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Create free accounthey guys how's it going my name is Thomas brush and I make indie games for a living it is officially official My Game Father which is my next it's my third commercial commercial release uh this game is officially at GDC right now me and my team scrambled really hard to get this demo ready to go and so I just wanted to show you guys the demo and more importantly I wanted to show you why the demo although it looks beautiful right now underneath the hood it's a complete mess so we're going to jump into Unity I'm going to show you the game but I'm also going to show you how it's working underneath the hood and why it's kind of broken guys let's start this demo from the very very beginning all right so we start in a train just like halflife um and let's go ahead and explore this beautiful Creepy World here okay I can jump
okay hello is anyone there grief it's a weird looking dude Roy Adams I'm looking for my daughter is anyone there over where are you I'm going to pause it and I want to show show you guys how it's put together the first thing I wanted to take note of especially related to why this demo is completely broken is because there's a lot of optimization issues with this level you can see here that a lot is loaded all at once so I'm not really sure how we're going to handle this for the final release of the game uh but right now there is a lot loaded here now obviously we have um plenty of assets that are created by me and Felipe phelipe is my lead 3D modeler so he's
doing a good chunk of these models here um he's doing this beautiful Bridge here that he created um he made this awesome sort of Botanical area with these beautiful very strange looking uh Venus fly traps um he's done a ton of beautiful models here even just little pieces of wood here um but he's also using assets okay so I wanted to jump into the unity asset store really quick and show you guys the various assets that we're using now I've actually tagged them as the assets that we're using in Father here so we're using fantasy plants this is used in the garden area he's also using a few other Garden elements as well in this surround dead Garden um but the the asset that we're really using and taking advantage of that we we use a lot is the fantasy Forest environment you can see right here that this actually looks very similar to what father looks like um
these trees here but we can tweak the colors we can change the shading and the materials to make it fit father so we definitely don't shy away from using uh Assets in father but again we also don't shy away from creating what we call landmarks and these are these are basically elements in our map that we want them to look specifically unique to Father otherwise the game will look like a complete asset flip game so for example phelipe created this beautiful um Lighthouse here that's very unique to father or you know these custom spiders that I created um inside of blender all right let's go ahead and make our way through this Creepy World here blessed mother it's a weird looking woman stretching to the tower over there and that Tower is called edenfeld Tower hello
dad Eve Eve is that you yeah it's me Dad what are you doing here what's going on are you safe yeah Dad I decided to stay here for Christmas you're kidding me right I was worried sick sweetheart please tell me you didn't spend your savings flying out here I'm picking you up you're coming home Dad I'm fine go home where are you Eve Eve I want to talk about the voice acting really quick I'm really proud of the voice actors and actresses guys it's as simple as going to voices.com posting your job uh this isn't sponsored by voy.com I've just been using them for all of my games um the Father Figure in this game his name is Roy is played by dick Terhune and he actually played Mr pinstripe in my first game he played Dr smile in my next game Never song and now he's playing the main character again Roy Adams uh dick is an incredible voice actor Dick tune every day more of our
dogs are feeling free and looking their best he's he's just got such a deep um professional voice also Abigail Turner is playing the daughter she was actually the character of John she played a child in my previous game Never song from your home from your friends so she's got a very uh beautiful voice so I hired her almost immediately um and then emilene tuck she's actually a voice actress for this game he blood right maybe some of you know this game um so I was actually really excited when I found out that she did voice acting for this game and so I hired her to do the voice of the Blessed Mother Eve Dad I'm fine go home where are you Eve Eve all right so just like halflife and halflife 2 which this game is very much inspired by uh we have an axe uh just
like the Crowbar some boxes hey let's grab these coins so there's a lot of classic firstperson shooter elements to this game uh floating coin objects floating ammo floating health and obviously creepy monsters oh [Music] gosh so I actually had to change the blood from red to orange because I heard through the grap Vine a buddy of mine in
