started on the game development itself. We had 24 hours! Within that time, we managed to squeeze in more than just one game mechanic, and also had a pretty game world to look at. The particle effects that Brent and Douglas created that had a depth to them are just amazing to look at in 3D VR! They really pop. The smoky wizard hands look responsive and really fit a magical game milieu.

We had other things that we wanted to include, such as three separate spellcasting powers from the magical books to correspond to each of the god statues. We’ll just have to develop that at a later time! Also this gem:

When using the fire spell on the butterflies: …What if they turned into FIREFLIES, because SCIENCE?
– Brent Mitchell

This jam was such a great experience for me! I am the 3D artist on the team. I haven’t jammed for over a year (and had completed four playable game jam prototypes in the past), so having that different rhythm of thinking about games was like a great reset button for me. As Douglas said, jams are a great way to set aside the perfectionistic qualities, something that I am still learning to do. I also love our brainstorming sessions, it’s a great way to ease into a whirlwind of learning from Brent and Douglas work out the technical and design details of the game mechanics.

 

The cool thing as well is that each of us have now influenced how an actual playable game prototype looks, plays and feels, from concept to realization. It’s so magical to be able to do that over the course of the weekend! I’d definitely recommend working on a team for any first time jammers, it’ll definitely inspire how you approach game making in the future!

Rawr!
– Tanya Kan

GDC was such a whirlwind of experiences, inspirations, and constant learning. Learning came in many forms, whether they were in workshops, at chill-out lounges, at talks, in the Yerba Buena Gardens, at parties, at the expo, at luncheons, at roundtables, and more. It was cathartic to be surrounded by so many talented individuals from so many diverse backgrounds, and, because of that, I can only have room for improvement in my own craft. I think that it is so important to have people in the industry to look up to and also to approach and talk to about work and life. GDC is one of those places where that there will always be a diversity of people to share their insights and inspire others.

I would not have had the opportunity to attend GDC if it wasn’t for the generosity of the GDC 2015 Dames Making Games Scholarship and the sponsors which made it happen for our convoy. Thank you especially to our Convoy Partner, ID@XBOX, whose generosity helped support women developers who can travel to GDC for the first time. Sharing the GDC experience with so many diverse talents is incredible, and developers I’ve talked to have been very excited to hear about the initiatives to encourage more women and other minority groups into the games industry.

IGF 2015 with Nathan Vella

IGF 2015 with Nathan Vella (Capybara Games) hosting

 

I went into GDC with the mentality that I wish to experience a little of everything that the conference had to offer. I was successful on trying something different each day. On looking back, there could have been an additional networking strategy that I should have struck out with: To find developers and designers who did similar work with similar themes and tonality, so that I can inquire as to their failures and successes and perhaps even find a suitable mentor there. I think that I met a lot of diverse individuals at all stages of game development, from students to seasoned pros, but I should have been more proactive and forward-thinking in seeking out specifically narrative game developers. I think, should I go to Indiecade Festival this October (22-25), that should be one of my top reasons to make the trip.

Playstation booth at GDC Expo

Different folks will tell you different strategies of how to tackle your first GDC or major developer conference. Student guides will always say to go to events during the day and party till you drop at night. Veterans will tell you to skip the talks because they’re all in the GDC Vault anyways. Some will say that the expo is a see-once experience, but worth it for the swag.

Everyone buzzes about the parties, parties, parties, but there’s certainly no agreement as to which one is the “best party”. I personally like the ones where I can network and chat at normal volume without feeling rushed; Others like thumping dance parties where they can decompress the conference day away. Don’t get me wrong, I’ve enjoyed dance as a practice, but my brain is one of those that finds it hard to switch off from networking, once I’ve got the ball rolling.

Resting my feet at Mild Rumpus, in the middle of a packed day of networking, learning, and chatting to other devs.

Resting my feet at Mild Rumpus, in the middle of a packed day of networking, learning, and chatting to other devs.

This is also what worked for me, which my boyfriend picked up on easily: “What is it that the pass really pays to get you into?” he asked me, “The talks, the workshops, the roundtables. Go to those. They’re in the Vault, yes, but the people who are there bothering to attend the presentation are those who share the same niche interests in game dev as you. And they’re the people that you need to talk to.” And the thing is, I’m the kind of person who feels really engaged with lectures. So I tested this theory on Thursday, Friday, and indeed, I felt like I connected very well with people who are also attracted into a certain specialized talk. As diverse as game-making can be, people at highly specific talks are attracted to the same concerns and questions that I have in my own career trajectory.

