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Idea%on
Before	
  we	
  landed	
  on	
  Chad	
  we	
  had	
  an	
  idea	
  for	
  a	
  puzzle	
  game	
  in	
  
which	
  you	
  controlled	
  mul%ple	
  cubes	
  that	
  could	
  climb	
  on	
  top	
  of	
  each	
  
other	
  and	
  stacked	
  to	
  get	
  over	
  a	
  wall.	
  I	
  think	
  we	
  all	
  decided	
  that	
  this	
  
game	
  could	
  end	
  up	
  being	
  boring	
  and	
  possibly	
  quite	
  hard	
  to	
  do.	
  We	
  
knew	
  we	
  wanted	
  something	
  instantly	
  addic%ve	
  and	
  something	
  
rela%vely	
  simple	
  to	
  do	
  for	
  our	
  first	
  ever	
  game.	
  I	
  thought	
  back	
  to	
  my	
  
childhood	
  with	
  games	
  and	
  remembered	
  this	
  one	
  mini	
  game	
  that	
  was	
  
part	
  of	
  an	
  old	
  Gameboy	
  Advanced	
  game	
  that	
  I	
  was	
  extremely	
  addicted	
  to.	
  It	
  was	
  an	
  endless	
  runner	
  
of	
  this	
  small	
  guy	
  that	
  had	
  to	
  dodge	
  these	
  endless	
  rounds	
  of	
  obstacles.	
  Mo	
  suggested	
  a	
  game	
  with	
  a	
  
similar	
  premise	
  ska%ng	
  game	
  with	
  limited	
  controls	
  in	
  which	
  you	
  can	
  either	
  jump,	
  double	
  jump	
  and	
  
duck	
  out	
  the	
  way	
  of	
  these	
  obstacles.	
  The	
  group	
  liked	
  the	
  idea	
  and	
  immediately	
  started	
  
brainstorming	
  stories	
  behind	
  this	
  ska%ng	
  character,	
  what	
  he	
  looked	
  like	
  and	
  what	
  his	
  name	
  was.	
  
We	
  drew	
  influence	
  from	
  the	
  cool	
  ‘ska%ng	
  dude	
  persona’	
  like	
  such	
  character	
  as	
  Mart	
  McFly	
  from	
  
Back	
  To	
  The	
  Future	
  and	
  other	
  cool	
  dude	
  characters	
  like	
  Ferris	
  Bueller.	
  This	
  drew	
  us	
  to	
  the	
  80’s,	
  the	
  
decade	
  in	
  which	
  most	
  of	
  the	
  character	
  we	
  were	
  discussing	
  came	
  from.	
  We	
  also	
  came	
  up	
  with	
  the	
  
name	
  ‘Chad’	
  a	
  name	
  that	
  we	
  believed	
  summed	
  up	
  this	
  American	
  cool	
  guy	
  persona.	
  We	
  quickly	
  
started	
  discussing	
  the	
  art	
  design	
  for	
  the	
  game	
  and	
  how	
  we	
  all	
  wanted	
  this	
  retro,	
  colourful	
  design	
  
reminiscent	
  of	
  the	
  80s.	
  We	
  wanted	
  the	
  style	
  to	
  mirror	
  that	
  of	
  games	
  made	
  in	
  the	
  80s,	
  and	
  to	
  evoke	
  
a	
  nostalgia,	
  so	
  we	
  decided	
  on	
  a	
  complete	
  ’8-­‐bit’	
  design.	
  We	
  started	
  looking	
  at	
  8	
  bit	
  art	
  and	
  8	
  bit	
  
cityscapes	
  and	
  drew	
  out	
  some	
  quick	
  character	
  art	
  of	
  the	
  basics	
  of	
  what	
  this	
  cool	
  dude	
  would	
  look	
  
like,	
  blond	
  mullet,	
  sunglasses.	
  Then	
  Andy	
  ran	
  with	
  it,	
  crea%ng	
  a	
  character	
  designed	
  in	
  8	
  bit,	
  
incorpora%ng	
  the	
  basics	
  of	
  our	
  basic	
  sketches.
Pre	
  Produc%on
The	
  pre	
  produc%on	
  stage	
  of	
  Chad	
  was	
  all	
  about	
  taking	
  ac%on	
  on	
  what	
  we	
  were	
  planning.	
  A	
  
significant	
  element	
  was	
  developing	
  the	
  character	
  of	
  Chad	
  in	
  
different	
  ways.	
  