the industry was saying that it's really tough right now to sell hyper violent games so I mean I we'll see I don't know it's probably a really bad decision on my part but I think I'm going to try and make this game more of a monster game with you know orange guts and see if we can get away with that really sucks cuz honestly I love violent games but got to also remember I'm running a business here so I got to figure out a way to to sell this thing all right so I got a blue key so just like classic games like Doom um we collect a key and then we go find a door to use the key it's really that simple oh [Music] gosh all right so now we've got creepy spiders again guys this game is very
much inspired by halflife so definitely got to throw in some spider sort of head crab type enemies oh my [Music] all right let's use that key dad are you there yeah I'm still here blessed mother has spoken she told me who she told me you just killed someone who did you kill dad what the are you doing that wasn't a person
we've got to get you out of here Eve the ceremony is starting I got to go you should leave what Eve don't do this not again do what leave you really want to go there look I know I've been dad I get it but you're not going to leave me again okay bye Eve sweetie Eve so I definitely wanted to go ahead and show you guys some of the custom models that were created for this game um so obviously you know I I mentioned earlier that this game is broken in a lot of ways on the other side of this hand you'll see that our fingers are completely whack I mean they're they're like broken so there's a lot of elements of this game that you know we kept them the way they are and and sort of you know f F faked them
looking good just for the purposes of this demo but the moment that you turn off the postprocessing effects and um the lighting everything looks really Bland and really boring okay so let me show you really quick what happens in the actual game view when I turn off the fog and the post-processing effects so here's what happens when we turn off the fog so let's hit play here and take a look it's pretty amazing amazing um how whoa get out of here um so it's pretty amazing what happens when the fog is turned off it doesn't look terrible but it's close I mean it doesn't look it doesn't look the best um but if I pause it and then turn off the postprocessing so there's Bloom let's turn off the bloom wow I mean Bloom is huge right um so if we turn off the bloom everything sort of goes flat the the lights no
longer glow and a lot of these Shines on the gun no longer glow we can turn off the vignette and so the edges go a little bit more bright it's not as Moody so if we turn all that off this is really what the game looks like it looks very I mean honestly it looks really cheap um it looks a lot like what you might see maybe even late N64 games or even GameCube games um the game runs pretty good though um when all these post processing effects are off so this is another aspect of the demo that's really broken which is the frame rate is really getting knocked down because of all these different post-processing effects making up for the fact that you know there's a few elements of the graphics here that we could probably fix with out postprocessing effects but I don't know I'm a little too lazy so let's go ahead and turn those post-processing effects back on let's keep playing
all right so looks like we have a well here let's go ahead and make our way into the well oh oh gosh I'm going to [Music] die so there's definitely some issues with the nav mesh which is basically the mesh that the enemies can walk on let me show you really quick what this um sewer
system actually looks like right now it looks like it's dug underneath the ground but really all it is is just this little maze here um just a bunch of pieces that we've connected together so for example you know I can disable it and show it to you so really just a very simplistic piece of mesh that FES created and we just snap them together right okay I'm definitely lost here uh let's see if we can find our way out of here man I don't even know my way around my own game um okay let's see here there we [Applause] go all right let's find our way out of this sewer here and take a look all
right gracious oh my so totally different enemy type um these launch little spitballs I'm going to die there we go oky dokie I just died uh hopefully hopefully everything works with the save system so obviously we don't have a death sequence so that's another aspect of this demo that's very very broken by the way guys you can see here that when I shoot things there's a very subtle pause very subtle almost a freeze frame effect um that's using time. time scale and it sets it to like basically zero for just a split second and it makes it feel like the bullets are hitting flesh for some reason when you freeze the camera and you see this in Hollow night as well when you freeze the camera um or the time scale of the game it feels like those bullets are are really digging into the flesh uh but you
got to be really careful with it cuz it can be an annoying effect so there's an enemy somewhere there he is okay you're totally lost see like I said guys this Demo's completely bugged out all right nope pun intended there we go awesome all right let's see here there's a lighthouse there he is okay let's make our way up to the lighthouse so these are actually my favorite enemy types there are a lot of fun to kill um so I'm going to probably put a lot more of them throughout the rest of this map oh gosh what like I said plenty of bugs oh I think I got shot by this guy oh gosh
