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Tag: design

Pawtners Case first blockout

This week I have worked intensively on my indie game, Pawtners Case. You are a police dog and you have to help your colleagues to solve cases.

The first level I am prototyping is a medium one. The goal is straightforward, you need to reunite with your colleague, Agent Quinn, and escape a warehouse. There is a bomb to dismantle, too.

This week I have implemented a lot of features, and a blockout. You can see the result here:

For the blockout, I started by looking for references and setting up a moodboard:

Then, I proceeded to create a notepad where I defined my goals, the sequence, and so on. Later I created a map:

Then, in Unreal Engine I set up the level, iterating on the concept. I have to say that I find Unreal Engine versatile for a game designer. It has integrated a gameplay framework that makes things easier. I am happy with my choice!

Inspired work to earn trust

Reading and watching the latest releases in video games I arrive to a thought.

You need inspiration to make a good game, no matter the level of experience you have in this sense. If you want to earn the players’ trust, you have to deliver something novel. Not something new, but a product that works and has unexpected elements that surprise people.

People are great at understanding the personality of what we deliver. They understand when there is a derivative choice or something that comes from the truth of our craft. In some platforms, they can decide to close an eye.

  • Whales of f2p mobile games know that the game is designed to grab their cash, and they decide that it’s fine.
https://www.youtube.com/watch?v=gHtNcTA8t6A
  • People playing Helldivers 2 understand when a new upgrade on weapons is made to sell them a season pass.

Lessons from Black Myth Wukong

Everyone is talking about the monkey, a breath of fresh air during those challenging times. I am watching the game intro over and over, it is probably one of the best I have ever seen.

  • Character: he’s brave, he’s not humble, he is imperfect. He is relatable with Goku also for non-Asian audiences. That cloud flight scene is pure genius.
  • Combat: it starts from the best thing of the game, fighting bosses. You cannot lose here, and you have everything unlocked it’s on you to discover.
  • System: it shows you a possible evolution of your character
  • Promise: the theme is well set at the end of the prologue. It’s about rising again.

But wait, why did the semi-god fall off? It’s not clear and I am not the only one that wants to know why…

Regarding the development, the team had experience in live service games and they decided to steer off completely learning Unreal Engine from scratch.

Great things happen when you have motivation and true experience but in lateral sectors! Black Myth Wukong is another proof of this.

LLMs and critical thinking

One of my duties as a game designer working in a team is to give feedback. Usually, I give it to other designers, artists, and writers. Giving feedback is hard, because when we’re asked for it we tend to look for the defects. Or, at least, I do.

The same is true when I am on the other side. I ask for feedback and I already know that 80% or more of that will be some critical opinion. I accept it, because I know how it is when I am on the other side of the table.

I have developed this interrogation to LLMs that helps me a lot with my designs. I provide the machine with my design goals and elements and ask it to do my job. The result is wrong, and average. I criticize it and find solutions.

The dialogue with a dummy entity helps with my critical thinking.

Pawtners Case

Today I have completed a set of new mechanics which will be useful for the very first prototype of my game. You can watch here:

I have also changed the name of the game, after listening to the first feedback on a Discord server. The game will be called Pawtners Case, I am studying also layouts for a possible capsule. This is what I got so far:

I am impressed by Unreal Engine. I don’t know why I didn’t use it until now. It has a whole gameplay framework already implemented, you can set things up very easily. And placing object in the level is fairly simple. It doesn’t have the huge community that Unity has, but it’s a powerful tool.

Now I need to focus on the level for the first prototype, and double check which mechanics I am missing.

Snifferson & Solvito: Paws on the case

I discovered that AEVI, a local association that helps game developers in Spain, activated a help plan for independent developers. They help you financially with the development of a prototype.

My first solo dev game in Unreal Engine is taking shape! I am excited, and I am willing to keep things very small and doable. I want to make a complete game in 6 months, and I can add 2 more for QA and debugging but that’s it.

My intention is to keep things fairly simple:

  • You control a police dog and your goal is to help your human companion solve a case
  • No dialogues, just emojis to express emotions. I want to avoid too many terms to translate. You can develop a relationship with your human colleague which will help you during levels
  • As a dog, you can find valuable items (+$) but also damage the environments (-$) and this will influence the economy of the central station
  • Everytime you perform some action you will learn more abilities during the level which can be useful to solve the case, so you decide
  • No violence, PEGI 12, E10+ game. Explosions and shots will be funny using ragdolls and silly animations

Dog game

When I was younger I was addicted to TV shows with a policeman and a dog. The most famous one was called Tequila & Bonetti. I still remember that piano music that Bonetti played at night, recalling his dark past.

I am studying Unreal Engine and I had an idea: an action game with a story where you are the dog and have to solve situations to move forward with the story.

For now it’s called simply “Dog game”, I am implementing the first mechanics.

Follow here the development of this game

The courage of logging out

I was watching this fantastic video, a little clip from an interview to one of my favorite singers.

Apart from the fact that I love when someone I consider a true talent shows humility and thanks his high school teachers, I think lots of things are transferable to my professional life.

The main one is that you have to truly dedicate yourself to something to become good at it. And this is not anything new, but in my life I have:

  • my family
  • my clients
  • my hobbies
  • this blog to maintain
  • a Substack where I teach game design in Italian
  • my LinkedIn account
  • a Reddit account

that means lots of distractions for becoming a true expert in something. That’s why the time in high school is so valuable now to me.

I wish myself the courage to log off and pursue my dreams, today.

Creating content

“The tune had been haunting London for weeks past. It was one of countless similar songs published for the benefit of the proles by a sub-section of the Music Department. The words of these songs were composed without any human intervention whatever on an instrument known as a versificator. But the woman sang so tunefully as to turn the dreadful rubbish into an almost pleasant sound.” (G. Orwell, 1984)

Videogames, like music, are perceived by some people working or investing in them as “content”. That’s where the very concept of creativity starts to be corrupted up to a level that is hard to answer quickly to some issue.

Creativity to me has more to do with removing things than adding. It’s like you throw the clay, or something like that, and then you start to dig material away from it.

Everyone who worked with me can confirm this, I start very ambitious and then I work shoulder by shoulder with engineers and artists to remove stuff. It’s better to have 1 thing well polished than 5 generic. It’s better to enhance a strong part of a game than to create a new mode to sustain the weakest ones.

The dopamine culture wants content, and it’s harder to see this simple truth.

The Action Man fantasy

What I really liked to see yesterday at Microsoft’s XBOX Showcase 2024 was the presentation of the new Call of Duty.

I am never been a COD fan, and I have never played that game too much. But I liked the developers’ interview explaining how they changed a single thing, the fantasy, to innovate meaningfully on the whole game.

The new fantasy of the “action man” led to a whole new set of features and animations. Some of them is designed for new audiences who, like me, are not experts playing that game. Refreshing!

Impressive and you can see how the game design is definitely a role shared among the whole team.