Our	
  first	
  design	
  for	
  Chad	
  looked	
  almost	
  like	
  a	
  
collage	
  and	
  didn’t	
  really	
  have	
  a	
  dis%nct	
  style.
Aside	
  from	
  the	
  chunky,	
  bold	
  cartoon	
  features	
  were	
  
actual	
  real	
  life	
  stock	
  photos	
  of	
  hands	
  and	
  shoes	
  
and	
  looking	
  back,	
  this	
  looked	
  odd	
  and	
  a	
  liRle	
  too	
  
plain.	
  
The	
  feedback	
  that	
  we	
  received	
  from	
  our	
  ini%al	
  
pitch	
  was	
  mainly	
  posi%ve,	
  with	
  the	
  storyline	
  and	
  theme	
  being	
  credited	
  for	
  its	
  originality.	
  We	
  
men%oned	
  an	
  8	
  bit	
  theme	
  and	
  our	
  target	
  audience	
  urged	
  us	
  to	
  move	
  forward	
  with	
  that	
  rather	
  than	
  
the	
  design	
  of	
  Chad’s	
  model	
  that	
  we	
  already	
  had	
  on	
  show.	
  So,	
  whilst	
  keeping	
  some	
  his	
  defini%ve	
  
features	
  in	
  tact,	
  we	
  dras%cally	
  modified	
  his	
  image.	
  The	
  addi%on	
  of	
  the	
  leather	
  jacket	
  added	
  a	
  
layered	
  look	
  to	
  his	
  characters	
  fashion	
  sense	
  and	
  added	
  more	
  depth	
  to	
  both	
  his	
  look	
  and	
  his	
  image.	
  
Chad
Development Pipeline
We	
  began	
  work	
  on	
  the	
  background	
  and	
  objects	
  found	
  in	
  the	
  game.	
  ATer	
  some	
  research,	
  we	
  
devised	
  a	
  way	
  to	
  create	
  a	
  template	
  for	
  8	
  bit	
  art	
  in	
  Illustrator.	
  We	
  also	
  researched	
  how	
  to	
  create	
  
effec%ve	
  8	
  bit	
  art	
  via	
  tutorials	
  and	
  looking	
  at	
  work	
  we	
  liked	
  online.	
  The	
  buildings,	
  inspired	
  by	
  an	
  8	
  
bit	
  skyline	
  we	
  had	
  found	
  on	
  Google	
  image,	
  were	
  the	
  first	
  to	
  be	
  drawn	
  out.	
  We	
  tried	
  hard	
  to	
  form	
  a	
  
realis%c	
  metropolis,	
  layering	
  smaller	
  buildings	
  over	
  larger	
  ones	
  and	
  going	
  into	
  as	
  much	
  detailed	
  as	
  
varying	
  window	
  sizes	
  for	
  different	
  buildings.	
  We	
  created	
  two	
  different	
  pages	
  of	
  the	
  buildings	
  in	
  
different	
  arrangements,	
  in	
  an	
  aRempt	
  to	
  vary	
  the	
  paRerns	
  of	
  buildings	
  scrolling	
  past	
  in	
  the	
  game	
  to	
  
make	
  it	
  more	
  realis%c.	
  Making	
  sure	
  to	
  colour	
  the	
  majority	
  of	
  it	
  with	
  purple,	
  a	
  colour	
  the	
  opposite	
  
side	
  of	
  the	
  colour	
  wheel	
  to	
  the	
  buildings	
  lighter	
  green	
  shade,	
  the	
  background	
  was	
  next	
  to	
  be	
  
“pixeled”	
  in.	
  Our	
  background	
  design	
  s%ll	
  does	
  resemble	
  our	
  s%mulus	
  image	
  but	
  we	
  thought	
  best	
  to	
  
use	
  a	
  wider	
  range	
  of	
  bright	
  colours	
  to	
  enhance	
  the	
  80’s	
  theme.
To	
  inspire	
  the	
  game’s	
  story	
  and	
  theme	
  and	
  its	
  development,	
  we	
  decided	
  to	
  start	
  work	
  on	
  the	
  
musical	
  aspects	
  of	
  the	
  game	
  early	
  on.	
  We	
  pieced	
  together	
  a	
  main	
  music	
  track	
  and	
  had	
  formed	
  the	
  
idea	
  that	
  the	
  levels	
  would	
  progressively	
  gain	
  pace	
  so	
  two	
  other	
  tracks	
  were	
  created	
  but	
  in	
  higher	
  
pitches	
  and	
  with	
  faster	
  BPMs.	
  However,	
  these	
  tracks	
  were	
  soTened	
  with	
  light	
  keyboard	
  melodies	
  
that	
  held	
  the	
  cheesy	
  vibe	
  of	
  the	
  80’s	
  pop	
  music	
  but	
  lacked	
  the	
  true	
  sound	
  of	
  the	
  era’s	
  synthesisers	
  
