Precision Platformer
4 documents·2 publishers
Documents
Video34 min
What A $1,000,000 Game Looks Like In Unity (PontyPants' "A Difficult Game About Climbing")
- To maintain high performance and keep draw calls around 100, use MeshBaker to combine individual meshes and create texture atlases, which significantly reduces the overhead caused by multiple materials and draw calls.
- For precise gameplay in rage-style games, use an orthographic camera setup to ensure consistent player movement and avoid the visual distortion inherent in perspective rendering.
- Implement a foreground camera layer to render non-climbable objects in perspective, using depth-ramping shaders to darken these elements as they approach the camera to visually communicate their status to the player.
- Optimize real-time lighting by limiting the number of shadow-casting lights, ideally by creating a script that only enables shadows for the four lights closest to the player to prevent batch count spikes.
- Manage complex background visuals by using volumetric fog plugins for custom gradient control and triggering dynamic skybox changes based on the player's vertical position in the level.
Thomas BrushMay 2025
Video59 min
Super Meat Boy, A Team Meat Meatmortem
- The development of Super Meat Boy relied on non-formulaic, 'duct-taped' physics, with the creators spending two months exclusively refining movement and controls before testing individual levels.
- The team faced extreme financial pressure, with Tommy Refenes reporting a bank balance of -$853 during the final stages of development.
- The final development phase involved a grueling cycle where the team attempted to fix 129 bugs daily, only to have testers uncover more issues overnight, resulting in a month and a half of constant crunch.
- To secure console support, Refenes leveraged a bluff that he had ported the game to PlayStation in four days, which helped the team maintain leverage during negotiations with Microsoft.
- The developers prioritized game feel and personal vision over standard production workflows, often skipping necessary polish phases to meet E3 demo deadlines and promotional windows.
Game Developers ConferenceAug 2020
Video32 min
Level Design Workshop: Designing Celeste
- Level design in Celeste is structured as a hierarchy of stories, where individual screens represent quick, simple challenges that aggregate into larger, thematic area arcs.
- The development process relies on iterative 'brute force' refinement, evidenced by the developer discarding 20 levels from a single area because they failed to align with the intended mood.
- Levels are designed to be permissive, allowing for multiple solutions and emergent gameplay, which accommodates both casual players and speedrunners who may discover unintended shortcuts.
- The game teaches mechanics implicitly by using 'priming' levels that introduce concepts without text, often utilizing player death as a low-stakes, jarring tool to force reflection on game systems.
- Narrative beats are integrated directly into level design, such as increasing difficulty or specific environmental hazards that mirror the protagonist's emotional frustration with NPCs.
Game Developers ConferenceFeb 2018