{"id":392336,"date":"2024-06-29T10:21:32","date_gmt":"2024-06-29T10:21:32","guid":{"rendered":"http:\/\/savepearlharbor.com\/?p=392336"},"modified":"-0001-11-30T00:00:00","modified_gmt":"-0001-11-29T21:00:00","slug":"","status":"publish","type":"post","link":"https:\/\/savepearlharbor.com\/?p=392336","title":{"rendered":"<span>A bit about our currently nameless game company, and what we\u2019re working on at the moment<\/span>"},"content":{"rendered":"<div><!--[--><!--]--><\/div>\n<div id=\"post-content-body\">\n<div>\n<div class=\"article-formatted-body article-formatted-body article-formatted-body_version-2\">\n<div xmlns=\"http:\/\/www.w3.org\/1999\/xhtml\">\n<p>Hey everyone! I represent a game studio without a name, and the project we\u2019re working on goes by the technical name of &#171;CGDrone&#187;. I started writing this article earlier today, having tortured myself for ages with sketches, colours, algorithms and correcting bugs in rotations based on quaternions (the last one just about finished me off). You can probably understand I needed a break.<\/p>\n<p>I\u2019ve often come across stories people have posted online about how they made their game, the difficulties they faced, and the result they achieved at the end. Likewise, our team has its own story, and I\u2019d like to share a bit about it.<\/p>\n<h2>The beginning<\/h2>\n<p>It all started at uni, towards the end of my master\u2019s. Me and a coursemate from another group decided to make our own super cool 3D first-person puzzle game. Why did we decide to make a game? Well, I had some experience of drawing, specialised in art at school, and my teammate had experience of 3D modelling. And after all, we\u2019re both programmers, and we\u2019ve made games before whilst working in companies. Why a puzzle game? Because we like puzzles.\u00a0<\/p>\n<p>We divided all the various tasks roughly 50-50 between the two of us, or each one of us basically took on the tasks we could do. On the one hand, having two people on your team means each person gets half the workload! Quite nice really \ud83d\ude42 And overseeing your teammates\u2019 work doesn\u2019t take up as much time than if there were, say, 30 other people.<\/p>\n<p>So, basically, everything fell into place: I was to be responsible for all the code and the graphics (shaders, lighting, post processing effects), and my teammate for the levels, and legal issues. At the start his modelling was better than mine, but after a while I realised that constantly asking him to re-do some model or other was just hassling him and taking his focus away from the key tasks. Also, the requirements for a given model could change quite frequently and I didn\u2019t want to drive him mad by making him do 1000 corrections each day. So, I took on responsibility for modelling too.\u00a0<\/p>\n<p>At the very start we decided on an idea for the game, its laws and mechanics, tested everything out in our heads, on paper and on Unity, and planned out a networking mode.<\/p>\n<p>You won\u2019t believe it, but I\u2019ve now got two folders worth of sketches for the project, and sometimes I still have to sketch out pictures, go through different ideas and compare different objects. Here are some examples from the sketches I\u2019ve done:<\/p>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/12c\/5b3\/e0c\/12c5b3e0c4b635478ae5d3fbaf1f757a.jpg\" width=\"640\" height=\"454\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/12c\/5b3\/e0c\/12c5b3e0c4b635478ae5d3fbaf1f757a.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/3b5\/c16\/f64\/3b5c16f64a27ac336d816dac8b7e12a0.jpg\" width=\"1080\" height=\"753\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/3b5\/c16\/f64\/3b5c16f64a27ac336d816dac8b7e12a0.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/89c\/1b4\/119\/89c1b4119acb908ef3ad017c929d5c4b.jpg\" width=\"640\" height=\"454\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/89c\/1b4\/119\/89c1b4119acb908ef3ad017c929d5c4b.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/7fe\/a01\/2f9\/7fea012f9f9c2b29c27860df74a63a22.jpg\" width=\"631\" height=\"469\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/7fe\/a01\/2f9\/7fea012f9f9c2b29c27860df74a63a22.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<p>As it stands we\u2019ve already published most of our sketches on Twitter and Instagram\u2026\u00a0<\/p>\n<p>We also tried to get some of our acquaintances involved in the project. At one point we had two girls (designers\/artists), a game designer and another programmer on the team as well as us. After 2-3 weeks the programmer went to work in a big company, after attempting to create a structure for the project and build one game object &#8212; some random object with an \u201ceye\u201d which follows the player. Then the designers abandoned us. The game designer turned out to be made of stronger stuff though. He stayed with us till the last, although he didn\u2019t actually produce any concrete results \ud83d\ude42<\/p>\n<p>Btw, at that time the game looked like this:<\/p>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/f7e\/dd8\/1d0\/f7edd81d0b5daeeeb48ce66093738a6d.jpg\" width=\"2257\" height=\"1515\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/f7e\/dd8\/1d0\/f7edd81d0b5daeeeb48ce66093738a6d.