and	
  this	
  would	
  give	
  the	
  game	
  a	
  lack	
  of	
  authen%city.	
  We	
  decided	
  to	
  create	
  a	
  new	
  set	
  of	
  tracks,	
  all	
  
different,	
  that	
  featured	
  a	
  melodic	
  main	
  theme,	
  a	
  up-­‐tempo	
  and	
  bass	
  dominated	
  gameplay	
  track	
  
and	
  then	
  a	
  u%lity	
  track	
  with	
  some	
  harmonising	
  synth	
  riffs	
  to	
  fill	
  any	
  
gaps	
  where	
  we	
  might	
  need	
  music.	
  We	
  also	
  used	
  the	
  keyboards	
  to	
  
create	
  sounds	
  for	
  poten%al	
  enemies	
  and	
  power	
  ups,	
  the	
  enemies	
  
being	
  represented	
  by	
  the	
  distorted	
  sound	
  of	
  a	
  modified	
  drum	
  
machine	
  snare	
  and	
  the	
  power	
  up	
  sound	
  being	
  a	
  very	
  fast,	
  ascending	
  
scale.
We	
  posted	
  these	
  sounds	
  on	
  our	
  Soundcloud	
  account	
  for	
  anonymous	
  
feedback	
  and	
  it	
  came	
  back	
  strong.	
  It	
  turns	
  out	
  that	
  the	
  more	
  
authen%cally	
  retro	
  something	
  sounds	
  nowadays,	
  the	
  more	
  
fascina%ng	
  it	
  seems	
  to	
  be…
Produc%on
The	
  beginning	
  of	
  our	
  produc%on	
  was	
  a	
  liRle	
  rushed	
  to	
  say	
  the	
  least.	
  We	
  elongated	
  the	
  default	
  
tablet	
  screen	
  we	
  had	
  open	
  in	
  Gamesalad	
  to	
  a	
  great	
  extent	
  and	
  simply	
  added	
  a	
  range	
  of	
  different	
  
rectangles	
  and	
  cubes	
  in	
  a	
  long	
  line.	
  We	
  at	
  least	
  created	
  the	
  yellow	
  cube	
  that	
  would	
  end	
  up	
  actually	
  
being	
  ‘Chad’.	
  However,	
  the	
  parallax	
  scrolling	
  background	
  could	
  not	
  be	
  formed	
  in	
  such	
  a	
  limited	
  
game	
  environment	
  as	
  there	
  was	
  nothing	
  destroying	
  the	
  instances	
  of	
  the	
  background	
  that	
  were	
  
already	
  past	
  the	
  leT	
  of	
  the	
  screen.	
  We	
  found	
  a	
  way	
  around	
  this	
  though,	
  with	
  the	
  crea%on	
  of	
  spawn	
  
and	
  destroy	
  rule	
  for	
  the	
  instances	
  and	
  a	
  few	
  strategically	
  placed	
  aRributes.	
  ATer	
  adjus%ng	
  the	
  size	
  
of	
  our	
  designed	
  background	
  and	
  buildings,	
  we	
  were	
  able	
  to	
  insert	
  them	
  in	
  and	
  shortly	
  aTerwards,	
  
and	
  add
in	
  the	
  corresponding	
  images	
  to	
  cover	
  the	
  rectangles	
  that	
  were	
  ac%ng	
  as	
  the	
  wall	
  obstacles.	
  A	
  
member	
  of	
  our	
  team,	
  Andy,	
  spent	
  hours	
  mastering	
  the	
  technique	
  of	
  randomizing	
  the	
  spawning	
  of	
  
the	
  obstacles.	
  He	
  created	
  several	
  ‘randomize’	
  aRributes	
  in	
  the	
  spawn	
  actor	
  and	
  assigned	
  each	
  
obstacle	
  to	
  a	
  different	
  number	
  and	
  if	
  that	
  number	
  was	
  randomly	
  selected,	
  the	
  corresponding	
  
obstacle	
  would	
  spawn.	
  An	
  issue	
  that	
  arose	
  towards	
  the	
  laRer	
  part	
  of	
  the	
  main	
  produc%on	
  period	
  
was	
  the	
  size	
  of	
  Chad’s	
  design	
  image	
  to	
  cover	
  his	
  Gamesalad	
  actor.	
  When	
  first	
  added,	
  it	
  appeared	
  
really	
  detailed	
  yet	
  small	
  and	
  the	
  walls	
  were	
  about	
  three	
  %mes	
  the	
  size	
  of	
  him!	
  Sure,	
  it	
  made	
  the	
  
jumps	
  he	
  made	
  look	
  epic	
  but	
  it	
  appeared	
  less	
  than	
  realis%c.	
  ATer	
  going	
  through	
  a	
  phase	
  of	
  Chad	
  
