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Create free accountgot a dream I copy get away from you dynamite you look mean watch out for all the bullets good to know thank you let's enter the gungeon what's up you dummies my name is Thomas brush of the creator of a game called pinch track I'm also working on a game called once upon a coma that's coming out soon today we're gonna talk about the creation of a game called enter the gungeon I'm actually gonna play this game with the Creator his name is Dave crooks and he's amazing he has some incredible insight about the creation of this game so I'm gonna show that to you while we play this game this is gonna be a really fun let's play well it's not really a let's play is it it's a Deb's play now guys this is just a quick reminder okay just listen just don't don't please don't leave the video I'm on patreon patreon is a great way to support me support my
studio and it helps me continue to make games so if you guys are interested in helping support me please head on over to patreon see if that's something for you thanks so this there's so much to learn from this game it's it's incredibly successful game it's done very well let me just show you some things that make this game so what make it so special first the ability to pretty much knock over anything you run into it for no reason like I can knock into these candles and they sort of knock over and splatter on the ground which is really cool I love the idea of being able to choose between four characters and this actually I think there's four characters let's choose the convict the reason why this is significant is because this makes the game streamable right away it makes it streamable because when someone like you is watching this game you realize hey I want to try the other characters extreme ability means that the game can be played multiple ways
gives the player the ability to be creative all sorts of cool stuff just looking at this it makes me realize that they've put a lot of effort into the lighting even though it might not be real lighting and I know this game was made in unity you can see there's a feeling of lighting coming from this door up here and it's probably drawn on to the pngs and baked in using Photoshop there's also a drop shadow here it makes the player feel like there's placement that they're actually firmly on the ground and you can also see here there's a shadow that was probably programmed in probably just a PNG it could it could be real lighting but it looks like a PNG that's literally changing its angle based on the position of the player to this Center here now the creator of this game Dave crooks is surprisingly one of the most open and honest people about the creation of games so I'm just gonna give it to Dave I had an incredible interview with him about this game and
he's gonna tell us some really cool fun facts so here comes the very first super secret fun fact like oh there were some people telling us that it was gonna do well and that like you that we shouldn't worry but like it's super super hard to believe anyone yeah especially in our mindset at that point we were like a negative negative land you know yeah yeah it really is hard to determine whose voice to listen to when it comes to how well a game is going to perform because I've worked with PR agencies in the past where the PR agency is like yeah we're gonna kill it you're gonna knock it out of the park don't worry you're gonna get plenty of press coverage and it looks like you're gonna get into the atmosphere on launch day everything is set up you're good to go and then we launch and it just fizzles he's so devolver is funny because like they by the end of it they were just like dude cut stuff out like it's funny like it's fine everything they weren't like they would never say like it's going to do fine they would say like
you're going to be fine and I think it was more like they even if the game does poorly like to what you're like the vulvar is gonna help you out you guys know what you're doing so like we know it's a good game so like if you if it sells zero copies will help you make another game you know Wow like are you they said that to you in so many words yeah that's crazy because devolver and and people not games like I I mean I that sounds super cliche but I believe you it just I can't imagine a company actually operating that way because I'm I'm very pessimistic so oh yeah I mean when this conversation we're having right now is a conversation I have had countless like nobody understands to vulvar devolver doesn't understand evolve are they they always joke about like how the hell's is working because they just throw money at stuff but they throw money at things they believe in and like they just keep hitting it my opinion of
publishing a game is the first decision you would need to make is do you want to work with a publisher yeah and then then the next step is like show your game to devolver like I don't really I don't really think like they're not coming they're extremely choosy and I'm only become more choosy that's not more popular yes but like I can't really imagine any scenario or a company being better than them they could maybe someone will come along that will be as good but they are I think that and Ida Lowry the guy who like it's kind of a marketing guru and it at the wall right he's also like a personal friend he's probably the best the person at his job which is marketing on the face of the earth the game feel is so good watch me run through this door here watch mmm immediate feels really good this game was made in 2016 which at the
time unity didn't have a ton of great tools for creating spine animations so using things like that's awesome controls are great using things like sprite sheets as opposed to actual spine animations pixel based games are notoriously notorious for using sprite sheets oh that's awesome so awesome the game feels incredible now look I can interact with so many things this is what makes this game so streamable and so exciting I press e on that and it throws it throws this fire pit thingy onto the ground you've got the ambience slowly changing and right now you've got this really relaxing soundtrack but the moment you engage in battle it slowly fades in the battle music so you're always sort of on your toes and you always feel like the world is emotionally telling you how to
