1 free read left. Create a free account for unlimited reading + AI research.
Create free accountgood morning to you guys my name's cranberry Jackson hey guys my name is Thomas brush I'm the creator of this game called never song and I want to play it for you right now the coolest part is I'm gonna play it I'm going to talk about how I made it and I'm going to play it in the unity editor and unity is the tool that tongues millions of game devs out there used to make game so I'm gonna play it in unity editor and we're gonna open it up and unwrap it as I play the game I think that's a pretty cool idea all I ask from you is if you guys could please please for the love of everything holy wishlist never song click the link below we're like 20,000 wish lists right now I'm trying to get 50,000 by May 20th which is like in a week guys if its past May 20th and just go ahead and check out the game if you want otherwise just watch me play the game let's go let's have some fun bye oh oh this illustration was actually done by Pete Cooper this one sketch here so he did
the actual story book you'll see him in a second when we start playing the game storybook illustrations and Pete Cooper I don't know who he's with now but he has worked with riot and also Blizzard and he did these illustrations pro-bono I don't know why but he was a nice guy so feel free in the comments to say thank you Pete and thank you Eric because those guys helped make this game happen alright so this is the main menu let's just break it down really quick this is what it looks like in the scene view pretty cool we got a particle effect coming down these are actually 3d leaves and they're sort of just going past the screen here we've also got this background image we've got all of the UI elements and they they look like they're in 3d space I think they actually are sometimes they're not but in this case I think they are because I want to be them to get yeah they get it see that glow effect in order to achieve that it uses
a screen space overlay method while being controlled by the animator controller here which I don't even want to explain my goodness so let's just hit play and get started let's maximize and let's start a new game you guys ready oh man I hope this works I'm not sure if it's gonna work I haven't played this game in the editor in probably two years so knock on wood no that's fingers crossed let's go Loulou good we're loading up okay it's okay I think it's loading still okay good that's my daughter live now a song is a moving story of loss and hope it contains themes including traumatic death the some may find
emotionally upsetting to those who suffer know that you're not alone please ask for help so this is actually what's our time there was a boy an orphan with hurt a single toy his name was Pete his world was gray he found the friend one day it was no normal friend he'd found she was but the prettiest girl in town from that day on the suburb all our adventures every single mourn her name was read so she even had a small piano she'd play from sharps and flats to middle C she
talked Pete to play and read fateful evening they went looking for some place to play Pete and REM stumbled through a door one to an abandoned asylum floor so you could see that the levels learned in already a face of white snatched Warren out of sight Pete was not by grant at all he was timid scared and small and this was his last farewell for Pete it including a moment there so as you can see guys everything is already loaded all that was was a video overlaid on top of what was already loaded in this case the fade-out occurs and now I'm sleeping but it was already loaded and ready to go okay so a little bit about that introduction again illustrations are by Pete Cooper pro
bono illustrations those things would have cost me easily forty thousand because this guy is a blizzard veteran he's also a veteran like a real veteran which is awesome I don't know why but I tend to work with people in the military or who have been in the military Hector is my producer he's a military guy and then also Pete Cooper so thank you for your service guys and also thanks for serving nice video is brought to you by cold is it ok let's get started here let's maximize on play here sorry my hands I'm like crossed over because I'm using my right hand to use the mouse on the left side of my body because it's plugged into the computer because it's got a small USB cord so let's get moving here I could show you really quickly what this scene looks like but let me just play a little bit I'm sure you guys are tired of hearing me ramble so this is the very first tutorial of the game cheap space bars we
had to get that image the two space bar so those have to switch out based on whatever the device is from mobile all the way over to like Xbox controllers we had to get them to switch out so let's hit it same is true with the icons here this e icon check voicemail apparently these old phones had voicemail that's a sexy voice that's actually my wife I told her I said honey I need I need voice acting and I can't pay someone to do it can you come over here at voice act for me a gay by a gay a game by serenity Forge and at most games so these curtains are not actually programmed they're not actually 3d cloth there are three different layers of a PNG and each one is skewing and it's done in spine 2d
so those elevators were sort of created at the last minute developed by Eric Coburn again thank you Eric basically me and my brother played the game my brother is my biggest advisor when it comes to game mechanics his name is Steve and the original elevators were really confusing and he told me they needed some kind of indicator lights to tell the player that they need to jump twice so I had to scramble to get that done okay what's this a portrait the word smile is scratched into the parchment so all of these text boxes here had to be localized so we had to hire a
localization company to translate to 14 different languages so every single thing that you look at in the game is going to have a text file or in this case an Excel spreadsheet or a CSV file that has all of the different languages associated with this one portrait and they're these kind of interactive elements are all over the place in the game who are you who are you get out of here you creep let me show you really quickly guys what this scene looks like in scene view as you can see we got plenty of errors and those are being thrown even for a launch apple game launch bowl on Steam and Xbox and well actually we don't know for it's gonna launch on Xbox but so there's our little guy here this is actually a spine character you can see his bones let's