not	
  showing	
  up	
  at	
  all	
  due	
  to	
  some	
  turned	
  off	
  aRributes,	
  we	
  finally	
  modified	
  his	
  correct	
  size.
Sound	
  was	
  added	
  to	
  the	
  game	
  towards	
  the	
  later	
  part	
  of	
  the	
  produc%on	
  process	
  as	
  well,	
  yet	
  other	
  
elements	
  were	
  s%ll	
  being	
  prepared	
  whilst	
  this	
  was	
  happening	
  such	
  as	
  the	
  perfec%on	
  of	
  the	
  
character	
  anima%on	
  and	
  some	
  minor	
  adjustments	
  with	
  the	
  obstacle	
  spawn	
  rate.	
  One	
  of	
  the	
  
seemingly	
  yet	
  preRy	
  effec%ve	
  decisions	
  that	
  had	
  to	
  be	
  made	
  was	
  the	
  choice	
  for	
  a	
  gameplay	
  music	
  
track.	
  Obviously,	
  by	
  this	
  point,	
  we	
  understood	
  that	
  our	
  ini%al,	
  intended	
  main	
  theme	
  would	
  hold	
  
that	
  status	
  as	
  its	
  chord	
  progression	
  and	
  melody	
  were	
  far	
  too	
  relaxed	
  and	
  joyous	
  to	
  be	
  able	
  to	
  
mo%vate	
  players	
  in	
  the	
  way	
  that	
  the	
  actual	
  gameplay	
  music	
  needed	
  to.	
  We	
  had	
  two	
  tracks	
  to	
  
choose	
  from:	
  a	
  track	
  featuring	
  a	
  low,	
  fuzzy	
  bassline	
  and	
  stereotypically	
  8	
  bit	
  and	
  retro	
  sounding	
  
instruments	
  layered	
  over	
  the	
  top	
  that	
  provided	
  a	
  somewhat	
  glitchy	
  melody;	
  and	
  then	
  a	
  track	
  
backed	
  by	
  a	
  more	
  melodic	
  bassline	
  in	
  a	
  slightly	
  higher	
  register	
  with	
  a	
  stronger,	
  finer	
  melody	
  that	
  is	
  
complimented	
  by	
  strong	
  harmonic	
  nota%on.	
  It	
  was	
  a	
  piece	
  with	
  character	
  vs	
  a	
  piece	
  with	
  musical	
  
appeal	
  and	
  we	
  had	
  to	
  pick	
  the	
  character	
  to	
  boost	
  the	
  game’s	
  atmosphere.	
  Players	
  want	
  to	
  really	
  
dig	
  in	
  to	
  the	
  8	
  bit	
  world	
  and	
  that	
  track	
  provided	
  such	
  a	
  gateway!	
  Most	
  sound	
  effects	
  on	
  the	
  other	
  
hand	
  were	
  scouted	
  from	
  an	
  online	
  directory	
  apart	
  from	
  the	
  death	
  sound,	
  which	
  I	
  created	
  by	
  
sounding	
  a	
  deep,	
  short,	
  somewhat	
  blunt,	
  two	
  note	
  descending	
  scale	
  in	
  E	
  minor,	
  on	
  my	
  synth.	
  
Sounds	
  such	
  as	
  the	
  jump	
  sound,	
  were	
  adjusted	
  pitch	
  wise	
  in	
  order	
  to	
  correspond	
  effec%vely	
  with	
  
both	
  the	
  music	
  and	
  the	
  game	
  environment.
Post	
  Produc%on	
  
The	
  alpha	
  version	
  of	
  had	
  had	
  received	
  some	
  very	
  promising	
  feedback,	
  despite	
  the	
  fact	
  that	
  it	
  
featured	
  virtually	
  no	
  artwork	
  and	
  just	
  mechanics,	
  so	
  with	
  a	
  liRle	
  bit	
  more	
  ar%s%c	
  detail	
  linked	
  in,	
  
we	
  expected	
  posi%ve	
  reviews	
  from	
  Beta.	
  Fortunately,	
  we	
  were	
  right.	
  The	
  theme	
  was	
  an	
  engaging	
  
success	
  that	
  complimented	
  the	
  simple	
  mechanics	
  to	
  form	
  a	
  fun,	
  casual	
  liRle	
  game.	
  We	
  wanted	
  to	
  
add	
  more	
  though.	
  We	
  knew	
  that	
  we	
  could.	
  There	
  was	
  no	
  voice	
  ac%ng	
  for	
  Chad,	
  which	
  we	
  had	
  
