Hey everyone. As you may know Squanch Games is a company lead by Rick & Morty creator Justin Roiland. They finally revealed the title I was working on with them in 2020. It's called High On Life about an alien cartel that is selling humans as drugs for aliens. So you and some talking guns team up to take them down.
Looking at the trailer I see some familiar things and also some great new stuff! Hope they don't forget about me in the credits, but seriously Squanch was a fun group of people. Glad to see the game is alive and doing well. Can't wait to play it.
Check out the trailer!
Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts
Squanch Games Reveals High On Life
Farcry 6 Shipped Today!
Since I left the project before it finished I wasn't sure if they would credit me or not. It appears that I did make the credits however.
While I was there I was the game designer and my main focus was on the new Outpost system. I'm not familiar with the shipped version but the version I was working on was each Outpost had an objective which players could choose to got for or not for bonus rewards. So if you wanted to get the objective you might need to sneak in stealthy or use only explosives, etc. But if you wanted to do the old kill everyone to concur an outpost you could do that too. But not sure what shipped.
Anyway, congratz to the team and I guess to myself. haha
While I was there I was the game designer and my main focus was on the new Outpost system. I'm not familiar with the shipped version but the version I was working on was each Outpost had an objective which players could choose to got for or not for bonus rewards. So if you wanted to get the objective you might need to sneak in stealthy or use only explosives, etc. But if you wanted to do the old kill everyone to concur an outpost you could do that too. But not sure what shipped.
Anyway, congratz to the team and I guess to myself. haha
A Great GDC Design Talk from MTG Designer Mark Rosewater
Here's another great talk I wanted to share for those interested in game design. It's Mark Rosewater who has worked on Magic the Gathering for over 20 years. He's super easy to listen to and his observations cross into all aspects of games.
https://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-1-2016-05-30
https://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-1-2016-05-30
The Witcher Series Design Process
The Witcher III is one of my favorite games to date with high hopes on Cyberpunk 2077. Here is a great video from one of Game Designers over at CD Projekt Red. If you're interested in game design he really hits the covers some awesome methods for creating good designs.
Farcry 5 Is In Stores Now
Another game in the hopper. Farcry 5 released today. I hope you all enjoy it. It was very interesting working on a Farcry
game based in the US, created by a French company in Canada. I was a Senior Level
Designer on this title at the Toronto studio, which focused on the Northern
region of the game. I’m very proud of
the work we all did on Farcry 5.
I had to do most of my development with the sound off. The words of the cult leader, the Father in my ears all day was getting to me. I think
it has an unsettling familiarity that Americans such as myself can feel.I could write a whole thing about that but I'm not sure what I'm allowed to talk about so just play it and see if it speaks to you as well.
I grabbed a PS4 copy in hopes that I will buy a PS4 someday. lol
How Times Have Changed
I'm getting ready to stream some Return to Castle Wolfenstein on Twitch Monday Feb. 5th. So I installed it to ensure it still runs and it ran perfectly.
When you quit out you are shown the credits screen and I found it amazing. Today on a project like Call of Duty or Farcry it takes hundreds and hundreds of people and multiple studios to create a game. But back on Return to Castle Wolfenstein we made the entire single play game with just 18 people. Sure they had Nerve Studio make the multiplayer but today they would never dream of letting such a small number of people tackle a major AAA title.
When you quit out you are shown the credits screen and I found it amazing. Today on a project like Call of Duty or Farcry it takes hundreds and hundreds of people and multiple studios to create a game. But back on Return to Castle Wolfenstein we made the entire single play game with just 18 people. Sure they had Nerve Studio make the multiplayer but today they would never dream of letting such a small number of people tackle a major AAA title.
Has My Career Been a Success??
Over the years I have found my career in the gaming industry
a strange mix. On the one hand I’ve
without a doubt devoted myself to my career having started back in 1997 as a lowly
phone rep at Activision and clawing my way to design in 2000. From then to today I’ve worked on many AAA
titles and have the respect of many of my peers. But on the other hand I’ve found a kind of
emptiness in that I’ve only worked on what feels like other people’s
ideas. Certainly I’ve had creative input
to the content of Wolfenstein, Quake, Farcry, titles but none of them are what
I would call “my game.” They weren’t my concept.
Do I have my own idea?
