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From Agata Bednorz's Adapting to an Art Style – From 60 Seconds! to 60 Parsecs! at Games Gathering 2019
#60 parsecs#60parsecs#60seconds#60 seconds#agata bednorz#concept art#character design#not mine#deedee dawkins#april angelle#baby bronco#emmet ellis#tom thomson#megan mann#pancake#sharikov#ted mcdoodle#george mcarttest#robot gentleman
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60 Seconds! Where will you be when the World ends?
What would you do, if you knew that the world is about to go up in nuclear flames? What would you take and who would you safe, if you had only 60 seconds to decide? Here’s your chance to find out.
Robot Gentleman is a small indie games studio from Poznan in Poland and famous for their debut title »60 Seconds!«, a »shelter survival« game that was released back in 2015. Dominik Gotojuch, who worked as an AI programmer on the ›Fable‹ and ›Witcher‹ games, is the founder of Robot Gentleman and was quickly joined by Juliusz Zenkner, who helped him in not only giving birth to the studio but also at creating their first game. »The AAA way of making games simply wasn’t creative enough for me,« Dominik says. »This prompted me to start Robot Gentleman and after a crazy garage development haze together with Juliusz, we’ve pushed out our debut title 60 Seconds!. Since the studio’s beginnings in 2015, our team has grown to become a humble 10 people strong, including our Writers and Designers Berenika Gotojuch and Radek Smektala, our Producer Piotr Zygadlo, our PR and Marketing mastermind Anastazja Kulinska, Unity Developer Mateusz Pusty, our 2D Artist Agata Bednorz, our very own QA specialist Paulina Vera Szmidt and, last but not least, our 2D Artist and Animator Mateusz Lewicz.«
The Fun of Survival
»60 Seconds! is a crazy mixture of adventure and survival game genres set in the post apocalyptic American suburbia,« Juliusz explains. »In many ways it’s a bold combination of skill based and strategic gameplay with a strong narrative experience. Every playthrough is uniquely randomized to make the game different every time you play it, which makes it a bit of a rogue-like, as well.« »The game takes place on a typical, quiet day in the 1950s American suburbia,« Dominik goes on. »Until it isn’t when the nuclear bomb alarm goes off! As the head of the family it’s up to you to rush through your house and gather any supplies useful to your survival within the next 60 seconds – one minute before the nuclear bomb drops. And of course you mustn’t forget about your family! Collecting all your stuff and family and getting into the fallout shelter is just the beginning. Day by day, you will have to survive and make the best of whatever and whoever you took with you. The entire gameplay revolves around a 1950s model family, taken directly out of a stereotypical advertisement from those times. We have Ted and Dolores with their children Mary Jane and Timmy. Each of them has their own quirks and character, but the players need to discover those for themselves.
Robot Gentleman have good reasons to be happy. After their debut’s success, the team is working towards the release of 60 Parsecs!.
What if the World Ends in…?
The idea for 60 Seconds! first came up in summer 2013. »We were developing two other games with our own technology at that time,« Juliusz recalls. »Encouraged by the tool-set offered by the Unity engine, we decided to give it a try by making a small 3D game to test its capabilities. The premise was simple: what would you do if you knew the world was about to end in 60 seconds? That was the beginning of 60 Seconds!, and to our knowledge it was the first shelter game to be released – two weeks before ›Fallout Shelter‹ came out, to be precise. With our take on the nuclear shelter survival gameplay, we’ve decided to focus on a bigger picture, composed of two stages. The game begins with a skill-based crazy 60 seconds run, which has long-lasting consequences for the second and obviuosly longer part of the game – the process of survival. We went for a story driven ›choose your own adventure‹ style of gameplay, instead of pursuing the simulation-approach that is favored by similar titles. Our intention was to tell a story (and a unique one, every time you play!) of this one family experiencing the beginning of the apocalypse first-hand. Whatever items or family members you grab within those 60 seconds before the bomb drops will affect the following course of the story. Within your house you will find a vast number of different items that you can collect,« Juliusz goes into detail. »Certain items such as gas masks, a radio or first-aid kit are obviously crucial for survival. And then there are other items and much less obviously important supplies like a deck of cards maybe, or a boy-scouts-handbook, which can all be of essence just as well! There are so many story events that can take place every day in the apocalyptic wasteland and it’s up to the player to decide which items are used to resolve the problem at hand. And depending on his or her decisions made, player may defeat enemies, gain friends, just get by or loose it all. Sometimes, using a specific item is far worse than doing nothing at all, while some other time you can trade your rifle for a can of tomato soup. Mmmm, tomato soup!«
Cherish Your Family
Besides the types of items you may choose to collect, your family also plays an important role and affects the course of action. The more family members you take with you, for example, the more food you will need to survive. »Actually, it all depends on how much the players value their fictional family. However, those who are selfish and safe no one but themselves, may run into unexpected dangers that wouldn’t be an issue with more people present. On the hand it’s hard to go on an expedition without any family members staying behind, simply to guard the shelter. On the other hand, being alone in the bunker, without anyone to speak to, is not exactly healthy. You might start to hear voices in your head!«