planned	
  to	
  incorporate	
  all	
  along.	
  There	
  was	
  also	
  no	
  anima%on:	
  he	
  needed	
  to	
  make	
  some	
  sort	
  of	
  
movement	
  when	
  he	
  jump	
  and	
  landed	
  whilst	
  on	
  the	
  board	
  and	
  there	
  needed	
  to	
  be	
  some	
  sort	
  of	
  
physical	
  consequence	
  triggered	
  when	
  he	
  crashed,	
  rather	
  than	
  the	
  glitch	
  stop	
  swiTly	
  succeeded	
  by	
  
the	
  game	
  over	
  screen,	
  that	
  the	
  game	
  came	
  to	
  when	
  he	
  collided	
  into	
  an	
  obstacle	
  before.
Adding	
  in	
  the	
  jump	
  anima%on	
  was	
  just	
  a	
  case	
  of	
  lowering	
  the	
  bounciness	
  of	
  his	
  actor	
  to	
  stable	
  it	
  a	
  
bit	
  and	
  making	
  sure	
  that	
  the	
  frames	
  of	
  it	
  didn’t	
  move	
  to	
  fast	
  or	
  to	
  slow.	
  We	
  understood	
  that	
  it	
  was	
  
all	
  about	
  enforcing	
  the	
  absolute	
  correct	
  amount	
  of	
  seconds	
  between	
  frames	
  to	
  ensure	
  that	
  the	
  
way	
  he	
  moved	
  was	
  swiT	
  enough,	
  yet	
  smooth	
  enough.
The	
  ‘destroy’	
  anima%on	
  ,	
  as	
  we	
  called	
  it,	
  was	
  significantly	
  harder	
  to	
  create,	
  as	
  we	
  not	
  only	
  had	
  to	
  
design	
  a	
  whole	
  new	
  pixel	
  work	
  of	
  art	
  but	
  we	
  also	
  had	
  to	
  stop	
  both	
  the	
  background	
  and	
  all	
  other	
  
obstacles	
  from	
  moving	
  as	
  soon	
  as	
  Chad	
  would	
  collide	
  with	
  one.	
  We	
  grasped	
  some	
  inspira%on	
  for	
  8	
  
bit	
  explosion	
  artwork	
  online	
  and	
  drew	
  out	
  a	
  similar	
  design	
  in	
  illustrator	
  but	
  in	
  the	
  colour	
  blue,	
  so	
  
that	
  it	
  didn’t	
  blend	
  in	
  too	
  much	
  with	
  the	
  already	
  reddish	
  background.	
  Mo	
  rather	
  comically	
  
recorded	
  some	
  vocal	
  sound	
  effects	
  to	
  accompany	
  Chad	
  using	
  the	
  simple	
  acous%cs	
  of	
  the	
  four	
  walls	
  
of	
  his	
  bedroom.	
  The	
  shouts,	
  screams	
  and	
  cheers	
  that	
  he	
  produced	
  were	
  later	
  added	
  into	
  the	
  game,	
  
using	
  the	
  same	
  randomise	
  behaviour	
  as	
  the	
  obstacles,	
  except	
  this	
  %me	
  just	
  for	
  sound	
  and	
  with	
  the	
  
addi%on	
  of	
  some	
  “blank”	
  numbers,	
  to	
  ensure	
  that	
  Chad	
  doesn’t	
  cheer	
  necessarily	
  every	
  %me	
  he	
  
jumps.	
  
The	
  thought	
  of	
  adding	
  in	
  a	
  further	
  amount	
  of	
  obstacles	
  didn’t	
  arise	
  un%l	
  the	
  latest	
  stages	
  of	
  the	
  
post	
  produc%on	
  phase.	
  Just	
  as	
  we’d	
  thought	
  we	
  really	
  had	
  a	
  game,	
  we	
  broadened	
  our	
  thoughts	
  
and	
  perspec%ves	
  and	
  strived	
  to	
  make	
  it	
  beRer.	
  The	
  idea	
  of	
  moving	
  obstacles	
  such	
  as	
  vehicles	
  may	
  
have	
  been	
  a	
  simple	
  and	
  rather	
  obvious	
  op%on	
  yet	
  it	
  makes	
  such	
  a	
  difference	
  to	
  the	
  gameplay,	
  
adding	
  an	
  extra	
  factor	
  for	
  the	
  player	
  to	
  bare	
  in	
  mind,	
  the	
  wariness	
  of	
  the	
  speed	
  of	
  the	
  obstacle,	
  as	
  
well	
  as	
  its	
  size.	
  The	
  designs	
  for	
  the	
  lorries	
  and	
  sports	
  cars	
  
were	
  added	
  in	
  to	
  the	
  randomised	
  obstacle	
  
spawner	
  rules,	
  only	
  the	
  Lorrie’s	
  speed	
  was	
  
change	
  to	
  500	
  rather	
  than	
  the	
  wall’s	
  
standard	
  300	
  whilst	
  the	
  sports	
  car’s	
  speed	
  
was	
  placed	
  at	
  400.

