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Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team Giselle Otero Big Bang Pixel

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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How behind a simple game there is a great work of simplification, a huge search to come up with the right feedback to create a game where everything is intuitive and natural for the user. The sinergic work that comes with the merge of code and design raises exponentially the game’s quality, and helps to take advantage of each platform’s unique features when doing the porting. The importance of reacting quickly to the user’s response even when your game has been already published and how translating your game makes the difference when comes to reach new markets and increase the downloads.

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Page 1: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Giselle Otero

Big Bang Pixel

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SkiddySkiddy: Experience in a : Experience in a first serious video game first serious video game

project project

Giselle Otero: Production Coordinator @ Big Bang Pixel

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

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Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The goal is to bring the all the Skiddy toward the exit.

Game mechanicsGame mechanics

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Giselle Otero: Production Coordinator @ Big Bang Pixel

We can move in four directions. The game has no action component, therefore tilting the floor, all the Skiddy will move in the same direction until they meet an obstacle.

Game mechanicsGame mechanics

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Giselle Otero: Production Coordinator @ Big Bang Pixel

When a Skiddy goes out, it carries with him every Skiddy that touch him.

Game mechanicsGame mechanics

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Clearing all the skiddies in the same move, we will get the Maximum Combo.

Completing the level in as few moves as possible we will accomplish the Minimum Moves medal.

A Perfect! is obtained by taking both medals at the same level.

Game mechanicsGame mechanics

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Giselle Otero: Production Coordinator @ Big Bang Pixel

11Simplify and Simplify and

reducereducefor a greater for a greater

valuevalue

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Giselle Otero: Production Coordinator @ Big Bang Pixel

In order to give a good level of challenge there is no need of many mechanics, neither of complex ones.

Canabalt, for instance, consists in pressing one single button to jump, and the difficulty is due to the pace of the game.

Simple Mechanics Simple Mechanics

"Canabalt", Semi Secret Software 2009 ©

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The spikes kill the Skiddy therefore the player will try to avoid to touch them. In the same way the user that want to take out their Skiddy in the maximum combo will try to avoid the exits until he gets the correct move.

The spikes can give a highly negative feedback for a simple distraction, while the exits fit in the various goals of the game, giving a proportional feedback.

Evaluating the objects' similarity Evaluating the objects' similarity

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Even a key element in most of the games may be redundant in yours. In our case, we kept the "score" for all the game development, but in "Skiddy" once you get the "Perfect!" is not possible to improve further, so we remove it.

Removing the unnecessary Removing the unnecessary

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Certain elements could be combined to decrease visual noise without removing information and perhaps even improving it.

We combined the minimum moves to the par, giving the player 10 + the minimum moves. In this way the user knows how many moves he has left to get the "Perfect!" by subtracting 10 to the par.

Matching elementsMatching elements

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Giselle Otero: Production Coordinator @ Big Bang Pixel

22Feedback and Feedback and

SignalsSignals

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The plane is inclined to justify that we can move simultaneously all the Skiddy.

Obvious Signals: Obvious Signals: The PlaneThe Plane

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The plane is inclined to justify that we can move simultaneously all the Skiddy.

Obvious Signals: Obvious Signals: The PlaneThe Plane

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The sky color The sky color indicates how the indicates how the player is player is progressing in the progressing in the game:game:

Obvious Signals: Obvious Signals: The SkyThe Sky

- Sky-blue until the player doesn't exceed the minimum moves.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The sky color The sky color indicates how the indicates how the player is player is progressing in the progressing in the game:game:

Obvious Signals: Obvious Signals: The SkyThe Sky

- Yellow until the player doesn't exceed the par.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The sky color The sky color indicates how the indicates how the player is player is progressing in the progressing in the game:game:

Obvious Signals: Obvious Signals: The SkyThe Sky

- Red once the user has crossed the par.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Unconscious Signals: Unconscious Signals: The cloudsThe cloudsThe clouds keep moving following the last move of the player, giving him a sense of control over the world.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Unconscious Signals: Unconscious Signals: The StylizationThe Stylization

In order to show that In order to show that the Skiddies cannot the Skiddies cannot move by themselves, move by themselves, their design has also a their design has also a graphical graphical shortcoming:shortcoming:I took off the mouth, I took off the mouth, that along with the that along with the eyes are the very eyes are the very least we expect from least we expect from a stylization.a stylization.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Unconscious Signals: Unconscious Signals: The StylizationThe Stylization

In order to show that In order to show that the Skiddies cannot the Skiddies cannot move by themselves, move by themselves, their design has also a their design has also a graphical graphical shortcoming:shortcoming:I took off the mouth, I took off the mouth, that along with the that along with the eyes are the very eyes are the very least we expect from least we expect from a stylization.a stylization.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Communicating through graphicsCommunicating through graphicsButtons that come out of the screen indicate that they lead us to another page.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Communicating through graphicsCommunicating through graphicsTo reinforce the concept that making the Skiddy leave in Maximum combo is a good thing c...