Wow! Certainly! I’ve been
documenting my design ideas since the early days and have many fresh takes and completely
new concepts. Back in 2000 I and a small
group of people from what was Gray Matter studios pitched one of my ideas to
Activision. They loved the idea but we
were really “green” and they wanted us to get a few more titles under our belt
before they would be willing to fund us as an indie company. So we all drifted into our separate careers
in Ubisoft, Infinity Ward, Treyarch, and others.
With the accessibility
of game engines like Unity, Unreal, and
others why haven’t I jumped in and started doing my own thing? Well that is a question that haunts me daily. First of all it’s often hard to work on games
all day and then come home and work on games all night. I know it’s a very
popular assumption that working on games isn’t work but it really is. Like the saying goes, “All work and no play
makes Jack a dull boy.” Also it’s one
thing to work in a particular role and something very different to assume all
roles. The stack of work gets rather high
when you realize you have to do it all yourself. I can certainly handle the game design and
level design. I have an art degree so I
could fill the role of art and modeling.
I have done scripting so I could handle some light code. But I am certainly NOT a programmer. Numbers and I have not been friends in the
past and I’m not thrilled with the idea that I need to learn serious
programming. My experience has been that
if what you want to do is not something you’re engine can do then you’re on the
right track. You’re not going to break new
ground doing what everyone else is doing.
But to bend the rules you need to program a way to do it. So in that lies the turmoil. The obvious solution is to get a programming
partner but I am soooooo reluctant to involve someone else.
Another hurtle is that as a designer most studios don’t
allow us to have side projects. You are
in breach of your agreement if you are either designing for someone else or
yourself while working for a studio.
Luckily Ubisoft has an option.
You can pitch your idea to them and if they are not interested they will
sign a “Right of First Refusal” agreement that allows you to freely work on
it. Of course there is a chance they
would be interested which for me would be tragic. You could say I have trust issues and that
would be pretty true. Like letting your
child out into the world, really you can only hope for the best and I’m just
not ready to do that yet.
So I should be able to sit back, proud of my career accomplishments thus far and
the big AAA titles I’ve worked on. But I
really envy the little indies that aren’t following the money making trends and
are chasing their dreams. I might get
there eventually fingers crossed.
Farcry 5 E3 Game Play Footage
Here's the game play footage from E3 of my current project Farcry 5. I hope you're as excited as I am.
My Quest For AI Individuality
I am not a programmer, I am especially not an AI
programmer. I am a Designer so my job is
to have visions and plant them in others….well sort of. But a game did this to me and I’ve had a hard
time shaking the curiosity of what if even after all these years. I don’t even know if it was a real moment but
it felt like one and that’s what’s important.


In 2001 I worked on Return to Castle Wolfenstein and strove
to make each AI feel unique, like they were an individual. Through the script I was able to make some
become more aggressive when their health dropped. I made some cower and run for cover when
their captain died. I wanted them to
feel real like had a sense of self-preservation mixed with a personality. I’m not sure it was achieved but again things
were pretty basic back then.
My next opportunity to put a stamp on AI was on Quake 4 but
thing had changed. Game play structures
had become more systemic. While Quake 4
AI was certainly not systemic there was no room for tinkering in the AI
structure. AI was setup to be
predictable. The guys with green armor
always throw grenades, the guys with red armor have more health, etc, etc. The archetypes were different but the
individuals were not. Once Quake 4
shipped I became a little obsessed with a Quake 4 mod I wanted to create called
Grunt Hunt. In Grunt Hunt it was you
against 1 Grunt, but instead of a mindless charging creature he would run from
you, pick up health and ammo drops, he would strive to live rather than be
mindless fodder essentially following the same rules as the player. Seek better weapons, ammo for weapons, and
health. However unlike multiplayer bots
the pace would be slower, with faster death and higher stakes for sudden
moves. I wanted to AI to experience the
world as the player did. The player
doesn’t know a heath pack is in a room until he walks in it, and I wanted the
AI to not know either. A health pack
enters their field of vision, they assess their health and determine if they
need it or not. Their health drops
dangerously low, they change tactics to a more hyper defensive mode, going
cover to cover in search of health over attacking. At least this was my vision. I was quickly told by programmers this couldn’t
be done. They said the processing power
needed to have an AI running around assessing their environment was too great. So that sucked.