feel the game feels incredible because it's super clicky like you click on one thing and you're immediately get a reaction on the screen so they're following Dave crooks the creator of this game and his team they're following a lot of game feel rules the moment the player inputs something into the computer aka when I click my mouse something needs to immediately happen the player should know immediately even in games like Assassin's Creed the player should know immediately that something is going to happen so they need information they need to be given information on screen that something is about to happen otherwise it feels soggy it feels great guys notice how the camera it doesn't follow the player only but it also follows the cursor and that allows things to feel much more alive that where I move my mouse the developers thinking of me looking at that area so that's really important that's really cool
so my question is where are we headed where should where should game developers to focus their resources let's pretend profitability is the primary goal of a game topology where do they need to focus to release a game in 2020 that is a that is a doozy I think well I let me let me think about this for a second I would say that if if you if profitability is your is your only real goal and you know it should certainly be one of them yeah that if you are not paying extremely serious attention to streaming in some capacity then you are making probably the greatest mistake you can make making something that it's fun to watch that includes reasons for players to to play it again for their anyone exit players I mean like content creators like to play it again it again to fill their channels like if if you know northernlion like
hadn't liked dungeon or hadn't had as many reasons to play it like he wouldn't have made as with many videos because he did and he gets 400 plus thousand views per video and yes like I can't tell you exactly like how many dollars that made dodge roll but it certainly wasn't zero exactly exactly now you you guys it seems like you hit the same thing with the byte binding of issac added which you got picked up by northern lion which he seems to love these what do you call it a dungeon crawler game basically a roguelike roguelike like yeah yeah I mean he seems to pick him up and and make him explode I'm Edmund McMillen was telling I came over who was he was on a podcast and he said that binding of issac sort of flunked when it yeah and then northernlion picked it up and it's like it's an infinite billboard free free of charge now the thing about
creating games especially in unity is when you're a one-man team sometimes you don't really have the resources or the time to create all these assets and so that brings me to this page here this is actually part of the unities asset store and this is sh an R and it's actually a designer who's created a ton of assets for you guys and they're actually sponsoring the video so thank you so much Shannon R for supporting this video I just want to show you really quick some of these awesome assets we've got some really cool low poly assets here particularly this pretty epic monster so you can actually import that into your game files and use them the same is true for this guy here we've got a huge boss creature and you've got all the polygons you need it's rigged and ready to go so thank you sh an R for supporting this video and guys if you're interested in taking a look at these assets on the unity asset store that would be awesome it supports him and it supports this
channel links in the description thanks so much like binding of issac this game is highly successful because streamers picked it up and would not stop playing so many episodes about this game on northern Lions Channel right click is oh I can do a jump or a roll awesome notice how the character would look perfect as a tiny little character character or if you zoomed in he would look perfect as well so I your protagonist should look great at all sizes and look how his personality or her personality it's a she notice how her personality is really shining through just by the simplicity of her hair flipping up and down and her eyes being a bright blue and I said a slight smirk on her face what and the crazy thing is this looks totally different than the last time I played it so I don't know if it's maybe I totally missed this but this is
procedurally generated and that is another reason why this game is streamable aka profitable what worked last year in terms of selling a game doesn't work this year and worked what worked the year before in terms of marketing and selling a game doesn't work the next year so like 2016 for enter the gungeon is probably going to be a completely different launch strategy than your next game in 2000 whatever 20 or 21 people like Nigel they have like this sixth sense of being able to maybe predict what's going to propel a game into the atmosphere on launch day yeah absolutely I think I don't have a sixth sense and the other thing too that's like cool about the vulvar is like they really really really care about the devs in in lots of ways so you know as a game is coming together that they've already signed like they already believe in the game they already believe in the developer if they see like the
game coming up as being in a position where they're less sure that it would work coop or maybe would do not as good as they initially had hoped or whatever they're just seeing like the stars align in such a way that like they think a game needs help they will like really really do their job I mean it granted Gunjan has like an AZ is one of them they're more successful games and so like that success affords it some more opportunities and other things you know I'm not gonna lie like that's absolutely true yeah but like devolver in principle is they're trying to make every game that they sign a success and every developer they sign a success that's not good okay Thomas okay so that that what I just did that blows up all these bullets so I don't have to always dodge bullets die get out of here you jerk yeah so from what I can
gather a lot of these enemies probably have the same base class meaning they were programmed with a all similar behavior they can move up and down they have speed they have help they can emit particles and then on top of those you extend to another class so in this case this guy can probably has a class added to it that extends and allows him to spin something around his head and then we could take that class and we get an add-on to that maybe for a boss or something make it a little bit more challenging add on some additional stuff so so this game feels so full because I'm collecting all these amazing things so I've got this awesome book here which that animation was incredible the fact that they decided to spend the time animating that book opening cuz for me I would just literally just show the book and I would be done but it's so fun opening up this book and this really helps extend gameplay length and by