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/126\/e3b\/699\/126e3b6996cf2af327658bb09fe4ce37.jpg\" width=\"2880\" height=\"1406\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/126\/e3b\/699\/126e3b6996cf2af327658bb09fe4ce37.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/8cb\/8e1\/d59\/8cb8e1d592f8154821e712e933f605a4.jpg\" width=\"2874\" height=\"1418\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/8cb\/8e1\/d59\/8cb8e1d592f8154821e712e933f605a4.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/f5f\/f02\/008\/f5ff020087024431b325e9bf8f93222d.jpg\" width=\"2868\" height=\"1452\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/f5f\/f02\/008\/f5ff020087024431b325e9bf8f93222d.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/b8c\/a77\/c13\/b8ca77c13a6d3e29f621948843433011.jpg\" width=\"2870\" height=\"1420\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/b8c\/a77\/c13\/b8ca77c13a6d3e29f621948843433011.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<p>The models shown on the pictures are some of the first versions we did. I\u2019ve not posted these pictures to show the graphics or mechanics, but in order to show how everything looked at the stage when we were working on the mechanics and testing everything out.<\/p>\n<p>And a few more sketches:<\/p>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/e09\/e98\/b4d\/e09e98b4de965e11962bc0c007f7d9dd.jpg\" width=\"640\" height=\"640\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/e09\/e98\/b4d\/e09e98b4de965e11962bc0c007f7d9dd.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w780q1\/getpro\/habr\/upload_files\/0f0\/dc4\/078\/0f0dc40780e765e1f7558afeba4c4cad.jpg\" width=\"640\" height=\"540\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/0f0\/dc4\/078\/0f0dc40780e765e1f7558afeba4c4cad.jpg\" data-blurred=\"true\"\/><figcaption><\/figcaption><\/figure>\n<h2>A little about a lot: Networking<\/h2>\n<p>Initially we wanted to build in a multiplayer mode, but as it turned out, it really wasn\u2019t worth it. I tried my best to make it work and clung onto it like a cat with a fish. We had built rooms, levels, and networking functions on the main objects. But all this was moving along so slowly, and our time was basically disappearing into a black hole with all the testing and debugging. Here\u2019s how our interface looked:<\/p>\n<figure class=\"full-width\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/habrastorage.org\/r\/w1560\/getpro\/habr\/upload_files\/8f1\/215\/38a\/8f121538af87c916fb752c1127201503.png\" width=\"2832\" height=\"1410\" data-src=\"https:\/\/habrastorage.org\/getpro\/habr\/upload_files\/8f1\/215\/38a\/8f121538af87c916fb752c1127201503.png\"\/><figcaption><\/figcaption><\/figure>\n<p>We did a lot of work on the networking mode, even installed a web chat (the envelope icon) and a voice chat system (the microphone icon).<\/p>\n<p>Later on I realised one important thing: the multiplayer function was cool, but if you\u2019ve got two people on your team and neither have any experience with it (not counting the networking labs we did in uni), it\u2019s better to put the networking to one side and focus on the main aspects of the game:<\/p>\n<blockquote>\n<p>A bird in the hand is worth two in the bush<\/p>\n<\/blockquote>\n<h2>Attempting to expand our team<\/h2>\n<p>At some point I started trying to attract high-level artists to work on our project with us &#8212; but that didn\u2019t go anywhere. The reasons for that turned out to be quite obvious: <\/p>\n<ul>\n<li>\n<p>Professional artists want cash, and we can only offer enthusiasm<\/p>\n<\/li>\n<li>\n<p>For the most part, non-professional artists (in my experience) like to just get creative and instead of doing everything according to our plan, they get carried away and start taking on the role of main game designer and then don\u2019t want to do anything else\u2026<\/p>\n<\/li>\n<li>\n<p>Motivating a team takes up a lot of time in itself!<\/p>\n<\/li>\n<\/ul>\n<p>I also realised that we can\u2019t afford to be spending our time giving tasks to people who are working for us purely out of enthusiasm, because at the end of the day it\u2019s very likely they will leave us anyway. So, we decided to just do everything ourselves and stop looking for other additions to the team. The one big advantage of this can be summarised as follows:\u00a0<\/p>\n<blockquote>\n<p>We rely on the strength of our hands, the hands of our friends and the anchored piton &#8212; and pray that the belay doesn\u2019t fail.