[Music] [Music] crap so one of the major problems with this demo is for some reason as I scale this Lighthouse here the game's frame rate starts to sign significantly decrease it starts to render all this stuff right it's really starting to have a big Hiccup and I'm not even sure why it's rendering right there so that's just stuff we've got to figure out uh for this demo I have no idea all right let's keep going guys all right
good all right we've got 25 bullets so we should be able to use some of our ammo here I love this this was a great idea by Felipe really great idea I like this a lot really cool forcing the player to crouch along the uh edge here oh gosh oh oh let's see if we can get that really quick here we go watch out [Music] okay okay so I got to figure out a way to get across here okay so there's these giant
nipples okay I'm probably going to change this although I really like uh you know this was this was um a pleasant memory of live streaming with you guys you guys wanted I'm going to blame you guys you guys wanted uh bouncy nipples all right there we go so I definitely wanted bounce pads because very much like quake and I think Doom as well um the ability to bounce and have vertical is really fun in these kind of games so let's do it one more time here hopefully I won't die shoot so I'm see I told you this game is bugged out um there we go all right hey apples good oh got a sweet machine gun awesome so this weapon is called the 777 piss fire uh
I love the name I think it's great all right let's make our way through the rest of this demo almost done here guys what is that hey buddy what where are you what are you doing oh my gosh um so there's a lot that's uh there's a lot that's still broken like I said so I don't know why he was facing that wall but okay all right okay so we got the last portion of the level here oh my goodness okay right there oh gosh so I really love this part of the level
really beautiful work from Felipe a little strange um per my Direction but whatever so I think something that we're really going to focus on for this uh for this game is Just creating a lot of different enemy types I love the environments I love the way the guns feel but I think we probably need a little bit more variety with the with the enemies oh [Music] oh all right let's see what to do with this guy here cool oh out of
ammo all right save it St are you there it's Dad listen to me some something is wrong with this place we've got a flight back to Atlanta in 1 hour just tell me where you are and you don't get it do you what I like it here I live here my family is here I am your family your mother since when since when has that ever been cut the tell me where you are we're going this is just like getting a call from you in prison it feels the same please Eve
all right guys that is the father demo uh again I'm not sure if we're going to have this on hio right during the launch of this video but I might update it so some of you can click below maybe in the future and and the demo will be there
The development of the indie game Father serves as a case study in the practical realities of preparing a vertical slice for a major industry event like GDC. The primary objective of the project is to create a compelling, atmospheric first-person shooter that draws heavy mechanical and thematic inspiration from classic titles such as Half-Life, Doom, and Quake. The development process balances the use of pre-made assets from the Unity Asset Store—such as forest and garden environment packs—with custom-modeled landmarks and unique character designs to maintain a distinct visual identity.
Technical analysis of the demo reveals significant optimization challenges, particularly regarding the game’s reliance on heavy post-processing effects. The project currently suffers from performance degradation, including frame rate drops and inefficient asset loading, which are masked by lighting, bloom, and fog. Without these visual layers, the underlying geometry appears simplistic, highlighting a reliance on "faked" visual fidelity to achieve a professional aesthetic. Furthermore, the demo contains functional bugs, including issues with navigation meshes, incomplete death sequences, and erratic enemy AI behavior.
The development team utilizes a lean, iterative approach to production. Voice acting is sourced through professional platforms, with recurring talent from previous projects ensuring continuity in performance quality. Gameplay mechanics, such as the "freeze-frame" effect upon impact, are implemented to enhance the visceral feel of combat. The team also experiments with design choices, such as altering blood color to navigate current market sensitivities regarding hyper-violent content. Ultimately, the project demonstrates the tension between maintaining a functional, performant build and the necessity of presenting a polished, high-impact demo for industry exposure.
Jonas Tyroller · 2019
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