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Cover of Adopting Continuous Delivery (In Sea of Thieves)
58 min
Game Developers Conference58 min

Adopting Continuous Delivery (In Sea of Thieves)

Transitioning from traditional waterfall development to a continuous delivery model has proven essential for the long-term sustainability of Sea of Thieves.

  • Rare adopted continuous delivery for 'Sea of Thieves' to transition from a monolithic waterfall process to a sustainable model that minimizes crunch while supporting long-term live service updates.
  • The studio successfully executed over 150 releases during the technical alpha phase, the highest volume of releases for any title on the Xbox platform at the time.
  • To manage risk, developers are encouraged to submit small, atomic changes daily, as larger batches of 500+ changes exponentially increase the likelihood of build failures and complex integration issues.
Game Developers ConferenceNov 2019
Cover of The Art of Firewatch
27 min
Game Developers Conference27 min

The Art of Firewatch

The development of the narrative exploration game Firewatch required a strategic approach to translating a bold, 2D graphic art style into an immersive 3D environment.

  • Campo Santo utilized a small, distributed team of ten to develop Firewatch, proving that resource constraints can be leveraged as an empowering design strategy.
  • To maintain a stylized 3D aesthetic, the team implemented a procedural sky system and custom 'stylistic fog' using RGB texture strips to manage atmospheric depth and mood-driven color shifts.
  • The team prioritized production efficiency by using a limited set of modular rock and tree assets, reserving high-detail artistic bandwidth exclusively for unique, narrative-critical props.
Game Developers ConferenceNov 2019
Cover of GAME DEV: I Played Your Games. (Again.)
52 min
Jonas Tyroller52 min

GAME DEV: I Played Your Games. (Again.)

Solo game development requires a disciplined approach that prioritizes polish and intuitive design over sheer content volume.

  • Prioritize high-quality polish and intuitive design over content volume to avoid the negative stigma associated with asset flips.
  • Focus on smaller, highly refined projects rather than overly complex scopes to ensure consistent UI and asset quality.
  • Improve player focus by placing critical status indicators near the player character instead of in peripheral screen corners.
Jonas TyrollerNov 2019
Cover of 2.5D is Easier Than You Think (Unity Tutorial)
15 min
Thomas Brush15 min

2.5D is Easier Than You Think (Unity Tutorial)

The development of 2.5D games—defined as 2D gameplay experiences that incorporate 3D depth and environmental elements—can be significantly streamlined by leveraging native Unity tools.

  • Developing 2.5D games in a 3D Unity project environment eliminates the labor-intensive process of manually layering individual 2D PNG files.
  • Unity’s native terrain system enables rapid environmental iteration by allowing developers to paint background depth and mountains directly into the scene.
  • Sprite shapes serve as an efficient alternative to traditional tile-based systems by generating walkable surfaces as lightweight meshes with custom textures and edge colliders.
Thomas BrushNov 2019
Cover of Return of the Zombie King how to beat the harder levels
5 min
How To Market A Game5 min

Return of the Zombie King how to beat the harder levels

Navigating the final stages of Return of the Zombie King, specifically worlds seven through nine, requires a disciplined approach to resource management and movement mechanics.

  • Prioritize defensive items like shields and spiked boots over traditional platforming to navigate hazardous environments safely in worlds seven through nine.
  • Minimize unnecessary movement by opting for single jumps instead of double or wall jumps to maintain better control and conserve energy.
  • Use shields to barrel directly through fireballs and dense enemy placements rather than attempting risky jumps over them.
How To Market A GameNov 2019
Cover of Parkour: How to Improve Freedom of Movement in First-Person Games in 20 Simple Steps
26 min
Game Developers Conference26 min

Parkour: How to Improve Freedom of Movement in First-Person Games in 20 Simple Steps

The development of parkour mechanics in the first-person game Dying Light required a shift from manual level design to a dynamic, runtime-based ledge detection system.

  • To detect climbable ledges in 3D space, Techland used a series of forward traces to identify obstacles, validated the space above and below for player fit, and performed vertical traces to pinpoint the exact climbable edge.
  • Techland optimized performance for complex parkour environments by implementing a 'carpet of traces' algorithm, which reduced computational overhead by batching geometry and processing traces with identical lengths and directions.
  • To solve precision issues in first-person jumping, the developers implemented a 'coyote time' mechanic that allowed players to jump even when slightly off an object, effectively extending the jump window by approximately 20 centimeters.
Game Developers ConferenceNov 2019
Cover of ANYONE Can Illustrate 2D Games (Making Crappy Games Look Good)
13 min
Thomas Brush13 min

ANYONE Can Illustrate 2D Games (Making Crappy Games Look Good)

This analysis outlines a methodology for improving the aesthetic quality of 2D game illustrations, specifically targeting developers with limited artistic experience.