<\/p>\n<p>&lt;V.S. Vysotsky><\/p>\n<\/blockquote>\n<p>We\u2019re still working as hard as ever on our project. We\u2019ve already done a huge portion of the main work, and now we\u2019re focussing on optimisation, polishing up the graphics, the animations, and the story.<\/p>\n<p>One translator also joined us not long ago, and has started working on the scenario \ud83d\ude42 She\u2019s been working with us for a year now (out of enthusiasm, like us).\u00a0<\/p>\n<p>Here\u2019s some links to us: \u00a0<a href=\"https:\/\/twitter.com\/CGAleksey\" rel=\"noopener noreferrer nofollow\">twitter<\/a>  \/\/  <a href=\"https:\/\/www.instagram.com\/cgaleksey\" rel=\"noopener noreferrer nofollow\">instagram<\/a>  \/\/  <a href=\"https:\/\/vk.com\/treloadhttps:\/\/vk.com\/treload\" rel=\"noopener noreferrer nofollow\">vk<\/a><\/p>\n<\/div>\n<\/div>\n<\/div>\n<p><!----><!----><\/div>\n<p><!----><!----><br \/> \u0441\u0441\u044b\u043b\u043a\u0430 \u043d\u0430 \u043e\u0440\u0438\u0433\u0438\u043d\u0430\u043b \u0441\u0442\u0430\u0442\u044c\u0438 <a href=\"https:\/\/habr.com\/ru\/articles\/541178\/\"> https:\/\/habr.com\/ru\/articles\/541178\/<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<div><!--[--><!--]--><\/div>\n<div id=\"post-content-body\">\n<div>\n<div class=\"article-formatted-body article-formatted-body article-formatted-body_version-2\">\n<div xmlns=\"http:\/\/www.w3.org\/1999\/xhtml\">\n<p>Hey everyone! I represent a game studio without a name, and the project we\u2019re working on goes by the technical name of &#171;CGDrone&#187;. I started writing this article earlier today, having tortured myself for ages with sketches, colours, algorithms and correcting bugs in rotations based on quaternions (the last one just about finished me off). You can probably understand I needed a break.<\/p>\n<p>I\u2019ve often come across stories people have posted online about how they made their game, the difficulties they faced, and the result they achieved at the end. Likewise, our team has its own story, and I\u2019d like to share a bit about it.<\/p>\n<h2>The beginning<\/h2>\n<p>It all started at uni, towards the end of my master\u2019s. Me and a coursemate from another group decided to make our own super cool 3D first-person puzzle game. Why did we decide to make a game? Well, I had some experience of drawing, specialised in art at school, and my teammate had experience of 3D modelling. And after all, we\u2019re both programmers, and we\u2019ve made games before whilst working in companies. Why a puzzle game? Because we like puzzles.\u00a0<\/p>\n<p>We divided all the various tasks roughly 50-50 between the two of us, or each one of us basically took on the tasks we could do. On the one hand, having two people on your team means each person gets half the workload! Quite nice really \ud83d\ude42 And overseeing your teammates\u2019 work doesn\u2019t take up as much time than if there were, say, 30 other people.<\/p>\n<p>So, basically, everything fell into place: I was to be responsible for all the code and the graphics (shaders, lighting, post processing effects), and my teammate for the levels, and legal issues. At the start his modelling was better than mine, but after a while I realised that constantly asking him to re-do some model or other was just hassling him and taking his focus away from the key tasks. Also, the requirements for a given model could change quite frequently and I didn\u2019t want to drive him mad by making him do 1000 corrections each day. So, I took on responsibility for modelling too.\u00a0<\/p>\n<p>At the very start we decided on an idea for the game, its laws and mechanics, tested everything out in our heads, on paper and on Unity, and planned out a networking mode.<\/p>\n<p>You won\u2019t believe it, but I\u2019ve now got two folders worth of sketches for the project, and sometimes I still have to sketch out pictures, go through different ideas and compare different objects. Here are some examples from the sketches I\u2019ve done:<\/p>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<p>As it stands we\u2019ve already published most of our sketches on Twitter and Instagram\u2026\u00a0<\/p>\n<p>We also tried to get some of our acquaintances involved in the project. At one point we had two girls (designers\/artists), a game designer and another programmer on the team as well as us. After 2-3 weeks the programmer went to work in a big company, after attempting to create a structure for the project and build one game object &#8212; some random object with an \u201ceye\u201d which follows the player. Then the designers abandoned us. The game designer turned out to be made of stronger stuff though. He stayed with us till the last, although he didn\u2019t actually produce any concrete results \ud83d\ude42<\/p>\n<p>Btw, at that time the game looked like this:<\/p>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<p>The models shown on the pictures are some of the first versions we did. I\u2019ve not posted these pictures to show the graphics or mechanics, but in order to show how everything looked at the stage when we were working on the mechanics and testing everything out.