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Communicating through graphicsCommunicating through graphicsTo reinforce the concept that making the Skiddy leave in Maximum combo is a good thing when the Skiddy get together they "smile".

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Communicating through graphicsCommunicating through graphics

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Giselle Otero: Production Coordinator @ Big Bang Pixel

33Evolutionary PathEvolutionary Path

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Giselle Otero: Production Coordinator @ Big Bang Pixel

First testsFirst testsAt first the programmer "translated" the graphic examples directly into code, so we tested the functionality of the concept.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

First testsFirst testsLevels were initially created in XML, a simple -yet quite slow- procedure to make them.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Being able to build levels directly in the game has sped up greatly in their creation.

Graphic editorGraphic editor

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Besides seeking out potential problems (unsolvable levels), the computer can quickly calculate the par.

Error checkingError checking

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The next step was to turn into rules all those feelings that separated good levels from all other ones.

Quality controlQuality control

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Giselle Otero: Production Coordinator @ Big Bang Pixel

(An example of the quality control)

Many testers have tried to complete a level with the maximum combo even if they had exceeded the par. So we decided that no matter which node the player may be in, it must be always possible to make the maximum combo. In this way the player can learn how to do it even if the level is no longer valid.

You can always make the Maximum You can always make the Maximum ComboCombo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Once having the controls in order to test the errors, the quality and the graphical aspects, it was finally possible to create a level generator.The time spent on level designing remained the same, but it increased the level's quality.With the level generator I was able to choose which and in what order to put the levels in the worlds.

Level GeneratorLevel Generator

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Giselle Otero: Production Coordinator @ Big Bang Pixel

The first level has the minimum necessary: two Skiddies to make possible the maximum combo, no interior walls, and an exit.

Level DesignLevel Design

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Giselle Otero: Production Coordinator @ Big Bang Pixel

In the second level, the inner wall is no longer a simple rectangle, also is the the hardest level of this first worlds's island just to spice things up for the user.

Level DesignLevel Design

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Giselle Otero: Production Coordinator @ Big Bang Pixel

In the third level there is a central wall, and from this level we learn that the exits can be more than one. Its also the level that shows you how to get the Minimun moves medal.

Level DesignLevel Design

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Giselle Otero: Production Coordinator @ Big Bang Pixel

This level teaches that the leaving Skiddy carries with him all those who touch him as it is not possible to take out just one Skiddy when they are together.

Level DesignLevel Design

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Giselle Otero: Production Coordinator @ Big Bang Pixel

44Work withWork withthe User's the User's PerceptionPerception

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Objective data are less important than the user perception.

Look at the squares A and B.

PerceptionPerception

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Giselle Otero: Production Coordinator @ Big Bang Pixel

PerceptionPerceptionHere we can see that both are of the same color.

Here we can see that both are of the same color.

Here we can see that both are of the same color.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

PerceptionPerceptionThe objective value of what we are giving does not matter. It only matters how its perceived.

Think of the loading, if we put a black screen the user will wonder if the game works. If we put drawings or writing the user will be active and the wait will seem shorter.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Obstacles will seem dangerous due to the error of perception.

Helpful obstaclesHelpful obstacles

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Giselle Otero: Production Coordinator @ Big Bang Pixel

User's first reaction is to escape from the obstacle he considers harmful.

Helpful obstaclesHelpful obstacles

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Then the user will discover that is not possible to reach the exit with the rules he knows.

Helpful obstaclesHelpful obstacles

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Giselle Otero: Production Coordinator @ Big Bang Pixel

So he moves…So he moves…

Helpful obstaclesHelpful obstacles

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Giselle Otero: Production Coordinator @ Big Bang Pixel

… … and tests the and tests the new object, new object, discovering its discovering its properties.properties.