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Titanfall structure
 

Chad dev pipeline

  • 1. Idea%on Before  we  landed  on  Chad  we  had  an  idea  for  a  puzzle  game  in   which  you  controlled  mul%ple  cubes  that  could  climb  on  top  of  each   other  and  stacked  to  get  over  a  wall.  I  think  we  all  decided  that  this   game  could  end  up  being  boring  and  possibly  quite  hard  to  do.  We   knew  we  wanted  something  instantly  addic%ve  and  something   rela%vely  simple  to  do  for  our  first  ever  game.  I  thought  back  to  my   childhood  with  games  and  remembered  this  one  mini  game  that  was   part  of  an  old  Gameboy  Advanced  game  that  I  was  extremely  addicted  to.  It  was  an  endless  runner   of  this  small  guy  that  had  to  dodge  these  endless  rounds  of  obstacles.  Mo  suggested  a  game  with  a   similar  premise  ska%ng  game  with  limited  controls  in  which  you  can  either  jump,  double  jump  and   duck  out  the  way  of  these  obstacles.  The  group  liked  the  idea  and  immediately  started   brainstorming  stories  behind  this  ska%ng  character,  what  he  looked  like  and  what  his  name  was.   We  drew  influence  from  the  cool  ‘ska%ng  dude  persona’  like  such  character  as  Mart  McFly  from   Back  To  The  Future  and  other  cool  dude  characters  like  Ferris  Bueller.  This  drew  us  to  the  80’s,  the   decade  in  which  most  of  the  character  we  were  discussing  came  from.  We  also  came  up  with  the   name  ‘Chad’  a  name  that  we  believed  summed  up  this  American  cool  guy  persona.  We  quickly   started  discussing  the  art  design  for  the  game  and  how  we  all  wanted  this  retro,  colourful  design   reminiscent  of  the  80s.  We  wanted  the  style  to  mirror  that  of  games  made  in  the  80s,  and  to  evoke   a  nostalgia,  so  we  decided  on  a  complete  ’8-­‐bit’  design.  We  started  looking  at  8  bit  art  and  8  bit   cityscapes  and  drew  out  some  quick  character  art  of  the  basics  of  what  this  cool  dude  would  look   like,  blond  mullet,  sunglasses.  Then  Andy  ran  with  it,  crea%ng  a  character  designed  in  8  bit,   incorpora%ng  the  basics  of  our  basic  sketches. Pre  Produc%on The  pre  produc%on  stage  of  Chad  was  all  about  taking  ac%on  on  what  we  were  planning.  A   significant  element  was  developing  the  character  of  Chad  in   different  ways.   Our  first  design  for  Chad  looked  almost  like  a   collage  and  didn’t  really  have  a  dis%nct  style. Aside  from  the  chunky,  bold  cartoon  features  were   actual  real  life  stock  photos  of  hands  and  shoes   and  looking  back,  this  looked  odd  and  a  liRle  too   plain.   The  feedback  that  we  received  from  our  ini%al   pitch  was  mainly  posi%ve,  with  the  storyline  and  theme  being  credited  for  its  originality.  We   men%oned  an  8  bit  theme  and  our  target  audience  urged  us  to  move  forward  with  that  rather  than   the  design  of  Chad’s  model  that  we  already  had  on  show.  So,  whilst  keeping  some  his  defini%ve   features  in  tact,  we  dras%cally  modified  his  image.  The  addi%on  of  the  leather  jacket  added  a   layered  look  to  his  characters  fashion  sense  and  added  more  depth  to  both  his  look  and  his  image.   Chad Development Pipeline
  • 2. We  began  work  on  the  background  and  objects  found  in  the  game.  ATer  some  research,  we   devised  a  way  to  create  a  template  for  8  bit  art  in  Illustrator.  We  also  researched  how  to  create   effec%ve  8  bit  art  via  tutorials  and  looking  at  work  we  liked  online.  The  buildings,  inspired  by  an  8   bit  skyline  we  had  found  on  Google  image,  were  the  first  to  be  drawn  out.  We  tried  hard  to  form  a   realis%c  metropolis,  layering  smaller  buildings  over  larger  ones  and  going  into  as  much  detailed  as   varying  window  sizes  for  different  buildings.  We  created  two  different  pages  of  the  buildings  in   different  arrangements,  in  an  aRempt  to  vary  the  paRerns  of  buildings  scrolling  past  in  the  game  to   make  it  more  realis%c.  