see if I can double click on him there we go so there he is his face looks 3d but it's not it's just his mouth is skewing but I guess in the future now that I know 3d I could probably do that but guys this game isn't not actually being this is a perspective mode that you've seen that PAP ers P that's perspective mode in the editor so it's giving that parallax feel everything looks like it's 3d kind of like Paper Mario Super Mario is 2d but it's also in perspective mode the game is actually in orthographic mode which means that if I move the camera there's no parallaxing occurring the parallaxing is fake in this game so let me show you really quick this is the game view and this is the scene view this is editor this is what the player sees if I run look what happens there's a parallaxing that's being faked things are moving based on the position
Z position away from the camera let's see if I can get a better view let's see let's go over here so you can see the background is actually moving faster than the foreground which is odd it's almost an inverse effect but when you actually look at the camera here you will notice if you look at the camera here it looks like it's in a 3d world or a better way to put it is like a 3 a 2.5 D world and that's all just basically a for loop or yeah it's looping through all of the elements in this scene finding its z ax position z axis position and sorry my else finding the z axis z axis position of various elements and moving them horizontally based on the camera pretty cool Erik did that Erik is really smart so he figured that
out all right let's just get through this level I'm getting bored s remember a smile I was carved into the parchment okay who are these creepy adults what is going on believe the mmm get out of here you creep what SM whoa I L creepy face obviously guys I'm gonna pretend like I'm surprised by all I've played this game a thousand times or more I'm not even kidding so I'm gonna act surprised
because that's what lets players should do right okay let's get moving so that was creepy what never saw that's a pretty good intro Thomas you did a good job thank you hopefully we're gonna get the first scene to load what do you guys think is it gonna work awesome fingers knocking on wood yay leave it or not getting Pete to wake up in that position was so hard I don't know why we had him appearing like on top of the piano and it falling through the piano and then he would like snap into position and then lay back down I
was like two years of that I think my mouse is good done charging okay so let's get started guys so that was a dream apparently let's zoom in here just a little bit there you go okay progress was saved all right we got a pretty little fireplace that's cozy whoops there we go this was actually one of the last things I added to this game we needed a fireplace to save the game booty bump Al's 1952 so it's best
friends oh so that looks like my main character a little Pete here and a girl that's Ren from the cutscene okay so interactable objects like this guys are gonna really help your game be successful even just bouncing on things or being able to run through grass and see a shake just adds a little tiny touch makes you feel like you're part of the world what does this say you're dusty mattress examined friend's parents are so nice sleeping here beats the old orphanage cot any day oh so I'm in Ren's house she's gone she got kidnapped by that creepy guy let's go now beautiful
again I'm pretending like I played this cave I haven't played this game this is a cool game wow this is so pretty redwood village [Music] you guys want to see what this looks like in the editor all right let's do it [Music] where is it are you anywhere there we go I think I found it there it is so I'm literally gone right now looking down on this village let's zoom on in so the camera is way back there okay so I got a double-click on something here there we go now we can focus on whoa whoa okay there we go you think this is how God looks at the world he just zooms in with his mouse all right so here is something I wanted
to show you we have these little vines here and these are just linked together with a custom let's turn the volume down a little bit with a custom script from Eric so he made these cool little vines so if I jump into them let's see if I can there we go it wiggle and bounce this isn't actually unities physics system this is all custom from Eric and you can see all the Ray casts coming out of the character and the different hit boxes that are generated custom from Eric's script turn it down just a little bit more here there we go okay so this is how the world looks in the editor ton of layers here this background is actually being used over and over and over again in this scene so we're in this little red screen box here as we're
calling them screen boxes and as we make our way let me show you as we make our way through the world it just pops into place over here so this whole other set of graphics is activated all right let's play looks like we got some craziness going on here kids are building the walls I think you're yeah you got something wrong in your head but growing my hair out to 1.7 3 meters will
make me feel like a god okay why is that mind your own business dude sorry [Music] where's Ren how so I mean you fainted and was kidnapped so the grown-ups went to black Fork asylum to try and find her geez sorry look for my dad because of you okay okay after I finished counting of course okay John that was a good chat thanks for being so encouraging all right so let's move on here what's this it's locked
with some kind of gemstone padlock the music was written by myself using Logic Pro and my Casio px 100 or 200 weighted keyboard plug it into Logic Pro and then you can have all kinds of instruments playing alright let's see what's in here it's a barbershop of some kind Redwyne barbershop a message is scribbled on the mirror CG CG B remember our song Pete Ren how did this get here [Music] red wind sonata a love song scribbled on the mirror bum bum bum bum hmm probably need to use that in the future don't you think man