On later titles I conceded to simply making the
AI appear smart however since coming to Ubisoft they use a fully systemic
system that designers have little control over. I can't really talk too much about the systems Ubisoft uses but I think there is room for improvement that can rise the average AI about the rank of fodder.
AI has become more of a person pursuit at this point. I have many titles rattling around in my head
with unique AI problem to solve. I would still love a chance to tinker around with AI ideas that go beyond the norm.
Labels:
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Return to Castle Wolfenstein,
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Wolfenstein
DOOM Documentary
Just came across this really good documentary about the creation of the latest DOOM. It show the development struggles id Software had with making a new version of a legendary game. Certainly similar struggles we had while making Wolfenstein and Quake 4 when I worked at Raven Software. Story was not id's strong suit and I'm glad they finally found a way around it that fits them.
Lotta Quake
Looking through my wardrobe I recall how many Quake games I've been a part of. Certainly strange to thing that when I was playing Quake 1 I wasn't even part of the game industry. Things certainly changed.
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Where My Interest in Games Came From
I often credit my intro to the video games to a Wolfenstein
3D demo but in reality if I think back I was interested in games way before
that. I lived out in the Iowa
countryside so I rarely had access to video game arcades. So I was super lucky in 1982 when my
grandmother gave me a mini Donkey Kong console for Christmas. I played this thing to death and was grounded
on several occasions for playing it under the blankets when I should have been
sleeping. It was super simple but it was all I had. This game had to
get me
through a number of years because it wasn’t until I was in high school that I
was able to hit the arcade with any kind of regularity and Wolfenstein 3D was
10 years away. When I did get to the
arcade I would go for Duck Hunt, Tempest, and Rampage but my favorite was
always Joust. I don’t know what it was
about those flapping ostrich riders but I couldn’t get enough.
After graduation I had a roommate and he had a Sega Master
System and I was hooked. Space Harrier,
Ghost House, Psycho Fox, Fantasy Zone.
My game play became pretty regular and annoying to the people around me
including my roommate who wanted his console time back. But like everyone fresh out of school I had
no money and when my girlfriend and I moved out and got married we didn’t have
money for games and again my inner gamer went into hibernation waiting for the
right conditions to emerge.
One day my wife came home and found me yet again playing
Wolfenstein 3D rather than working on my animation portfolio which lead her to
say, “Chad we moved to California so you could become an animator, but instead
of working on animation all you do is play games. Maybe you should work in games instead.” I whole hardily agreed and the gaming
industry is where I have been ever since.
Holding Onto Home

It would seem however that working in a tech driven industry your physical location shouldn’t be such an issue. Video conferences are commonplace, instant message services and email keep everyone constantly connected, work can be securely sent online. Is there really a need for a physical workplace anymore? When working in LA on Return to Castle Wolfenstein our AI programmer lived in Australia , and that was back in 2001. Certainly business and security has evolved since then.
I would love to see more companies like Hinterlands which have a headquarters but allow people to live wherever they want in the world without being forced to a physical location. Being forced into or just wanting to make a career change shouldn’t cost you your house and relationships. Game developers want to have normal lives like everyone else. We also want a place to confidently call home.
- Chad
Stranded Deep Impressions: Early Access
During the 2015 Steam holiday sale I purchased Stranded
Deep. I’ve been thinking about picking
it up for some time because I enjoy survival games although most never see
their full potential. I made the mistake
of buying it along with Subnautica which made me unconsciously compare the two
even though they are very different survival type games. So I stepped away from Stranded Deep and came
back to it after a few week to give it a fresh look.
First off obviously the game is still in early access so
there are issues and I can understand that.
Thing’s like the hammers doing nothing, not being able to cut down
trees, several items not having inventory images, these things are excusable. I think the game in its current state portrays
what the game design is trying to do and the game play shows the extent of what
they plan to create. What I would like
to do is look at the game from a design perspective and offer some opinions.
