 Brief overview of company  The production of Penumbra: Black Plague  Future of the company.

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Presentation transcript:

 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 1Employee 2

-Workforce when needed -Industry standards for efficiency

= + Technology Original Ideas

What is Penumbra? Horror Adventure First person view No 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 2007 Mood: Tired but happy Level design started Some cash coming in Start looking for additional artist

March 2007 Mood: Very Tired but happy Modelling starts Level designing continues Planning starts (but no deadlines)‏ New artist hired. Salaries = Pros at last!

April 2007 Mood: Frustrated Level design continues Story writing starts Serious publisher problems starts…

May 2007 Mood: Unhappy and pissed Legal issues taking up most time Art continues to be made New 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 2007 Mood: Annoyed and depressed Decide on two episodes only Anton will leave at end of month! Scripting starts slowly Will game get finished at all?

July 2007 Mood: Only tiny motivation left… Get new artist asap! Cut down on levels (26 →20)‏ List all resources needed

August 2007 Mood: Starting to get happier! Deal with Paradox Deadline soon (February 2008)‏ Scripting gaining speed Programming starts! More (part-time) artists hired

September 2007 Mood: A lot happier than past months! Looking into outsourcing More artists join. Anton gets time to help out! 5 artists + outsourcing company working (spreading risk)‏ All level design done!

October 2007 Mood: Happy but getting tired Looking for voice actors A lot of time put into scripting

November 2007 Mood: Happy but very, very tired Works days starting to get very long Even more scripting First tests! 26th preview sent off

December 2007 Mood: Totally exhausted Previews are positive! Bug hunting starts 20th = text deadline, barely manages

January 2008 Mood: More dead then alive Hunt bugs, eat, sleep, repeat A lot of additional works as well… 30th final version handed over WE ARE DONE!

February 2008 Mood: 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 TeamLarger – Technical TeamSmoother & overlapping transition between projects

Future projects for computers Black Plague Demo – Release on Monday! Penumbra: Requiem & unannounced project

THE ENDQuestions?