Last year we undertook contract work for Resulting IT to collaborate with them on building a simulated Space Station in VR for their UKISUG Connect Conference stand. The VR segment of the project allows JSON blueprints within Unreal Engine to communicate with the client server in real-time. The client (Resulting IT) is then able to collate data from players in a questionnaire format within the game world.
Subsequently this piece of work has been recognised by the people at The National Tech Awards. The Space Station Facility has been nominated in the Gaming Technology category.
We provided Resulting IT with design support, infrastructure and environmental building of the Space Station Facility. We could not be happier that our customer has been recognised for this achievement.
The Facility took around 3 months to build, uses Unreal Engine 4 technology and was worked on by Nathan Winfield & Callum Donaldson who worked as contractors on this project.
Firstly, I’d like to apologise for the radio silence since Christmas across our social media channels, rest assured that all is well with The Life Of Max, we had some teething problems with the project after Christmas period which forced a re-think on a lot of elements the game. We had a very early prototype completed and got feedback from friends & family and it wasn’t good news. This forced us to re-evaluate what our goals were and how we could achieve them with minimal cost.
A pivot in the design was drastically needed as we were getting feedback of a lack of agency and understanding of the mechanics from the testers – which in a narratively driven game is very bad. What we’re trying to make previously was too nuanced mechanically & with the limited inputs mobile offers it was difficult to convey what we wanted the player to do to progress.
Historically our team has worked on narratively driven first-person exploration games with a heavy emphasis on environmental storytelling and player interaction to move the narrative forward. After some thinking about how this could work in a mobile game like Max, we’re very happy with how things are progressing and we feel like we’re back on track. It’s been interesting to look at lessons from the past and seeing how they translate today’s game design philosophy.
Following the re-design, it gave us a chance to also evaluate our workflow on the project. We’ve taken steps to redesign our project management tools and in-house methodology for building reversions of the game. Being a remote team based all over the country & working on Max in our own time it’s important to ensure we each communicate as effectively as possible with minimal fuss.
For more information on The Life Of Max and to keep updated with the game’s development be sure to follow the social media channels at @lifeofmaxgame.
Freesphere Entertainment is delighted to announce that we have partnered with WIPTail Games on the development of their debut title, Doggo.
Doggo is a 2.5D, narratively-driven adventure game with puzzle elements made in Unreal Engine 4. We’ll be providing WIPtail with extensive level, puzzle, and narrative design assistance.
When Nathan Robinson (Lead Designer) approached us and we saw how much his team had already achieved technically, accepting his offer to partner on the project was an easy decision.
To date, we’ve already implemented a new dynamic camera system and set up new animations for Doggo himself. Doing this allows us to create more complex puzzles and additional ways in which Doggo can interact with the world. In addition, we’ve plotted out the main beats of the story, which we’re currently using to design the levels.
We’re all very excited to get to work on the project and we have lots of plans in place to help bring Doggo to players in 2019. Stay tuned across all our social media channels for further updates.