  • Professional visual polish is achievable for non-artists by prioritizing color theory, lighting, and post-processing over complex illustration skills.
  • Establish a cohesive aesthetic by using a limited color palette and applying complementary colors to generate visual interest.
  • Create depth and focus by desaturating background elements while increasing contrast and saturation for foreground objects.
Thomas BrushNov 2019
Cover of Can I Finish my Game in 1 Week? | Devlog
12 min
Jonas Tyroller12 min

Can I Finish my Game in 1 Week? | Devlog

This summary examines the final phase of a four-week development sprint for the indie game Will You Snail, a platformer featuring an AI antagonist that predicts player movement.

  • Indie developers can reach publish-ready milestones through disciplined, time-boxed development cycles without resorting to excessive crunch.
  • Strategic planning must include buffer time to account for unforeseen technical hurdles that arise during the final stages of production.
  • Maintaining a sustainable workflow, such as limiting daily development to six hours, is effective for preventing burnout during intensive sprint phases.
Jonas TyrollerNov 2019
Cover of Heaven's Vault: Creating a Dynamic Detective Story
64 min
Game Developers Conference64 min

Heaven's Vault: Creating a Dynamic Detective Story

The development of Heaven’s Vault centers on the creation of a dynamic, non-linear detective experience that prioritizes player agency through a continuous, 3D-world narrative.

  • The game replaces traditional branching narrative trees with an atomized content system, where dialogue and events are triggered by logical preconditions rather than fixed sequences.
  • To maintain narrative momentum, the system uses hierarchical buckets of content that scale from individual moments to the entire game scope, preventing narrative dead air.
  • A procedural evidence generator dynamically places clues based on player needs, balancing open-world freedom with the requirement for a consistent investigative pace.
Game Developers ConferenceNov 2019
Cover of Don't Record 600 Voice Lines for Your Indie Game.
12 min
Jonas Tyroller12 min

Don't Record 600 Voice Lines for Your Indie Game.

The process of integrating extensive voice acting into an indie game requires significant time management and technical preparation, often exceeding initial development estimates.

  • Underestimating high-volume voice production can cause significant project delays, as a task initially estimated at two days can realistically expand to a full week of labor.
  • Integrating 605 individual voice lines creates major production bottlenecks due to the labor-intensive nature of manual file naming, organizational batching, and consistent audio processing.
  • Extensive voice acting requirements often force developers to sacrifice other planned features, such as end-game statistic screens, to maintain core development timelines.
Jonas TyrollerNov 2019
Cover of Audio Overview (Unity Tutorial!)
17 min
Thomas Brush17 min

Audio Overview (Unity Tutorial!)

Effective audio design is a critical component of game development, often accounting for a significant portion of the player experience.

  • Unity’s Audio Mixer uses snapshots to apply environmental effects like reverb or echo, enabling seamless acoustic transitions between distinct game spaces.
  • Animation events are the primary method for synchronizing sound effects, such as footsteps or combat, by embedding triggers directly into animation timelines.
  • Spatial audio and crossfading for ambient loops are managed through trigger zones defined by custom scripts and gizmos based on player positioning.
Thomas BrushNov 2019
Cover of GDC Plays The Outer Worlds with Tim Cain and Leonard Boyarsky
56 min
Game Developers Conference56 min

GDC Plays The Outer Worlds with Tim Cain and Leonard Boyarsky

The Outer Worlds succeeds by balancing accessibility with the mechanical depth expected of the role-playing genre.

  • To improve accessibility for casual players, the developers prioritized a streamlined character creation process, deferring complex skill point allocation, perks, and flaws until later in the gameplay experience.
  • The development team maintained game stability and quality by implementing a rigorous documentation process, where designers mapped out supported playthrough paths early in production to guide QA testing.
  • To ensure narrative depth, the writers focused on creating moral ambiguity by designing characters who may appear to be making 'evil' or 'bad' choices for what they perceive as noble or misguided reasons.
Game Developers ConferenceOct 2019

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