An Active and Creative Community
Players from the community got creative pretty soon and they still are today. Some were making up individual challenges, trying to play the game in very specific ways, for example by collecting only certain items or family members. The »soldier challenge« for example is played by leaving all of the family behind, while only collecting equipment like weapons, gas masks and supplies. »We absolutely weren’t planning that. The gaming community surprised us all with the ideas it had, and there have been lots of different scenarios. We are not sure who started this trend, but it has been really popular and it still generates new challenges. By far one of the craziest challenges we’ve seen,« Juliusz continues »was the ›extreme rainbow challenge‹, where different colours where the theme for every few days. For example, from day 1 the theme colour is red, so you have to eat soup. Following day 21, the colour is green, so you have to say ›yes‹ in every event that occurs for the next couple of days.« In a game that’s all about staying alive, a player’s success is determined by the length of his survival. »Our first champion was one of the expo visitors at PGA 2014. He survived for exactly 111 days. To award his accomplishment, we named an achievement after him. Fittingly, it takes 111 days of survival to unlock it. After the game’s release, we’d seen a number of gamers survive for more than 365 (!) days, which makes it a full year – quite a long time to stay in your fallout shelter. Of course we have been rebalancing the game, so the difficulty of staying alive for that long has varied since the game’s original release.« Juliusz elaborates. »We absolutely appreciate all the feedback we get! From time to time we stumble over ideas that overlap with some of those we already had in mind. Every now and then, however, we discover something that is completely new and inspiring to our work. While making new games, we listen carefully to what people hint they would like to see and experience, but in the end our games are our vision. That’s the simple reason why we’ll always prioritize our own ideas – and we’ve got tons and tons of those and we’re already having problems fitting all of them into our titles.«
A Colorful Apocalypse
Compared directly to titles like »This War of Mine«, 60 Seconds! has a rather colorful and cartoony style. Does it impair the game’s serious undertone? »Every design approach has its advantages and disadvantages, but we find that using dark comedy mixed with a comic book art style can be a extraordinarily powerful tool to transport a serious message. It may seem more distanced at first, but we feel that the stark contrast to the grim reality that the game presents, makes the underlying message even stronger. We did not want to go for a cheap and obvious showcase of the theme, instead we opted for a more subtle presentation.« Juliusz explains.
A Modern Times Survival Guide!?
Despite the humorous style, the game’s message is still pretty dark and serious and following the news on North Korea and the United States it might not feel that funny anymore. »There is something about living in Eastern Europe,« Juliusz continues, »that makes you think about war, history and the philosophical aftermath of all which happened in the 20th century. If you look at it closely you see that this is the most active post-apocalyptic scene in the world. Games like »Fallout« or books like »Metro 2033« are big hits in Poland and its neighbouring countries. During the development of 60 Seconds! the nuclear war theme seemed like a setup, the whole scenario wasn’t very likely to become reality, not in a short-term anyway. Recent developments in world politics unfortunately contradict that assumption and put us all in danger. We would prefer that sort of apocalyptic vision of the future to stay an element of fiction within games, books and movies.« It better does because with that said, 60 Seconds! clearly focusses on dark humour and enterainment rather than preparing its players for a potential nuclear holocaust. »At the beginning of the production we did a lot of research on housing, interior design and fashion of the 1950s,« Juliusz explains. »Creating the characters from 60 Seconds! together with their house was a bit of a challenge, as we wanted to the setting feel true, just like an average 1950s suburbia. At the same time we didn’t want to make it look like a caricature. We initially had a few issues with the perception of our work, as some people did not recognise it as 1950s. This only changed after we purposefully added a number of this specific era’s icons, such as the Cadillac-esque car. And considering the contemporary fashion, with all those 2015 vintage trends, the typical clothing of our characters that were inspired by said 1950s, actually did not stand out that much. For the survival part of the game, we did some research on shelter construction, but we had to alter certain things and standards for the sake of gameplay purposes. The same applies to »survival 101«. There are a few survival aspects in 60 Seconds!, which are quasi-realistic, but it was never meant to be a simulation. Therefore a lot of the game’s survival techniques are so absurd, we do not recommend trying them at home! Also, we have absolutely no knowledge of the potential side effects of a strict tomato soup diet.