Since everyone likely has such a different experience of GDC, I will document my highlights:

Daniel Cook on Emotions of Game Design

  • Game Design Workshop, lead by Robin Hunicke (Funomena, thatgamecompany) in my section to iterate in design teams of six on a tabletop game that emphasizes Mechanics, Dynamics, and Aesthetics in a causal loop (MDA Framework). We learn how to tune our card game in an iterative feedback system that balances cooperation, betrayal, negotiation, and aesthetics. Slides are available from 2014 session here!
  • Design Bootcamp elective on Putting More Emotion into Play, where my favorite take-away is that design should evoke a “body loop”. It is the idea that there should be a direct emotion involved with game mechanics’ direct motion, so to encourage the player to remember and to be stimulated by gameplay actions. One of the most obvious loops is the feedback of delight in an “aha” moment, a really clear example of which is expressed by figuring out a puzzle. Daniel Cook (Spry Fox) lead the workshop and he has more articles here on experimenting on emotions in game design
Alexander Martin, Damian Sommer, Leisha Riddel, Taylor Bai-Woo and friends at Yerba Buena Gardens

Alexander Martin, Damian Sommer, Leisha Riddel, Taylor Bai-Woo and friends at Yerba Buena Gardens

 

  • Exchanging stories in the Yerba Buena Gardens with game dev friends from around the world, old and new

Paloma Dawkins presentation at Mild Rumpus GDC 2015

  • Chilling at the Mild Rumpus with friends and in awe of Paloma Dawkins’ presentation of her exploratory 3D game, Gardenarium. It’s so immensely dazzling, you should check it out here

Disasterpiece and Teddy Diefenbach's GDC 2015 musings + music

  • Keep Grooving: Teddy Diefenbach + Disasterpiece’s live scored “poetry slam” about gamedev life & musings was an experience with spiritual transcendence. It was beautifully tempered and a most engaging performance piece. Glad I got to see this live with so many great friends!

Unreal Engine booth at GDC 2015

  • Spending hours at the Epic Unreal expo booth talking about rendering distance field, procedural generation, and especially the new UMG UI system, or just generally about the Blueprint system in general. The support teams from Epic are just phenomenal. Then, spending hours at Intel Lounge also talking about Unreal. Haha!
  • Getting a perfect score on SpaceBro at Alt.Ctrl with developer @nkornek
Brittney Oberfeld, Gabby DaRienzo and Kara Stone at XBox Women in Games Award Luncheon

Brittney Oberfeld, Gabby DaRienzo and Kara Stone at XBox Women in Games Award Luncheon

 

  • Enjoyed Xbox Women in Gaming Awards Luncheon with fellow DMG convoy members, catching up with @stinkerfish over academic interests and meeting our ID@XBOX Convoy Partner Sponsor. The Xbox Luncheon highlights the achievements of women in gaming. Four female game development leaders – Colleen Macklin (Parsons School of Design, PETLab), Abby Lee (LXP of Microsoft Studios), Amy Robinson (EyeWire), Robin Hunicke (Funomena) – delivered incredibly personable and inspiring talks, an experience that I would not trade for anything: From the art of failure, to embracing difference, to prototyping often rather than just ruminate on ideas, to having the positive outlook to believing in others.

Never Alone Slide of Inupiat Cultural Values GDC 2015

 

  • Adventures in Storytelling: Telling the World’s Stories Through Games discusses the community collaboration that brought the indigeneous Inupiat representations in Never Alone (Kisima Inŋitchuŋa) to culturally respective design. Creative director Sean Vesce and Writer Ishmael Hope shared the oral tradition which has a direct source back to the lineage of Elders, and how to transmit emotion and specificity of culture in game form. What particularly resonated with me was their tips on how to create partnerships: To build trust, mutual respect, and exist in a framework of equal power – that is, that game developers do not have all the answers, but must be better listeners to be better storytellers. E-Line Media worked directly with the Inupiat community and was gratified that Elders and community members supported the game.
Ken Seto, Lyndsey Gallant and Andy Smith at Tonga GDC 2015

Ken Seto, Lyndsey Gallant and Andy Smith at Tonga

 

  • Meeting up with fellow Canadian developers at the OMDC party and Tonga, the most stylish Tiki bar in town
  • Startup Accelerators Roundtable run by Execution Labs’ Cofounder Jason Della Rocca, which helped cement the idea that I am much more project-based currently in my career, and may be more suited currently to seek grants and publishers in the middle term.
  • Meetings for potential sound and musician collabs
  • Low Budget Indie Developers Roundtable run by Oded Sharon of Corbomite Games: Developers from all backgrounds and experience levels share their ideas of how to find coworkers, how to leverage social media and Kickstarter, and how to keep motivated
  • Date dinners and bonding time in North Beach, Union Square, Telegraph Hill, Japantown; The breaks were necessary and helped me reset my enterprising and networking energies

And, my goodness, I think I missed meeting up with at least 60% of friends that I wanted to see this trip. The week felt like it came and went so quickly! I’m so sorry. Next year? Next conference? We’ll have to have the opportunity to meet up again!

What astounds me about the whole trip is that I was able to connect with people, not just about work and games, but what makes them engaged about the world. I’ve talked to people I’ve never met previously about the flux of change in political states, I’ve listened to a conversation about military practices, I’ve exchanged style tips heartily, I’ve reminisced about our beginnings. That human connection between devs at every experience level and background is something that makes me so excited to be in the game development industry. I look forward to my own work, just as I look forward to new innovations from all of you!