what a cool cool game mechanic Thomas that's so unique did you come up with that on your own no I stole it from ocarina of time we all know that all right let's see what this little dude here is where's Ren buddy my curious friend if you must know there's my belief well my that your girlfriend is likely jeez Oh burlap see I laugh because I think about
the voice actresses and actors and meet up like I'll send them this script and I won't really tell them anything and they just read it perfectly knowing kind of what I was getting at with epilepsy being a five-year-old trying to understand how to say app epilepsy I think it's funny alright help me first okay okay am i right let's break this and I'll break down the dialogue system in a future episode and be sure if you're still watching thanks for thanks for watching please just wish list this game click the link below and that would really be in a lot to me if you wish list it's coming out on May 20th 2020 if it's already launched hey go check it out
[Music] no come on so all that is for the the pots is just two animations one to the left one to the right you can do it in both directions if you do it twice it's gonna do it a break animation so no real physics there it's all animation okay so we learned a song let's go to the piano here Heidi RINs house let's play that song we just learned so Believe It or Not guys the pause menu was probably one of the hardest things about making this game lots of elements here in the pause menu you can try and show it to you it really quickly here I'm not sure if we can see it here there it is so that's just a lot
going on a lot of different elements in this pause menu let's drag the game menu over here or the game over here and see what happens um oh it's pause that's why yeah so you can see there things are sort of animating in and out it's no no no no there we go so there's things animating over and disappearing it's hard to see the complexity because everything's being disabled but there are a lot of different elements that are hidden right now I'm trying to think is there a way to show you think there is oh hold on there it is here's the pause menu this is gonna get really really nauseating really fast look at all these card sets there it's just oh my goodness this is the whole menu with all the selection buttons there's the options
but it's just a big huge nightmare and so you know people wonder why it why does it cost half a million dollars to make a game how does it why does it cost some companies you know 50 million or whatever because there's a lot being managed and a lot that can go wrong even with something as simple quote/unquote as a pause menu there's just a lot going on here alright let's uh let's play that song we just learned CG CG be okay I type cgc dB what that sound effect is my favorite sound effect in the game that little snapping sound when a door closes alright here we go
Redwyne slugger Ren's vintage baseball bat with a cracking leather grip this thing aches for a good whacking okay so there's something to learn there guys any time you give a player an item even if it's as simple as swinging a bat around you want it to feel special so give them a big old explosion like a cool sound effect maybe even some applause okay and some sparkles and flash the screen make them feel really special and we do that a lot of times in this game even when you're giving the player something that is intangible you're making it tangible okay oh yeah so reward the player when you give them something here's the reward being able to break things that's all it all the player needs just a simple reward that's
a reward right there I can break a lantern or a lamppost it's that simple all right [Music] sorry I keep whistling I just really like this song alright I guess we couldn't leave without the bass and now we can get out classic Zelda mechanic can't leave the village until you get the sword alright how below the glitter Center in Kansas City is giving all of its residents free glitter for five years I thought that was pretty fun we're gonna stop right here we're gonna do another episode soon playing in the description maybe you know it's also in the description which listing wish lists never song give it a shot would really mean a lot to me um I can't talk we're
gonna try and hit 50,000 wish list by launch day which is May 20th man I'm gonna cross my fingers knock on the wood and give a good old-fashioned prayer and hope we hit 50,000 wish list anyways guys thanks for watching more episodes coming soon bye talk to you later see ya have fun give it a shot have a good time every birthday
This analysis examines the development and technical architecture of the indie game Neversong, a 2.5D adventure title developed in the Unity engine. The primary objective is to provide a behind-the-scenes look at the game’s construction, including its visual design, mechanical implementation, and the logistical challenges of independent game production. The developer emphasizes the importance of community engagement, specifically targeting a goal of 50,000 Steam wishlists by the game’s May 2020 launch.
The technical breakdown reveals that Neversong utilizes a 2.5D perspective, where the game world is rendered in orthographic mode while parallax effects are simulated through custom scripts that manipulate the Z-axis positioning of background elements. The game relies heavily on Spine 2D for character and object animation, rather than traditional 3D cloth physics. Interactive elements, such as the dialogue system and inventory management, are supported by extensive localization efforts, requiring the integration of CSV files to accommodate 14 different languages.
Key development insights include the use of pro-bono contributions from industry veterans for storybook illustrations and the implementation of custom physics scripts for environmental interactions like vines and elevators. The developer highlights that even seemingly simple features, such as a pause menu, involve significant complexity and potential for error, contributing to the high costs associated with game development. The project underscores the necessity of rewarding player progression through tangible feedback, such as sound effects and visual flourishes, to enhance the user experience. By showcasing the Unity editor’s scene view, the presentation illustrates the practical application of these tools in creating a cohesive, narrative-driven experience across multiple platforms, including PC, Nintendo Switch, PlayStation 4, and Xbox.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Thomas Brush · 2026
Thomas Brush · 2020
Comments