extending gameplay length you're continuing to make the game streamable and also perceived value makes your game feel like it's more valuable than maybe it actually is because I don't necessarily care what each one of these guns actually does and I'm probably not gonna read all of it some of you probably will but it feels full it feels alive there's a there's a whole world here and so what I want to ask you is what are some things that make a game streamable well I think that I think that certainly like procedural generation is one thing because you these people who are like doing our content Raiders full-time you know they they can only play the new game so much you know and and building an audience in many cases means being consistent yeah and so having sort of like like no I mean no the line as a example again but
he you know he's got the analysis and sort of yeah he has the docket you know and he here's what I'm gonna play and like you can tune in for the new stuff he can tune in for the staples you know you can chain in for the multiplayer but I think like procedural generation is really helpful because these people who need to fill up all the time like it's it's at least a little bit fresh again you know I think that difficult games often can be like because like even in a game that doesn't have procedural generation likes a secular or Dark Souls or something like that like the fact that it's difficult and that it's like missed and certainly mysterious at the beginning but but then it's but it's difficult letter like people like to watch people be good at stuff you know I just think though so I mean like lobosjr he plays his Dark Souls a lot and he plays all the souls like games and like you know sometimes he does it with mods and stuff like that but like if something is difficult and you get to watch somebody master it I think that that's um that can holds appeal like not
for every audience and not for every streamer okay are we ready for the boss I don't know I'm getting nervous and when I get nervous my back starts to hurt meeting my back is hurting really bad oh man I'm so excited let's go I'm not prepared for this double-a key that's awesome ha ha I love the music too well that's unfair whoa wait what this is really hard I don't know how to use other items to be honest okay there we go okay it's not that hard I'm doing okay what Thomas what was the biggest challenge during development of the game and I would love something super specific I mean really the biggest challenge was those interpersonal things I think like that's that's the thing
they come away from guns and feeling like the most like we cannot go through that again you know at the time that gun didn't came out we were the first like first or maybe second like really like intense fast-moving action game built in unity to be released on PlayStation 4 yeah and like communities you know console support and specifically garbage collection was not great yeah was it now in 2016 yeah and it was really bad then I think if you remember you might remember when camposanto released fire watch like everyone was just like totally [ __ ] on its PlayStation 4 performance and why not and we were right in the middle of like doing a PlayStation 4 port at the time and I actually wrote the day that fireworks came out and they were getting
all that hate like I actually sent an email to Hunter just to say like they like total solidarity we know like what you're going through we know it's not your fault and like you know and they come back a message saying like thank you it means a lot you know reading these comments is very frustrating okay okay I've got this I know guys I know you're thinking Thomas you're gonna suck of course I suck I've been spending all my times making all my time making games that I don't really play games anymore okay oh come on not only did I die they had to create a graphic where I get shot oh this is hard what am I doing wrong am i doing something wrong that was really fun though man and that was such a good interview that was such a good interview
I love Dave crooks more than I love I was about to say more than I love my wife but that's not true and that's a horrible thing to say I love my wife a lot I really love Dave crooks though he's a great guy he is so open and honest too transparent he was really helpful to me in learning about game development and learning about this game's creation if you guys liked this video please subscribe hit the notification bill and leave me a comment and if you really really want to support head on over to patreon and see if that's something for you oh and by the way guys I make video games so be sure to check out some of my games in the links in the description love you bye [Music]
The development and commercial success of the roguelite game Enter the Gungeon serve as a case study for modern game design, specifically focusing on the intersection of technical execution, player engagement, and marketing strategy. The primary thesis posits that for a game to achieve long-term profitability in the current market, developers must prioritize streamability and replayability. By incorporating procedural generation, high-difficulty curves, and deep mechanical variety, developers create an environment that encourages content creators to produce consistent, long-form coverage, which acts as a powerful, organic marketing engine.
Key findings emphasize that game feel—defined by immediate, responsive feedback to player inputs—is essential for maintaining player interest. Technical choices, such as the use of sprite sheets and optimized lighting, were critical in 2016 to overcome the limitations of the Unity engine on consoles like the PlayStation 4. Furthermore, the analysis highlights that successful publishing partnerships, such as the one with Devolver Digital, are built on mutual trust and a shared commitment to the developer’s vision, even when faced with the inherent unpredictability of game launches.
The scope of this analysis covers the indie game industry, with a specific focus on the mid-2010s development cycle and the transition toward streamer-centric marketing. The methodology relies on a qualitative interview with the game’s creator, Dave Crooks, combined with an observational analysis of gameplay mechanics. The findings conclude that while technical challenges—such as memory management and console porting—are significant hurdles, the ultimate longevity of a title is determined by its ability to provide a fresh, challenging, and visually engaging experience that content creators can leverage to build their own audiences.
Game Developers Conference · 2018
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