Currently when the game starts you are in a life raft
floating near the island you chose in the world creation screen. In play through videos I have seen
there was a plane crash scenario that let you be in this predicament. Obviously I don’t know what the developer’s
plans are but without it and maybe even with it I think starting in the raft is
a bad choice. First time players could
be disoriented because you do see many distant islands you could paddle
toward. Also the raft physics and
controls are not great and I seemed to have a natural tendency to press “W”
while paddling because I want to go forward which would make me walk off the
raft and into the ocean. Even after
knowing you don't need to press forward I still found myself doing it many
times. Getting back into the raft is
clumsy and it takes some time to realize you can only climb up the side with
the small ladder. Eventually you make it
to the shore and struggle with another odd feeling that you want to drag the
raft out of the water which you really can’t do. So you leave it feeling that it might drift
away. Personally I feel waking up on the
beach would be a much better solution.
It avoids all the weirdness of the raft, puts you on the correct island,
and you would instantly feel that you washed ashore after an incident. My assumption is that the developer didn’t go
this route because placing a player spawn in a randomly generated shoreline could
be challenging, much easier to plop them in the ocean and let the player figure
it out.
Graphically the game looks great. I’m really amazed it’s the Unity engine. There are really beautiful skies and sunsets
and the ocean looks really amazing. The
game objects suffer from some harsh LOD popping which affects game play
poorly. Since you are searching the
beaches for useful items you can’t really see anything from a distance so you
have to walk every beach and see if anything “pops” into existence when you get
closer.
The water tech is pretty good. Unlike Subnautica the designers of Stranded
Deep realized that the ocean is a character in the game. It is both the friend and the enemy of the
player and should show moods. So on
sunny days the water is clear and colorful.
On rainy days it is dark and menacing.
Unfortunately there isn’t a lot of wave action. As a player I was afraid of setting up my
settlement on an island with low elevation for fear of the ocean waves sweeping
over it during a thunderstorm. But so
far in my hours of playing there haven’t been any thunderstorms or scary high
waves which has been disappointing to a degree.
Game play itself is pretty basic. Survival expert Les Stroud is quoted in
saying that the easiest environment to be stranded is a tropical island as long
as you have fresh water, and I would so far agree. Stranded Deep is fairly easy. You have a wrist watch that tells your
health, hunger, and thirst. Most all of
this can be controlled with coconuts and frankly that is where the game falls
short. You drink the coconut milk then
cut the coconut in half and eat it which fills both needs with one item. So in regards to surviving you just won the
game. Really all you need to do then is
paddle around gathering coconuts. However
in what I consider a strange decision the designers made your hunger drop much
faster than your thirst. A really odd
choice since everyone knows you can survive much longer without food than you
can without water. This often leaves you
in a weird spot where you don’t want to waste the water in the coconuts so you
drink it before eating even if you don’t need it. Which means you are always super hydrated, not
what I would have expected on deserted islands with no running fresh
water. I thought water would be the
struggle.
There are of course other food items you can gather such as
crabs and potatoes. Potatoes for some
reason make you throw up if you eat them raw.
I don’t really understand why since you can totally eat raw potatoes in
reality. This is a bigger issues when raw
and cooked items remain stacked together in your inventory which I can only
assume is a bug. So you cook an item and
if you don’t cook the entire stack you never know if what you’re eating is
cooked or raw, but you figure out which you grabbed when you throw up after. I would assume there are fish you can eat
although I have yet to do so.
Other than gathering food items you can gather building
materials. From things such as
driftwood, shipping containers, salvaged metals, you can create buildings and shelters. This is a neat thing to keep you busy but I’m
really not sure there is a point to doing it.
Standing in the shelters seems to create no benefits at all. Granted I became sunburn once from sun
exposure but does that mean I should be standing in my shelter during the day,
and what does that game play look like?
Reminds me of the game The Long Dark when you have a fire going, nothing
to craft, and a frigid blizzard blowing outside, nothing to do but stand there. Waiting is not game play. You can even create structures with multiple
rooms and multiple floors. Still I’m so
far lost why you want to do this in a game where you are alone and nothing is
attacking you on land. I get that it’s
just fun and I’m fine with that, it would just be great if it was tied into
game play somehow. Perhaps keeping
things dry could keep food from rotting or keeping yourself inside during a the
rain can keep your health from dropping.
The only enemies I have encountered have been the sharks,
tiger sharks and great white sharks. In
real life deep ocean and sharks freak me the hell out so this game has the
ability to push my panic buttons.
However the game plays a little warning musical event when they appear
so you scramble even if you don’t see them.
In murky water I can’t handle it.
