When Game Development Just Works

From joe’s bsky @joewintergreen.com on Bluesky

It's very cool at work right now that we employ two level designers, and as a result, every day new cool maps or updates to existing maps come into the game. It has always seemed to me that this is how that should work and yet it rarely is

I wanted to write a bit about the past few months working on Paula and figured why not make a topic about those good moments?

It was just a year ago that I’ve finally started involving other people in Paula. And working on that project in the past few months with my wonderful friends and team members has been an incredibly satisfying and fulfilling experience.

Having shipped a few things this year helped a lot too. I feel way more confident making plans and I’ve gotten decent practice in managing scope. We even finally dogfooded a bunch of the systems in the game, like Dialogue and I/O.

I wanna give a shout out to the three people that have been helping out on level design: silentw, roberta and Mattklirp. They made three levels for the demo and it’s been incredible watching them happen in real time. This allowed me to truly focus on making the game itself feel good while also providing a decent source engine I/O scripting framework and helping when issues come up.

small sidenote: when i first played Matt’s current iteration of the map, I completely missed a spot in the level. Considering how we’ve been wanting to do a bit of that metroidvania level design, it was pretty neat to find an area I didn’t know about before!

Me, silent and roberta have already gotten the chance to collaborate on BOLD: Networked Newt Action earlier this year. The team synergy we had on that project was unreal and I’m truly grateful for that experience. So I’m really happy they’re contributing to Paula too!

Papyesh, someone who used to frequent the same polish rayman fan game forum as I did in 2009 has made a floating platform and gunblade models. He even indulged in my idea to do a specular workflow a bit differently than vanilla unreal. and now we have meshes that look really cool!

And also, we finally did some things with narrative! Lithish has written his very first piece of dialogue script and I sure am never going to forget how truly satisfying it felt to actually have the characters talk with each other and have clear and distinct personality traits. Not to mention I finally added the ability for actors to navigate in dialogue sequences. That was pretty good, and it’s already letting us do more complex things!

Also can I just say that Lithish absolutely fuckin rules as a narrative designer. We’re so on the same wavelength when it comes to our narrative inspirations, that I feel incredibly comfortable just letting him cook.

After doing a lot of narrative and gameplay exploration in the past year, it is feeling so good to finally get a tangible snippet of how a mid-game Paula adventure would be. It’s incredible being able to see how it all is coming together.

and honestly

collaborating with my wonderful friends made me yearn for a good game studio working experience. This past year has also taught me a lot about what it means to direct a game. A lot of the self-doubt that was in my head is now gone. And now I’m in this phase where I am truly feeling confident about being able to bring this project over the finish line, given adequate budget and time.

Finally,
I really am truly grateful for every single one of my friends that’s been helping me out, that I am motivated to try get us jobs. the publishing market may look pretty dire, but we’re still gonna try! gotta fire those shots, yknow.

Anyways, that’s all I wanted to say. What started as a short response, turned into wanting to express the gratitude towards the folks that stuck with me. I love my friends, for real.

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Yeah, this does fucking rule. here is a post i did alluding to my current work situation:

which is sort of a dream team situation, we're working very well together every day and there is no friction, at any point. The game is getting made, it's getting to look exciting, and again, just... nobody fucking has an issue. It's so rare that you get to experience this in paid commercial game dev; even Viv's situation above of experiencing that on an unpaid casual team is kinda rare, as I know @Tax can attest. People at all levels of this thing get very tied up in a lot of weird ideas about Correct Process whose relevance melt away entirely the second you commit to actually non-selfconsciously making anything. Just make it!

I allude to the worst (also best-paid) job I've ever had in this blog post about a quest system I made:

and I wish it was at all unusual for teams of any size and any budget to just get their gears locked together and unable to move for months or years without ever getting untangled. Instead the opposite is true, the rare thing is everyone just getting to collaborate artistically and have fun and making cool shit! Which is to say, yeah same, I am fucking grateful as shit for this too.

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Super happy for both of you! It was a lazy night and this whole thread got me pondering, so I ended up writing a lot more than I expected about a previous experience that Joe alluded to. It’s about a time when game development didn’t work, but hopefully folks can find some value in it.

Team shit is tough. My biggest (and last real) collaborative project was a Half-Life 2 mod that started as a little thing between some close friends. We thought it would be a fun opportunity to pull in some other cool people we knew, so we spun it off into a “team” — which I’m proud remained unnamed, rather than succumbing to the classic Half-Life 2 modder urge to live under titles like Uncertainty Division or Quantum Bleed or fucking Pulley Software — and did our best to make something.

… And it didn’t go well! I still find myself turning over what happened, because it wasn’t really that we failed to make what we wanted, which is the normal thing to occur. Rather, we failed to make most of anything, which feels odd for a mod project. We had a whole base in Half-Life 2, and a bunch of people who knew how to make Half-Life stuff; we had new enemies with new AI and a solid concept which everyone felt was exciting but which was also really flexible and — my point is that it felt like we had more than enough for people to start jumping in the editor and doing whatever. There was a ton more to do beyond that, of course, but you can’t really iterate on that stuff until there’s some fragment of a game to iterate on.

