Featured Blog | This community-written post highlights the best of what the game industry has to offer. Read more like it on the Game Developer Blogs or learn how to Submit Your Own Blog Post
Tears for Spheres: Developing "Grudgeball" in the year everything changed
HeavyBoat is a game development company from Argentina. This is the story behind "Grudgeball", one of our latest collaborations with Cartoon Network, and how the business risks HeavyBoat took during that year made it our most difficult period to date.
Jumping Growth
Three guys in a room, somewhere in Buenos Aires, Argentina. That’s what HeavyBoat looked like back in 2010, when it was born after its founders (David, Juan and Leo) decided to leave the company they worked for. As an amateur musician, I soon joined them on a freelance basis, making music and sound FX for their games. A failed attempt at creating an original IP was traumatic enough for the guys to decide we’d focus on work-for-hire from that point on. So with a little luck and a lot of work, three years later we’d done more than 20 flash and HTML5 games, mainly for Cartoon Network and Disney.
It was appropriate that “Jumping Finn”, our fairly successful Adventure Time flash game, would be the one to take the leap into the mobile world, expanding into a version called “Jumping Finn Turbo” (or “Super Jumping Finn” depending on where you live). But the scope got considerably larger in our next mobile game, based on another important Cartoon Network IP: Regular Show. “Best Park in the Universe” was released in May 2013, by far our biggest project up to then.
HeavyBoat’s steady growth meant that soon after “BPU” was released, the company moved to its fourth office in four years. Only this time, it wasn’t a simple relocation. We had reached a point in which it seemed we could simply get stuck doing the same thing forever – or at least until our clients got tired of us. So if we really wanted to keep growing, there was no small step we could really take: the only real option was to try to jump forward ourselves and go for broke.
As a result of that decision, HeavyBoat went from around 10 employees to almost 25, in about six months. The goal was to have three teams that could run in parallel, each producing a mobile game. Coincidentally, this big experiment was to be bookended by the production of our next big Regular Show game, eventually known to the world as “Grudgeball: Enter the Chaosphere”.
This is the story of Grudgeball’s development – but more than that, it’s the story of how it got trapped under the weight of the business risks HeavyBoat took during that time, our most difficult period to date. In the end, the game managed to dodge the mistakes we made along the way and became quite successful – though our big plans for the company wouldn’t turn out as well.
Deathball
We only had two things to start from: we knew we’d return to Mordecai and Rigby’s bizarre universe (if you’re not familiar with Regular Show, go watch a couple episodes now!), and that the game was expected to have “universal” gameplay, with simple control schemes. Early talks included ideas for an endless runner, a management game, a racing game, a dungeon crawler - even a “Lost Vikings”-style puzzle game. But then our guys came up with the basic “dodgeball” idea: controls would be kept simple by having characters move on their own, so players could concentrate on the most positive actions: shooting, blocking and counter-attacking. It would be somewhat reminiscent of the old Windjammers for NeoGeo arcade (hey, many of us are thirty-something, but don’t hold that against us), only this time with three-player teams, as CN was understandably interested in having a lot of character presence in the game.
The recent expansion of HeavyBoat (henceforth HB, for simplicity’s sake) gave me the chance to hand over my sound & music responsibilities, and focus on my actual area of expertise, which is writing. The first “action-packed dodgeball game” pitch document we presented to CN back in November 2013 featured the working title of “Dodge the Chaos”, and a basic storyline about a dodgeball match gone wrong. Skips, the all-powerful immortal yeti, would throw the ball “with such power and fury” that it managed to rip space open and tear a portal into a dimension where dodgeball was the main form of warfare. If you haven’t seen the show, trust me – it’d have fit in.
The original prototype, with a post-apocalyptic “Mad Max” style theme.
Together with a fairly close-to-the-end-result prototype, the document helped sell the idea – but not too easily. By the end of 2013 one of HB’s founders, Juan, was flying around the world trying to strengthen our relationship with our clients and searching for some new possibilities. In a chat, he told me people at CN were concerned that the basic concept we had might not be as wide-appealing as intended: making what would essentially be a sports game didn’t sound wacky enough for a Regular Show game, especially considering there was actually a dodgeball-themed episode about to air.
War Vs. Sports
Ironically, I was worried about the other half of the concept. Recent Regular Show games had been built around the basic “War” idea: there was “Paint War”, “The Great Prank War”… were we really going to do a WAR too? I suggested a different setting: the show is known for its 80s references, but had never really used the “futuristic sports” subgenre, seen in movies like “Rollerball” or “Tron”. So I pitched it in my next draft of the story: it had Pops (a cheerful old fellow) putting the other characters through some group exercises “to strengthen their teamwork spirit”, until an innocent ball game would get out of hand, and a serious, technologically advanced version of himself would emerge from a portal to kidnap the whole group into the future.
The guys at CN liked the basic setup of Pops’ compliment game and the futuristic timeline, but were still wary of any kind of sports metaphor. Fortunately, once I explained my concerns about overusing the war theme they quickly agreed, and we started going back and forth with the story during January 2014, in true collaborative fashion. Working via message boards, we re-wrote each other keeping whatever we liked from the latest version. They came up with the idea of Pops’ tears giving life to the compliment game’s ball, and I suggested he buried it so that it’d grow underground for centuries, influencing a whole city filled with gentlemen who used “the GAME” to run wild. Even the idea for the final boss was there early on - though they wisely simplified my over-complicated motivation for Future Pops to kidnap his younger self.
There were still a couple of issues to solve, but everyone was happy with the story. On March 7th I happened to be in Los Angeles, so I was invited to pitch it to J.G. Quintel (creator of Regular Show) and his team, which I happily did. It went great: they got the references immediately, it didn’t contradict anything they were planning, and they really seemed to enjoy it. J.G.’s comments were short and wise: don’t flood the game with too many cutscenes, just make it fun!