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Brief overview of company
The production of Penumbra: Black Plague
Future of the company
Students → Co-founders
Frictional Games Main Server
-SVN-Time Stamp-Schedules & Tracking
Thomas Jens Employee 1 Employee 2
-Workforce when needed
-Industry standards for efficiency
=
+
Technology Original Ideas
What is Penumbra?
Horror AdventureFirst person viewNo weapons (almost….)Physical interaction
How did it start?
1. Student Project
How did it start?
2. Internet “success”
1. Student Project
How did it start?
3. Commercial version
episodic (3 parts)
Personal funding
2. Internet “success”
1. Student Project
How did it start?
3. Commercial version
Episodic (3 parts)
Personal funding
4. Work on second episode starts
So do publisher problems…
1. Student Project
2. Internet “success”
A brief history of
Level work flow
1) Theme and basic story.
2) Basic puzzles and layout.
3) Top-view sketch with descriptions of major event and puzzles.
4) Write down description of entire level.
5) Model level and needed entities
6) Script level (Sounds, events, clean-up etc...)
Level work flow
Pros: Very simple to estimate time and keep schedule
Cons: If basic design does not work - you are screwed. Does not allow for major gameplay changes. Almost no iteration!
Project Duration
February 2007
February 2008
Total Time: One Year + some weeks
February 2007Mood: Tired but happy
Level design startedSome cash coming inStart looking for additional artist
March 2007Mood: Very Tired but happy
Modelling startsLevel designing continuesPlanning starts (but no deadlines)New artist hired.Salaries = Pros at last!
April 2007Mood: Frustrated
Level design continuesStory writing startsSerious publisher problems starts…
May 2007Mood: Unhappy and pissed
Legal issues taking up most timeArt continues to be madeNew artist let go due to lack of funds Anton (lead artist) leaving soon!Remake planning due to money shortage and Anton leaving.Story work put on hold.
June 2007Mood: Annoyed and depressed
Decide on two episodes onlyAnton will leave at end of month!Scripting starts slowlyWill game get finished at all?
July 2007Mood: Only tiny motivation left…
Get new artist asap!Cut down on levels (26 →20)List all resources needed
August 2007Mood: Starting to get happier!
Deal with ParadoxDeadline soon (February 2008)Scripting gaining speedProgramming starts!More (part-time) artists hired
September 2007Mood: A lot happier than past months!
Looking into outsourcingMore artists join.Anton gets time to help out!5 artists + outsourcing company working (spreading risk)All level design done!
October 2007Mood: Happy but getting tired
Looking for voice actorsA lot of time put into scripting
November 2007Mood: Happy but very, very tired
Works days starting to get very longEven more scriptingFirst tests!26th preview sent off
December 2007Mood: Totally exhausted
Previews are positive!Bug hunting starts20th = text deadline, barely manages
January 2008Mood: More dead then alive
Hunt bugs, eat, sleep, repeatA lot of additional works as well…30th final version handed overWE ARE DONE!
February 2008Mood: Tired but can not sleep… now nervous of reviews
FUTURE?
Additional all-around employees
Outsource as much as possible
-Programmer-Creative artist*Emphasis on all-around
Future projects
Penumbra: Requiem ?
Two projects simultaneouslySmaller – Creative Team Larger – Technical TeamSmoother & overlapping transition between projects
Future projects for computers
Black Plague Demo – Release on Monday!Penumbra: Requiem & unannounced project
THE ENDQuestions?