<\/p>\n<p>And a few more sketches:<\/p>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<h2>A little about a lot: Networking<\/h2>\n<p>Initially we wanted to build in a multiplayer mode, but as it turned out, it really wasn\u2019t worth it. I tried my best to make it work and clung onto it like a cat with a fish. We had built rooms, levels, and networking functions on the main objects. But all this was moving along so slowly, and our time was basically disappearing into a black hole with all the testing and debugging. Here\u2019s how our interface looked:<\/p>\n<figure class=\"full-width\"><figcaption><\/figcaption><\/figure>\n<p>We did a lot of work on the networking mode, even installed a web chat (the envelope icon) and a voice chat system (the microphone icon).<\/p>\n<p>Later on I realised one important thing: the multiplayer function was cool, but if you\u2019ve got two people on your team and neither have any experience with it (not counting the networking labs we did in uni), it\u2019s better to put the networking to one side and focus on the main aspects of the game:<\/p>\n<blockquote>\n<p>A bird in the hand is worth two in the bush<\/p>\n<\/blockquote>\n<h2>Attempting to expand our team<\/h2>\n<p>At some point I started trying to attract high-level artists to work on our project with us &#8212; but that didn\u2019t go anywhere. The reasons for that turned out to be quite obvious: <\/p>\n<ul>\n<li>\n<p>Professional artists want cash, and we can only offer enthusiasm<\/p>\n<\/li>\n<li>\n<p>For the most part, non-professional artists (in my experience) like to just get creative and instead of doing everything according to our plan, they get carried away and start taking on the role of main game designer and then don\u2019t want to do anything else\u2026<\/p>\n<\/li>\n<li>\n<p>Motivating a team takes up a lot of time in itself!<\/p>\n<\/li>\n<\/ul>\n<p>I also realised that we can\u2019t afford to be spending our time giving tasks to people who are working for us purely out of enthusiasm, because at the end of the day it\u2019s very likely they will leave us anyway. So, we decided to just do everything ourselves and stop looking for other additions to the team. The one big advantage of this can be summarised as follows:\u00a0<\/p>\n<blockquote>\n<p>We rely on the strength of our hands, the hands of our friends and the anchored piton &#8212; and pray that the belay doesn\u2019t fail.<\/p>\n<p>&lt;V.S. Vysotsky><\/p>\n<\/blockquote>\n<p>We\u2019re still working as hard as ever on our project. We\u2019ve already done a huge portion of the main work, and now we\u2019re focussing on optimisation, polishing up the graphics, the animations, and the story.<\/p>\n<p>One translator also joined us not long ago, and has started working on the scenario \ud83d\ude42 She\u2019s been working with us for a year now (out of enthusiasm, like us).\u00a0<\/p>\n<p>Here\u2019s some links to us: \u00a0<a href=\"https:\/\/twitter.com\/CGAleksey\" rel=\"noopener noreferrer nofollow\">twitter<\/a>  \/\/  <a href=\"https:\/\/www.instagram.com\/cgaleksey\" rel=\"noopener noreferrer nofollow\">instagram<\/a>  \/\/  <a href=\"https:\/\/vk.com\/treloadhttps:\/\/vk.com\/treload\" rel=\"noopener noreferrer nofollow\">vk<\/a><\/p>\n<\/div>\n<\/div>\n<\/div>\n<p><!----><!----><\/div>\n<p><!----><!----><br \/> \u0441\u0441\u044b\u043b\u043a\u0430 \u043d\u0430 \u043e\u0440\u0438\u0433\u0438\u043d\u0430\u043b \u0441\u0442\u0430\u0442\u044c\u0438 <a href=\"https:\/\/habr.com\/ru\/articles\/541178\/\"> https:\/\/habr.com\/ru\/articles\/541178\/<\/a><br \/><\/br><\/br><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-392336","post","type-post","status-publish","format-standard","hentry"],"_links":{"self":[{"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=\/wp\/v2\/posts\/392336","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=392336"}],"version-history":[{"count":0,"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=\/wp\/v2\/posts\/392336\/revisions"}],"wp:attachment":[{"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=392336"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=392336"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/savepearlharbor.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=392336"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}