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
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.
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
1. 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
2. 2
SkiddySkiddy: Experience in a first: Experience in a first
serious video game projectserious video game 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
3. Sharing a little bit of what we learnt with Skiddy, our first
videogame, being a 100% independent three members team
3
Giselle Otero: Production Coordinator @ Big Bang Pixel
The goal is to bring the
all the Skiddy toward
the exit.
Game mechanicsGame mechanics
4. Sharing a little bit of what we learnt with Skiddy, our first
videogame, being a 100% independent three members team
4
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
Sharing a little bit of what we learnt with Skiddy, our first
videogame, being a 100% independent three members team
7. 7
Giselle Otero: Production Coordinator @ Big Bang Pixel
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Simplify and reduceSimplify and reduce
for a greater valuefor a greater value
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 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' similarityEvaluating the objects' similarity
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
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 unnecessaryRemoving the unnecessary
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
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
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
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Feedback and SignalsFeedback and Signals
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 plane is inclined to
justify that we can move
simultaneously all the
Skiddy.
Obvious Signals:Obvious Signals: The PlaneThe Plane
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 plane is inclined to
justify that we can move
simultaneously all the
Skiddy.
Obvious Signals:Obvious Signals: The PlaneThe Plane
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 sky color indicatesThe sky color indicates
how the player ishow the player is
progressing in theprogressing in the
game:game:
Obvious Signals:Obvious Signals: The SkyThe Sky
- Sky-blue until the
player doesn't exceed
the minimum moves.
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 sky color indicatesThe sky color indicates
how the player ishow the player is
progressing in theprogressing in the
game:game:
Obvious Signals:Obvious Signals: The SkyThe Sky
- Yellow until the
player doesn't exceed
the par.
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 sky color indicatesThe sky color indicates
how the player ishow the player is
progressing in theprogressing in the
game:game:
Obvious Signals:Obvious Signals: The SkyThe Sky
- Red once the user
has crossed the par.
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
Unconscious Signals:Unconscious Signals: The cloudsThe clouds
The clouds keep
moving following the
last move of the player,
giving him a sense of
control over the world.
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
Unconscious Signals:Unconscious Signals: The StylizationThe Stylization
In order to show that theIn order to show that the
Skiddies cannot move bySkiddies cannot move by
themselves, their designthemselves, their design
has also a graphicalhas also a graphical
shortcoming:shortcoming:
I took off the mouth, thatI took off the mouth, that
along with the eyes arealong with the eyes are
the very least we expectthe very least we expect
from a stylization.from a stylization.
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
Unconscious Signals:Unconscious Signals: The StylizationThe Stylization
In order to show that theIn order to show that the
Skiddies cannot move bySkiddies cannot move by
themselves, their designthemselves, their design
has also a graphicalhas also a graphical
shortcoming:shortcoming:
I took off the mouth, thatI took off the mouth, that
along with the eyes arealong with the eyes are
the very least we expectthe very least we expect
from a stylization.from a stylization.
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
Communicating through graphicsCommunicating through graphics
Buttons that come out
of the screen indicate
that they lead us to
another page.
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
Communicating through graphicsCommunicating through graphics
To reinforce the
concept that making
the Skiddy leave in
Maximum combo is a
good thing c...
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
Communicating through graphicsCommunicating through graphics
To reinforce the
concept that making
the Skiddy leave in
Maximum combo is a
good thing when the
Skiddy get together
they "smile".
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
Communicating through graphicsCommunicating through graphics
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
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Evolutionary PathEvolutionary Path
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
First testsFirst tests
At first the programmer
"translated" the graphic
examples directly into
code, so we tested the
functionality of the
concept.
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
First testsFirst tests
Levels were initially
created in XML, a
simple -yet quite
slow- procedure to
make them.
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
Being able to build
levels directly in the
game has sped up
greatly in their creation.
Graphic editorGraphic editor
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
Besides seeking out
potential problems
(unsolvable levels), the
computer can quickly
calculate the par.
Error checkingError checking
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 next step was to
turn into rules all those
feelings that separated
good levels from all
other ones.
Quality controlQuality control
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
(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 ComboYou can always make the Maximum Combo
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
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
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 first level has the
minimum necessary: two
Skiddies to make
possible the maximum
combo, no interior walls,
and an exit.
Level DesignLevel Design
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
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
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
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
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
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
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
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Work withWork with
the User's Perceptionthe User's Perception
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
Objective data are less
important than the user
perception.
Look at the squares A
and B.
PerceptionPerception
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
PerceptionPerception
Here 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.
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
PerceptionPerception
The 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.
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
Obstacles will seem
dangerous due to the
error of perception.
Helpful obstaclesHelpful obstacles
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
User's first reaction is to
escape from the obstacle
he considers harmful.
Helpful obstaclesHelpful obstacles
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
Then the user will
discover that is not
possible to reach the exit
with the rules he knows.
Helpful obstaclesHelpful obstacles
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
So he moves…So he moves…
Helpful obstaclesHelpful obstacles
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
…… and tests the newand tests the new
object, discovering itsobject, discovering its
properties.properties.
Helpful obstaclesHelpful obstacles
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
Every new objectEvery new object
reveals to be positivereveals to be positive
as necessary to solveas necessary to solve
the puzzle.the puzzle.
Helpful obstaclesHelpful obstacles
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
In Skiddy there are threeIn Skiddy there are three
main types of players andmain types of players and
each one selects its level ofeach one selects its level of
difficulty by the objectivesdifficulty by the objectives
he choose:he choose:
1.Ends the level within the par:1.Ends the level within the par:
Obtains the next level.Obtains the next level.
2.Makes at least a maximum2.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 have toThe player shouldn’t have to
be the one who adapts tobe the one who adapts to
the game's level of difficulty.the game's level of difficulty.
Instead, the game must offerInstead, the game must offer
the choice of differentthe choice of different
objectives.objectives.
Objectives with differentObjectives with different
level of difficultylevel of difficulty
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
For players who finishFor players who finish
a world with nothinga world with nothing
but "Perfect!" thebut "Perfect!" the
game gives an extragame gives an extra
level with a differentlevel with a different
game play.game play.
Bonus levelsBonus levels
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
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Constantly ImprovingConstantly Improving
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
Keeping SkiddyKeeping Skiddy
alivealive
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.
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
Keeping Skiddy aliveKeeping Skiddy alive
Making 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.
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
New updatesNew updates
More intuitive game options.
Graphics with shader and
antialising
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
New updates: Hard modeNew updates: Hard mode
Some 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.
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
New updates: Secret AwardsNew updates: Secret Awards
Before, 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.
Sharing a little bit of what we learnt with Skiddy, our first
videogame, being a 100% independent three members team
55. 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.
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
Disabling the option in Italy the games passed from being 264 to 6307 (2389%)
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
Downloads & LanguageDownloads & Language
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
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PortingPorting
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
Today, because ofToday, because of
third party software,third party software,
the porting of anthe porting of an
application from oneapplication from one
platform to anotherplatform to another
is becoming easier.is becoming easier.
PortingPorting
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
Touch ScreenTouch Screen
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
TiltTilt
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
MouseMouse
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
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
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Giselle Otero: Production Coordinator @ Big Bang Pixel
JoypadJoypad
Every 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
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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
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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
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first videogame, being a 100% independent three members
team
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Giselle @ Big Bang Pixel . comGiselle @ Big Bang Pixel . com