Besides, when we started developing 60 Seconds!, we primarily focussed on the fun factor or rather the story angle. For us, the message was always there, but we had no intention of shoving it into anyone’s face. Presenting it in a clever and comedic way and making the post-apocalyptic world kind of funny and grim at the same time was a challenge. The game had to be fun and engaging to encourage players to read a lot and to captivate them with a consistent and interesting story about a family trapped in a fallout shelter. And it seems we did manage to pull it off, which still amazes us to this day.« »60 Seconds! was never meant to be a pamphlet for any message,« Dominik adds, »but it’s worth pointing out that the original vision for the game’s narrative and gameplay was based around the question of what would one do if he or she knew the world is going to end in a few moments. How would they react after realising that? Would they panic? Would they only care for themselves? The slapstick chaos that ensues in the scavenge part of the game is entertaining, but the comedy is here to disguise a very grim reality that awaits the protagonists after the bombs explode. The same can be said about a myriad of gameplay and narrative solutions we use in the second phase – the survival stage of the game. Absurd storylines, a cartoonish art style and the naivete of 1950s are combined to present a rather grotesque image of a degenerating family, battling the harsh reality of the post-apocalyptic America. It’s up to the players if they choose to focus on the scenario’s fun factor or reflect upon how grim the game actually is.«
The journal gives players an overview of the characters and events.
Challenges and Learnings
Every game poses a new challenge to its developers and 60 Seconds! wasn’t any exception – no matter if in regards to workflows, special tools or any possible hurdles and how to overcome them. »My past professional career was mostly focused on illustration, movies and animation, so everything we did working on 60 Seconds! was a brand new experience for me. Dominik already had experience in the games industry, so his point of view is different than mine. Working with the Unity engine, however, was something new for both of us. Oh, and finishing the game together, of course! After all it was our first proper game project, even though we have known each other for almost 15 years. Our workflow was unusual and everything but professional. It was pretty chaotic and irregular, mostly because we worked after-hours. Sometimes, our regular jobs made it impossible for us to finish the milestones we set for ourselves. There was a lot of experimentation and the fact that we worked remotely and mostly stayed in contact over Skype did not make the whole project any easier. A bit of a rookie mistake, for example, was to outsource all of the 3D models and animations too early in the process. We ended up with most of the graphics, even before we had any reasonable builds of the game. And speaking of builds: we did not make enough of them. In our current and future projects we intend to iterate more rapidly and produce frequent builds to give us much more insight into the game and into the direction that it’s headed. 60 Seconds! started as a completely different game. It grew and evolved over the course of the production. A lot was changed in comparison to the original design. The survival part of the game is in fact the result of the conclusions we drew from the development process, on which we decided to act upon in order to explore our vision for the game in an even more interesting way.« And in terms of real prepping? »Much less than I would like to, to be honest! A few important tips on how extreme the conditions in a shelter are, how claustrophobic such a situation can be and how much I enjoy the fact I don’t need to experience any of that in my life. Especially when I think that the shelter in 60 Seconds! has much more space than your typical fallout shelter does!«
In Hindsight
»Looking back, there a lot of things we would most certainly approach differently now, with all of our accumulated knowledge and experience. I’m pretty happy with the design… well, most of it, but there’s always room for improvement. From important decisions like marketing (when to start, how much to spend, how to approach) to small things that can be annoying in the longer run, like a bigger screen size for different aspect ratios. Looking back not everything we learned is usable anymore, since the industry changes dynamically. I might even say that some mistakes that we’ve made in the past, weren’t a big deal back then, but might turn out to be lethal for a project in the present day.« Dominik even goes a step further: »It’s very typical for creators of any kind to be fairly displeased with their work, especially when looking back at it. A 60 Seconds! made in 2017 would be different, for sure – but I don’t think it would be better. Perhaps more polished, but then again, I believe that the originality of our game was strongly inspired by the crazy, passion-driven development work that we put into it. It was both the great and the not so great ideas that shaped it into the game that it is. And that is exactly the game we wanted to make.«
About the Author:
Dominik Gotojuch is
Creative & Tech Director at Robot Gentleman.
Dominik originally intended to become an actor, but after getting a job at Lionhead Studios, it took him just a fortnight to realise what he really wanted to do for the rest of his life – develop games! And so he did, as an AI programmer for the AAA award-winning titles »Fable III« and »Witcher 3: The Wild Hunt«. With enough experience under his belt, he decided to pursue creating games the indie way. Thus, Robot Gentleman was founded.
Twitter: @gotojuch
Juliusz Zenkner is
Art Director at Robot Gentleman.
Juliusz dedicated his studies and early career to art, animation and filmmaking. For over five years he worked in the Oscar nominated post-production studio Platige Image, contributing to such acclaimed movies as Jerzy Skolimowski’s »Essential Killing« and Lars von Trier’s »Melancholia«. As the Art Director at Robot Gentleman, he has been shaping the art vision for our games since 2014, beginning with 60 Seconds!.
Twitter: @JuliuszZenkner
The post 60 Seconds! Where will you be when the World ends? appeared first on Making Games.
60 Seconds! Where will you be when the World ends? published first on https://thetruthspypage.tumblr.com/
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60 Parsecs! Space Shuttle Iterations
From Agata Bednorz's Adapting to an Art Style – From 60 Seconds! to 60 Parsecs! at Games Gathering 2019
#60 parsecs#60parsecs#60seconds#60 seconds#agata bednorz#robot gentleman#deedee dawkins#not mine#concept art#design#space shuttle
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