Making  sure  to  colour  the  majority  of  it  with  purple,  a  colour  the  opposite   side  of  the  colour  wheel  to  the  buildings  lighter  green  shade,  the  background  was  next  to  be   “pixeled”  in.  Our  background  design  s%ll  does  resemble  our  s%mulus  image  but  we  thought  best  to   use  a  wider  range  of  bright  colours  to  enhance  the  80’s  theme. To  inspire  the  game’s  story  and  theme  and  its  development,  we  decided  to  start  work  on  the   musical  aspects  of  the  game  early  on.  We  pieced  together  a  main  music  track  and  had  formed  the   idea  that  the  levels  would  progressively  gain  pace  so  two  other  tracks  were  created  but  in  higher   pitches  and  with  faster  BPMs.  However,  these  tracks  were  soTened  with  light  keyboard  melodies   that  held  the  cheesy  vibe  of  the  80’s  pop  music  but  lacked  the  true  sound  of  the  era’s  synthesisers   and  this  would  give  the  game  a  lack  of  authen%city.  We  decided  to  create  a  new  set  of  tracks,  all   different,  that  featured  a  melodic  main  theme,  a  up-­‐tempo  and  bass  dominated  gameplay  track   and  then  a  u%lity  track  with  some  harmonising  synth  riffs  to  fill  any   gaps  where  we  might  need  music.  We  also  used  the  keyboards  to   create  sounds  for  poten%al  enemies  and  power  ups,  the  enemies   being  represented  by  the  distorted  sound  of  a  modified  drum   machine  snare  and  the  power  up  sound  being  a  very  fast,  ascending   scale. We  posted  these  sounds  on  our  Soundcloud  account  for  anonymous   feedback  and  it  came  back  strong.  It  turns  out  that  the  more   authen%cally  retro  something  sounds  nowadays,  the  more   fascina%ng  it  seems  to  be… Produc%on The  beginning  of  our  produc%on  was  a  liRle  rushed  to  say  the  least.  We  elongated  the  default   tablet  screen  we  had  open  in  Gamesalad  to  a  great  extent  and  simply  added  a  range  of  different   rectangles  and  cubes  in  a  long  line.  We  at  least  created  the  yellow  cube  that  would  end  up  actually   being  ‘Chad’.  However,  the  parallax  scrolling  background  could  not  be  formed  in  such  a  limited   game  environment  as  there  was  nothing  destroying  the  instances  of  the  background  that  were   already  past  the  leT  of  the  screen.  We  found  a  way  around  this  though,  with  the  crea%on  of  spawn   and  destroy  rule  for  the  instances  and  a  few  strategically  placed  aRributes.  ATer  adjus%ng  the  size   of  our  designed  background  and  buildings,  we  were  able  to  insert  them  in  and  shortly  aTerwards,   and  add in  the  corresponding  images  to  cover  the  rectangles  that  were  ac%ng  as  the  wall  obstacles.  A   member  of  our  team,  Andy,  spent  hours  mastering  the  technique  of  randomizing  the  spawning  of   the  obstacles.  He  created  several  ‘randomize’  aRributes  in  the  spawn  actor  and  assigned  each   obstacle  to  a  different  number  and  if  that  number  was  randomly  selected,  the  corresponding   obstacle  would  spawn.  An  issue  that  arose  towards  the  laRer  part  of  the  main  produc%on  period   was  the  size  of  Chad’s  design  image  to  cover  his  Gamesalad  actor.  When  first  added,  it  appeared  
  • 3. really  detailed  yet  small  and  the  walls  were  about  three  %mes  the  size  of  him!  Sure,  it  made  the   jumps  he  made  look  epic  but  it  appeared  less  than  realis%c.  ATer  going  through  a  phase  of  Chad   not  showing  up  at  all  due  to  some  turned  off  aRributes,  we  finally  modified  his  correct  size. Sound  was  added  to  the  game  towards  the  later  part  of  the  produc%on  process  as  well,  yet  other   elements  were  s%ll  being  prepared  whilst  this  was  happening  such  as  the  perfec%on  of  the   character  anima%on  and  some  minor  adjustments  with  the  obstacle  spawn  rate.  One  of  the   seemingly  yet  preRy  effec%ve  decisions  that  had  to  be  made  was  the  choice  for  a  gameplay  music   track.  Obviously,  by  this  point,  we  understood  that  our  ini%al,  intended  main  theme  would  hold   that  status  as  its  chord  progression  and  melody  were  far  too  relaxed  and  joyous  to  be  able  to   mo%vate  players  in  the  way  that  the  actual  gameplay  music  needed  to.  