In spite of a fairly auspicious beginning, especially for a mod project, it felt like the “work” never began. I was prepared to organize people and document things and run meetings and the like, which I did (it was basically all I ever did for a year and a half). But I think what I was expecting was that if we had a level designer, I would give them all the relevant material and say “what do you want to make?” and somewhere in that a level would get made. Not everyone is self-directed, and it’s super normal to require some creative or logistical prompting to feel comfortable with a task, but even people who lean on instructions generally like… do their thing, right? Otherwise you’d be buying LEGO sets, rather than poking the bucket of bricks while muttering come on, do something.

What it kept coming back to was planning: we had a gameplay base and a good runway for new stuff and so on, but it seemed like a lot of folks always wanted to know exactly what they were making before they made it. They wanted things written down and drawn and outlined and underlined, but even when they were, it was seemingly never enough. There were level ideas, proposed locations bundled with moodboards and reference imagery, a grab bag of loose narrative goals to frame a space around, tons of paintovers, straight-up concept art, beautiful styleguide maps, entire articles about the art and gameplay direction… People would smile and nod at these things, add to them, interrogate them, occasionally rebuke them, and then it would never go anywhere. A month later, they’d ask for more. It was maddening.

At the time, I rationalized all of this by assuming that what was really happening was just what you’d call professional or serious or whatever buzzword equated to The Way That Real Teams Make Stuff. I know better now; at the end of the day, you make stuff by making stuff. Especially as somebody who’s since moved into level design, I understand that planning docs and diagrams and verbal questioning are absolutely important and necessary to a point, and are certainly essential to a lot of good and focused work that sits comfortably in a sequence. They exist, however, to facilitate the part where you make stuff, rather than to cogitate on the act of creation as if it were a separate impulse preparing to make itself known at the right place and time. If you obsess over the tools that are supposed to help you begin, then you’ve just built a little cage for yourself — in your brain, mind, and not in an actual level editor.

In the end, I was in a position where I was constantly trying to galvanize other people to make things, even just a really specific twenty minute demo we could theoretically release and declare as the final result of the project. Obviously it didn’t work out, which is a bummer — the people who made cool shit ended up having very little to do with anything they’d created. It was also a good thing, of course, because it was ultimately time to stop working on Half-Life 2 mods and start creating original work. I stuck around with Rachel, one of the people I’d started it with, and we made a game and are currently making another. Life is good!

Still, I think about it often. The whole thing was honestly pretty bizarre and dispiriting, especially since I blamed myself but couldn’t actually articulate what I had failed to do. It can be tough when you have a bunch of engine parts that seem right and fit together but which somehow never end up taking people anywhere. It’s the type of situation that makes you feel like you’re at fault — that if I had produced some unknown but necessary thing on my end, the whole system would’ve finally started and a game would start getting made. But even now, with some solid experience in getting these things done, I look back and find it difficult to figure out what I could’ve done to really move the needle any differently. Certainly the experience could be improved, but it feels like the difference between no game and 5% of one, rather than anything material or meaningful

I’ve had a handful of other experiences like this — I’m happy that most of them are a lot less befuddling — and for the most part they came so close to working as to leave me thirsting for the opportunity to really partake in the process of creating art with people other than my immediate life partner. I have virtually zero experience with professional gamedev, since I’m young and have a stable job and am thus far unwilling to sacrifice either of those things to turn one of my favourite hobbies into a terrible time. I suspect my only opportunity will come from somebody I know referring me to something that they’ve personally verified is worth taking a risk on. It’ll probably happen one day! I’ve come so close to what feels like the dream. I know it’s out there.

As for the mod project, I think the kicker happened later. Last year, having just finished our previous game, Rachel and I were between projects and started tinkering with the Half-Life 2 thing again for fun. It was a nice break in an old comfort zone, but despite not taking any of it too seriously, I feel like we got more work done between ourselves in a few weeks than that entire team was able to produce in the final year of real development. The secret? We just started making stuff. Rachel would have an idea for a little combat area and she’d make that; I would contribute as best I could with atmospheric beats and suggestions and bits of writing, where they were appropriate. We both kept each other moving by continuing to work, and by seizing uncertainty in order to regroup and keep going.

The irony is that we had planned a lot of what ended up being made then nearly five years ago, before the “team” part of the project was even a thing. A great deal of the similar work had always predated our attempts to scale up. All of it had fallen to the wayside because, as it turns out, a general atmosphere of endlessly thinking about work before it starts will eventually turn even theoretically talented and productive people into the exact opposite of what they are.

To see all of this unfold was genuinely nuts, but it was also a bit tragic. I could see clearly that what I had previously written off as a Sisyphean, impossible task was extremely possible, but the time when either of us were ever seriously going to see it far enough (as a Half-Life 2 Fan Project) had come and gone. Still, for a moment, I saw it clearly; in the right hands, with the right people in the right environment, what had previously been a non-starter could not only exist but absolutely flourish.

