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Chambara Postmortem
Kevin Wong discusses the development process of Team Ok's BAFTA-nominated Dare to be Digital stealth-game.
Over the last eight weeks, I’ve been in Scotland competing in the 2014 Dare to be Digital competition, an international game jam where college teams from all over the world strive to construct a game in a two-month span. The three winning teams of this competition go on to be nominated for that year’s Ones to Watch award from the British Academy of Film and Television Arts.
My team, Overly Kinetic, was nominated for our game Chambara, a binary-colored split-screen stealth game inspired by a Samurai Jack episode. Creating Chambara at Dare was one of the most challenging and exciting times of my life, and definitely a highlight of my career. At our booth at the Protoplay Festival, I saw for the first time, people laugh and smile with each other as they played our game. To think that something I made gave such a positive, loving, experience to people, that’s amazing.
Here are my personal thoughts on the project and how it went.
WHAT WENT RIGHT
1. Preproduction paid off.
Chambara underwent an extensive preproduction period that extended for multiple months. Conceptualization and team-building began as early as January, and preparation for the pitch extended all through early May. The team met for three hours every Tuesday to plan for the pitch, prepare documentation, assemble project plans, consider funding solutions for our flights to Scotland, and conduct physical and digital prototyping. Our Tuesday meeting was often followed up by a weekend meeting where we would conduct research by watching chanbara movies or current anime, as well as playing games like Metal Gear Rising and Timesplitters. Over the course of those months, we discarded as many as three scripts for our pitch video and two project plans.
Test scenes created for our Dare pitch.
The result of our extensive preproduction period was an exceptional pitch video and high morale throughout the first week of Dare. Knowing every task we had to do to complete this game down to the hour, we worked game-jam-like hours through the first week and completed a playable prototype within three days.
2. Polished core mechanic.
The intentionality of my previous game, The Pilgrim, was to explore what game feel and character controls could communicate emotionally to the player. The “feel” of a jump can communicate anything from empowerment and joy, to disempowerment and frustration.
To this extent, much of the success of a character-action game comes down to the kinesthetics of movement through a space, which is why it was of utmost important that the “feel” of moving about in Chambara was empowering and playful.
Level design was blocked for a week because we could not reasonably create levels until we understood how players would feel moving through them. Once Alec designed an excellent, fully-featured character controller with some advanced movement features like gliding, walljumping, and blocking, we began to construct levels around those features. Subsequent iterations of that controller would add features such as variable walk speed, remapped controls, and a “squawk button”. Ultimately, the game owes a lot of its success to game feel and the tactical depth afforded by our movement system.
3. Rapid iteration and playtesting.
A mantra of game design is “fail fast, fail often”, which upholds that it is extremely important to have some testable proof-of-concept as early as possible and iron out the flaws from there. The reasoning behind this mantra is that the earlier that flaws with a design are discovered, the earlier those flaws can be corrected, making the process of creating a game an inward spiral of course-correction and continuous refinement. To this extent, we were successful. We implemented, tested, and discarded several of our ideas from preproduction on the very first day.
One of our first testable levels
We ran extensive testing outside of the one public session that Dare to be Digital arranged for us. We treated every industry mentor that came in as another playtester, and studied their play-behavior very closely, down to tracking notes on how they moved their thumbs around the gamepad. Their reactions and feedback would form the basis of what we wanted to build and implement the very next week. Each of us would send builds back to our friends and family to get their feedback, and a comprehensive metrics backend provided us with ample data that we weren’t entirely sure how to interpret.
4. Simple assets.
Building a Chambara map is easy: simply drag and drop cubes, deform them, and throw one of two materials on each block. For a while, many of our environments were constructed entirely out of 3D primitives, which led to some delightful moments when I threw rigidbodies onto everything. For a short time, we had “leveloution”.
Around the sixth week, we determined that we needed to art up the levels to give them more grounding and readability, as well as solve the problem of players not being able to determine where the boundaries of a level were. So we began to construct art assets to replace the primitive cubes and planes that used to build up the levels.
Constructing these 3D assets was shockingly easy, especially given that our dichromatic aesthetic nullifies the need for UV maps and textures. Every asset I constructed was a simple cube with faces cut into it, each of the faces would receive its own material. This pipeline allowed us to create and implement 3D assets in only a fraction of the time it would have taken if we had used any other art style.
5. Multiplayer is exciting to design for.
While I was involved with The Maestros