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Do you remember your first game?
Classic games and
challenges of recharging
them for modern times
Tadas Migauskas
In this presentation
▶ Challenge 1 We didn’t know anything
▶ Challenge 2 SDK problem and running out of time
▶ Challenge 3 Dollar signs
▶ Challenge 4 Starting a NEW game
We didn’t know
anything
Getting our feet wet. We didn’t know anything.
▶ We had no prior experience
with these classic games
▶ We knew we had to break this
challenge into smaller
challenges or pillars
Getting our feet wet. We didn’t know anything.
First pillar
Artwork
Getting our feet wet. We didn’t know anything.
▶ Reusable code base for 4 games
▶ Had to work on all our supported
platforms
▶ Pull requests and code reviews
Second pillar
Development
Getting our feet wet. We didn’t know anything.
● Creating a sense of progression
in an arcade game
● Challenges with individual
leaderboards with a focus on
speedrunning
● Achievements with a nod to rock
stars
Third pillar
Game Design
SDK problem and
running out of time
SDK problem and running out of time
SDK problem and running out of time
▶ We had to ask for more time but it
wasn’t comfortable
▶ Atari trusted us enough to extend the
timeline
Dollar $igns
Dollar Signs
▶ Original dollar signs in
Black Widow
▶ Why they didn’t fit us, but
we still liked it
Dollar Signs
▶ Collect dollars signs
for the Deadly Web
▶ What did we find
when playtesting
Starting a
NEW game
Starting a NEW game
▶ We had to estimate a new game
▶ What the players were expecting of the
next Recharged title to be?
▶ Our challenge was clear - come up with
something new
First Pillar - Artwork
▶ What we like about the original
▶ The concept art that started it all
▶ Planetside levels - its own look for
beauty and for communication
Starting a NEW game
Second Pillar - Game Design
▶ Introduction of new environments
▶ How we played with the controls
▶ Challenging environments
Third Pillar - Development
▶ Rewriting the codebase
▶ Fixes from one game instantly transfers
to another game
▶ Restructuring our repository
What was the
reception
Reception
Reception
Summary
Summary
▶ We didn’t know what we were doing at first
○ Breaking down a challenge into smaller chunks helps
▶ SDK issue that was out of our control
○ Keep an open and honest line of communication
▶ An iconic feature that doesn’t fit not necessarily needs to be cut
○ Think outside the box how you could use it to your advantage
▶ How doing the same thing for too long starts getting stale
○ Getting inspired by the original to try something new
The team
Sneakybox.biz
Tadas Migauskas
Project Manager
tadas.migauskas@sneakybox.biz

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Classic games and challenges of recharging them for modern times / Tadas Migauskas (SneakyBox)

  • 1. Do you remember your first game?
  • 2.
  • 3. Classic games and challenges of recharging them for modern times Tadas Migauskas
  • 4. In this presentation ▶ Challenge 1 We didn’t know anything ▶ Challenge 2 SDK problem and running out of time ▶ Challenge 3 Dollar signs ▶ Challenge 4 Starting a NEW game
  • 6. Getting our feet wet. We didn’t know anything. ▶ We had no prior experience with these classic games ▶ We knew we had to break this challenge into smaller challenges or pillars
  • 7. Getting our feet wet. We didn’t know anything. First pillar Artwork
  • 8. Getting our feet wet. We didn’t know anything. ▶ Reusable code base for 4 games ▶ Had to work on all our supported platforms ▶ Pull requests and code reviews Second pillar Development
  • 9. Getting our feet wet. We didn’t know anything. ● Creating a sense of progression in an arcade game ● Challenges with individual leaderboards with a focus on speedrunning ● Achievements with a nod to rock stars Third pillar Game Design
  • 10. SDK problem and running out of time
  • 11. SDK problem and running out of time
  • 12. SDK problem and running out of time ▶ We had to ask for more time but it wasn’t comfortable ▶ Atari trusted us enough to extend the timeline
  • 14. Dollar Signs ▶ Original dollar signs in Black Widow ▶ Why they didn’t fit us, but we still liked it
  • 15. Dollar Signs ▶ Collect dollars signs for the Deadly Web ▶ What did we find when playtesting
  • 17. Starting a NEW game ▶ We had to estimate a new game ▶ What the players were expecting of the next Recharged title to be? ▶ Our challenge was clear - come up with something new
  • 18. First Pillar - Artwork ▶ What we like about the original ▶ The concept art that started it all ▶ Planetside levels - its own look for beauty and for communication
  • 20. Second Pillar - Game Design ▶ Introduction of new environments ▶ How we played with the controls ▶ Challenging environments
  • 21. Third Pillar - Development ▶ Rewriting the codebase ▶ Fixes from one game instantly transfers to another game ▶ Restructuring our repository
  • 26. Summary ▶ We didn’t know what we were doing at first ○ Breaking down a challenge into smaller chunks helps ▶ SDK issue that was out of our control ○ Keep an open and honest line of communication ▶ An iconic feature that doesn’t fit not necessarily needs to be cut ○ Think outside the box how you could use it to your advantage ▶ How doing the same thing for too long starts getting stale ○ Getting inspired by the original to try something new