Suicide Guy — development blog
Hello my friend! in this section I’ll start describing the development process of our latest game “Suicide Guy”, Now available on Steam: store.steampowered.com/app/303610/Suicide_Guy/ and soon on Console!
Here the 9 fundamental steps we used
Hello my friend!
in this section I’ll start describing the development process of our latest game “Suicide Guy”, Now available on Steam: store.steampowered.com/app/303610/Suicide_Guy/
Nintendo Switch https://www.nintendo.com/games/detail/suicide-guy-switch
PlayStation 4 https://store.playstation.com/en-us/product/UP2796-CUSA11124_00-0000000000000000
Here the 10 fundamental steps we used to create this new game!
1) CONCEPT
The first concept we had for the game was back in 2011.
At first we were trying to find an original concept for our next game:
that’s when we had in mind the idea that the player had to kill himself in order to surpass every level.
Since the concept and the action in the game has a really strong impact on the player’s reaction, we decided to make the game in first person.
For the first alpha version we had in mind a total of 3 levels that would help the gamer to understand the mechanics, controls (how to activate an object etc.) during the whole game.
The gameplay can be considered as a parody of the most classic videogames in which you have to find a way to save the life of your character, while here you have to find a way to kill him.
2) ALPHA VERION
We first developed an alpha version of the game (back in 2011) with 3 levels using Unity3D, you can play the browser demo here.
As you can see it was at an early stage compared to the final version, but the main ideas was there.
The browser version has been played a total of 100.000+ times during the first years.
3) GAME AND LEVEL DESIGN
We started the design of the levels first on paper and then modeling them in Maya.
As game engine we used Unity3D: it is a really suitable engine, except for the fact that it’s pretty difficult to optimize the levels to run at a smooth 60 frames per second as target.
The optimization took a while in certain levels where there is a high amount of details and objects.
The use of lods, compressed textures and new optimization techniques has been a must.
4) STORY DESIGN
Since the main concept to pass the levels is to kill yourself, we wanted to create a motivation to it.
Why would the character need to kill himself in everylevel to go to the next level?
That’s when we developed the idea of dreams inside of dreams, inspired by the movie “Inception”.
We first made the storyboard