Helpful obstaclesHelpful obstacles

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Every new object Every new object reveals to be reveals to be positive as positive as necessary to solve necessary to solve the puzzle.the puzzle.

Helpful obstaclesHelpful obstacles

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Giselle Otero: Production Coordinator @ Big Bang Pixel

In Skiddy there are three In Skiddy there are three main types of players main types of players and each one selects its and each one selects its level of difficulty by the level of difficulty by the objectives he choose:objectives he choose:

1.Ends the level within the 1.Ends the level within the par:par:Obtains the next level.Obtains the next level.

2.Makes at least a maximum 2.Makes at least a maximum combo: combo: Gets a medal.Gets a medal.

3. Nothing less than Perfect!:3. Nothing less than Perfect!:Gets 3 sparkling medals.Gets 3 sparkling medals.

The player shouldn’t The player shouldn’t have to be the one who have to be the one who adapts to the game's adapts to the game's level of difficulty. level of difficulty. Instead, the game must Instead, the game must offer the choice of offer the choice of different objectives.different objectives.

Objectives with Objectives with differentdifferent

level of difficultylevel of difficulty

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Giselle Otero: Production Coordinator @ Big Bang Pixel

For players who For players who finish a world with finish a world with nothing but nothing but "Perfect!" the "Perfect!" the game gives an game gives an extra level with a extra level with a different game different game play.play.

Bonus levelsBonus levels

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Giselle Otero: Production Coordinator @ Big Bang Pixel

55Constantly Constantly ImprovingImproving

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Keeping Keeping Skiddy aliveSkiddy alive

New updates are vital to constant remind you users of your game.

Updates of new worlds but also with technical improvements, new languages, etc.

Skiddy started with 48 levels, only in english.

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Giselle Otero: Production Coordinator @ Big Bang Pixel Keeping Skiddy Keeping Skiddy

alivealiveMaking an update once a month the downloads were constantly increasing.

On the last 2 months we dedicated to the WP version and the numbers started to show the need of a new update.

2 days ago we did a new update and now Skiddy has 132 levels.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

New updatesNew updatesMore intuitive game options.Graphics with shader and antialising

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Giselle Otero: Production Coordinator @ Big Bang Pixel

New updates: Hard modeNew updates: Hard modeSome users solved the first levels without getting any medals, and then left the game thinking it was too easy. so we create the "Hard" mode in which the user can only get to the next level doing the perfect move.

We also added elements from the game to make the home more inviting.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

New updates: Secret AwardsNew updates: Secret AwardsBefore, the secret awards were so secret that not even the name was revealed, now the player can see the name of the awards he is missing and has the possibility to ask for help to his friends or share it.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Windows 8 settings have the preferences with the option to find apps in the user's language enable. This means a huge difference in what comes to visibility.

New Updates: TranslationsNew Updates: Translations

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Translating Skiddy really helped to open new markets. Until now we have it in 5 languages (English, Italian, Spanish, French and German), and are we are currently working in japanese and chinese translations.

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Disabling the option in Italy the games passed from being 264 to 6307 (2389%)

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Downloads & Downloads & LanguageLanguage

2 Weeks Befere

2 Weeks After

2 Months Average

Italiano 140 4999 2796

Español

87 4115 5142

Français

122 1329 1270

Deutsch

61 1572 2389

Translations increased downloads in 2832%.

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

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Giselle Otero: Production Coordinator @ Big Bang Pixel

66PortingPorting

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 59: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Today, because of Today, because of third party third party software, the software, the porting of an porting of an application from application from one platform to one platform to another is another is becoming easier.becoming easier.

PortingPorting

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 60: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Touch ScreenTouch Screen

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 61: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

TiltTilt

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 62: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

MouseMouse

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 63: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

KeyboardKeyboard

The game is fully controllable with the keyboard, with additional hot keys for special actions

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 64: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

JoypadJoypadEvery input system (but the tilt) give the user full control of the game and the game options.

When titlting the user needs to use the touch screen to access the game options.

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 65: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Every Screen LayoutEvery Screen Layout

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 66: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

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Giselle Otero: Production Coordinator @ Big Bang Pixel

Live TilesLive Tiles

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

Page 67: Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team by Giselle Antoinette Otero Murillo

Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team

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Giselle @ Big Bang Pixel . comGiselle @ Big Bang Pixel . com