We  had  two  tracks  to   choose  from:  a  track  featuring  a  low,  fuzzy  bassline  and  stereotypically  8  bit  and  retro  sounding   instruments  layered  over  the  top  that  provided  a  somewhat  glitchy  melody;  and  then  a  track   backed  by  a  more  melodic  bassline  in  a  slightly  higher  register  with  a  stronger,  finer  melody  that  is   complimented  by  strong  harmonic  nota%on.  It  was  a  piece  with  character  vs  a  piece  with  musical   appeal  and  we  had  to  pick  the  character  to  boost  the  game’s  atmosphere.  Players  want  to  really   dig  in  to  the  8  bit  world  and  that  track  provided  such  a  gateway!  Most  sound  effects  on  the  other   hand  were  scouted  from  an  online  directory  apart  from  the  death  sound,  which  I  created  by   sounding  a  deep,  short,  somewhat  blunt,  two  note  descending  scale  in  E  minor,  on  my  synth.   Sounds  such  as  the  jump  sound,  were  adjusted  pitch  wise  in  order  to  correspond  effec%vely  with   both  the  music  and  the  game  environment. Post  Produc%on   The  alpha  version  of  had  had  received  some  very  promising  feedback,  despite  the  fact  that  it   featured  virtually  no  artwork  and  just  mechanics,  so  with  a  liRle  bit  more  ar%s%c  detail  linked  in,   we  expected  posi%ve  reviews  from  Beta.  Fortunately,  we  were  right.  The  theme  was  an  engaging   success  that  complimented  the  simple  mechanics  to  form  a  fun,  casual  liRle  game.  We  wanted  to   add  more  though.  We  knew  that  we  could.  There  was  no  voice  ac%ng  for  Chad,  which  we  had   planned  to  incorporate  all  along.  There  was  also  no  anima%on:  he  needed  to  make  some  sort  of   movement  when  he  jump  and  landed  whilst  on  the  board  and  there  needed  to  be  some  sort  of   physical  consequence  triggered  when  he  crashed,  rather  than  the  glitch  stop  swiTly  succeeded  by   the  game  over  screen,  that  the  game  came  to  when  he  collided  into  an  obstacle  before. Adding  in  the  jump  anima%on  was  just  a  case  of  lowering  the  bounciness  of  his  actor  to  stable  it  a   bit  and  making  sure  that  the  frames  of  it  didn’t  move  to  fast  or  to  slow.  We  understood  that  it  was   all  about  enforcing  the  absolute  correct  amount  of  seconds  between  frames  to  ensure  that  the   way  he  moved  was  swiT  enough,  yet  smooth  enough. The  ‘destroy’  anima%on  ,  as  we  called  it,  was  significantly  harder  to  create,  as  we  not  only  had  to   design  a  whole  new  pixel  work  of  art  but  we  also  had  to  stop  both  the  background  and  all  other   obstacles  from  moving  as  soon  as  Chad  would  collide  with  one.  We  grasped  some  inspira%on  for  8   bit  explosion  artwork  online  and  drew  out  a  similar  design  in  illustrator  but  in  the  colour  blue,  so   that  it  didn’t  blend  in  too  much  with  the  already  reddish  background.  Mo  rather  comically   recorded  some  vocal  sound  effects  to  accompany  Chad  using  the  simple  acous%cs  of  the  four  walls   of  his  bedroom.  The  shouts,  screams  and  cheers  that  he  produced  were  later  added  into  the  game,   using  the  same  randomise  behaviour  as  the  obstacles,  except  this  %me  just  for  sound  and  with  the   addi%on  of  some  “blank”  numbers,  to  ensure  that  Chad  doesn’t  cheer  necessarily  every  %me  he   jumps.  
  • 4. The  thought  of  adding  in  a  further  amount  of  obstacles  didn’t  arise  un%l  the  latest  stages  of  the   post  produc%on  phase.  Just  as  we’d  thought  we  really  had  a  game,  we  broadened  our  thoughts   and  perspec%ves  and  strived  to  make  it  beRer.  The  idea  of  moving  obstacles  such  as  vehicles  may   have  been  a  simple  and  rather  obvious  op%on  yet  it  makes  such  a  difference  to  the  gameplay,   adding  an  extra  factor  for  the  player  to  bare  in  mind,  the  wariness  of  the  speed  of  the  obstacle,  as   well  as  its  size.  The  designs  for  the  lorries  and  sports  cars   were  added  in  to  the  randomised  obstacle   spawner  rules,  only  the  Lorrie’s  speed  was   change  to  500  rather  than  the  wall’s   standard  300  whilst  the  sports  car’s  speed   was  placed  at  400.