Just the idea that they could be there make me to leave all water
explorations for sunny days and clear water.
So far I have not been killed or even attacked by anything in the game. I get the hell out of the water as soon as I
see one.
I have however died several times, but not to the
sharks. All times it has been from
falling while climbing for coconuts.
Climbing the trees is really clunky.
You never really know when or why you are going to fall. Sometimes you don’t and sometimes you drop
from what seems like no reason at all.
Often the game feels confused as to which direction the inputs
mean. Generally pressing forward would
make you climb and pressing backwards should make you descend but this doesn’t
always work. I’ve had several occasions
when pressing back makes me continue going up so you start using a little
lateral movement to get the right results which can often make you fall. Hitting the ground sometimes does nothing, sometimes
you break a limb, and sometimes you die outright. Breaking a limb causes your health to start
dropping to zero and you have to eat and drink much more. Also your wrist watch view becomes terribly skewed
and you can hardly get into a position to view it at all. I would assume crafting bandages would help
but that requires cloth when I have only found once. My health dropped to zero and then
nothing. My watch kept beeping at me but
there was nothing I could really do about it.
I didn’t die and eventually got sick of it and started over.
I think the game has great potential and I hope it will reach for it. It's possible I have not played enough to get the full scope of the game but Steam says I've played 9 hours which is enough time for me to have some solid opinions. I think the food/water system needs an overhaul. Coconut should only keep you barely alive forcing you to seek out fish and other food sources with more drive. Islands with a more stable environment involving small mountains and fresh water streams to seek would be great. Tropical storms with high waves and lightning would really shake up the easy lull of the current difficulty and cause the players to create high building structures to escape the rising water. The introduction of daily tide cycles and ocean currents could also add to the difficulty. I think they have a good game on their hands that could be an excellent game if the continued development has the funds to do so.
Note: I did not create the screenshots. They were gathered from Google.
Note: I did not create the screenshots. They were gathered from Google.
Labels:
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Brainstorming Blues
I admit I am a ravenously pragmatic person which can often
get interpreted wrong by those with the “anything goes” ideas.
But sometimes in AAA game development there can be a lot of "wheel spinning", or "time burning", or "busy work", or whatever you want to call it. Basically it boils down to meaningless tasks that have no chance of making it to release. Worst of all you know this as you’re working on them. I REALLY try to avoid this type of work. So being my pragmatic self I question everything. Why are we doing it? What is the big picture? Can the engine even do this without major changes? Is the project willing and able to make these changes? Do we even have the time? On some projects I swear you can see the piles money being burned daily on these type of tasks, but when the right people are behind them they slip through the cracks and head into development anyway.
But sometimes in AAA game development there can be a lot of "wheel spinning", or "time burning", or "busy work", or whatever you want to call it. Basically it boils down to meaningless tasks that have no chance of making it to release. Worst of all you know this as you’re working on them. I REALLY try to avoid this type of work. So being my pragmatic self I question everything. Why are we doing it? What is the big picture? Can the engine even do this without major changes? Is the project willing and able to make these changes? Do we even have the time? On some projects I swear you can see the piles money being burned daily on these type of tasks, but when the right people are behind them they slip through the cracks and head into development anyway.
I find most standard brainstorming meetings to end with
these kind of results. People like to
dump any random thought out of their heads, then another person writes down and all
ideas are considered. Now I’m all for
brainstorming but let’s keep it in the realm of reality. Reality meaning is it within the project’s
theme? Is it within game world’s
reality? Is it within the game engine’s
capabilities? Logically you think, “Well
the crazy ideas will get filtered out immediately.” Yes, you’d think that but not always. Sometimes they sneak through.
I mean it’s great that you think pink bunnies with machine
guns would make an awesome end boss but realistically, deep down inside
yourself you have got to know we aren’t going to do that. So why even bring it up? And don’t then ask me to write up a design
doc explaining how your pink bunnies could be implemented. And don’t ask me to create a Power Point
slide show on pink bunnies throughout the years and their rise to machine gun use. And please, please don’t then ask me to
prototype a level with your pink bunnies bouncing around using AI that was
meant to be for assault snipers. And
then when it’s all been cut from the game after weeks of research, documentation,
prototyping, and presentation don’t you fucking dare come to me and say, “Well
we knew that would get cut.”
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