I had come away from all of these events feeling decidedly anti-team, at least on a personal level. The whole idea of working with a dozen people on the same game seemed like more of a hassle than anything else. This can be true, and frequently is, but it took that realization to cast things in a different light: a team, rather than dooming what we’d set out to do, could’ve just as easily turned it into something more than I’d ever imagined.

This was a terribly long way of saying that my dream is to work with a medium-sized group of great and interesting people who are just making stuff, with everything that culturally implies. I think it would be a wonderful experience. Who knows? Someday...

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God that's such a relatable fucking post it makes me want to throw myself off a fucking cliff. On the other hand it's actually probably the most valuable education in the realities of actual game development that you could possibly get from an illfated mod project. You'd think that shit would fall off a little bit as you worked with people in a Real Company making Real Money having Real Years of Real Game Dev experience, but in my experience it doesn't at all.

There's a lot of anecdotes I could share of similar things happening that I can't with any specificity because presumably they're covered by an NDA or the vague spectre of a vindictive former boss, but I've been on teams of fucking 80 people with the same exact issue. It tends not to be the only issue, but it's the only one you need: if nobody will
a) sit down and fucking work
or
b) let everyone else sit down and fucking work
there's just nothing you can do.

One of my least favourite people I've worked with had decades of AAA experience, and had seemingly been trained by that to maximise not his contributions, but the appearance of contributing, which meant "always having something to say about everything". That meant if something wasn't good, you could get an incisive critique of it out of him, but if something was good, fine, something you should go ahead with, it would itch his brain because he had nothing to say about it. So he would say something negative, and you can always say something negative, and this would bring the whole idea into question. He would schedule another meeting about it next week and it would never end up happening. Every fucking step, the next step was "back to the drawing board" without that ever being made explicit enough to object to. Mind you, this was a perfectly fine dude to sit and have a beer with.

Something I've had to learn the hard way that I would not have assumed is that there are any number of Types Of Guy, not even necessarily jerks, who by their very presence just sabotage everything. I've had to tell people before, hey, this game could be great, but you're never going to ship with that particular well-meaning guy near it. It doesn't even matter in what role. He's radioactive.

And the catharsis of getting rid of one of those, or trying the same thing again later without them, and suddenly getting your feet out of the mud and taking off like the fucking Flash is such a mixed bag emotionally. I knew it! Fuck!

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counterbalancing the counterexamples by joining in the small effective strike team love and loosely rambling (with far less eloquence than joe or tax) for my team and especially the c++ whisperers on our team (in total: mcoms, viv, and epicgameguy) but especially shouting epicgameguy and viv. recently, i updated our team's spies vs mercs game BOLD NETWORKED NEWT ACTION to 5.6 and was going to do a playtest w/ my housemates. unfortunately, nobody could actually connect to my sessions. tim epic seemingly deprecated the old steam netdriver we were using and had to switch over to the steam sockets one.

now, i probably wouldn't have figured this out for months on my own. needless to say, getting a multiplayer game together as fast as our team has wouldn't have ever been possible with my skill level. but we did it in 2 weeks for the game jam!!!! it was great!!!!! and while i am far from a perfect lead (i worry my direction often meanders, but maybe it's better to see that as a strength because i know when to defer to the actual professionals). epicgameguy was up w/ me pulling the game open in the visual studio debugger to figure out what was breaking where and we are now at almost full parity to our old functionality w/ the added benefits of using steam sockets instead of the older netdriver (ip address protection, namely). viv's presence here was instrumental too as she's the architect of how the game was put together as a thoroughly functional multiplayer jam game. i am incredibly blessed to know all of these wildly talented people and to have their services at hand to cover for my easier-to-ignore-in-singleplayer blindspots.

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That's such a good write up, and it's really nice to see that there are others who've had a similar experience, and it's not just me having a run of bad luck. Also coming from a Half-Life 2 modding background I've seen various levels of this. The best modding experience I had was with a small, tight group of people all frequently contributing and understanding. There was planning, but that wasn't king, and often people would just do shit. And stuff got did! Crazy, right? It was a tiny project, but once the machine was oiled things kept moving. Didn't even name the team until the day it shipped.

I've floated around a few different mod teams, and it's all of the larger ones that had these Quasi-Professional workings that were never really moving along. There's always the one or two people clearly carrying the whole project, while everyone else just floats around, sometimes vaguely "planning." And of course, hounding people down to get cracking on a Volunteer, Just For Fun™ team doesn't really work. At best, everyone is just busy Dealing With Life, Having a Rough Time Lately, or whatever, and at worst you annoy teammates by trying to crack down and get things moving. Seeing that culture makes me not want to contribute myself, even if super interested in the project, so it's kinda ouroboros-like.

Can even relate to feeling like that window has passed. Unfortunately due to that stuff and other issues, some mod related, some personal, I think these days I'm sorta just burnt out on willingness to try. I've got so little functional time that it can be difficult to justify spending it navigating team workings.

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