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Development of Space Engineers
From an idea to Early Access in 7 months
Marek Rosa
Keen Software House
Introduction
• April to October
• How we designed, developed and launched the game
• Why we did it this way
• Dig into the details
What is Space Engineers
• Sandbox game
• Construction
• Realistic volumetric-based physics
Plan
• New game in 2013 -> 10/2013
• Sub-milestones: announcement, feature freeze, testing
• Early Access & MVP – validate with the community and
then continue
• Playable game at any moment
Initial idea
• Sequel to Miner Wars
• Traveling, missions, economy,
• Winner: construction & physics
• Added astronaut (no more “ships only”)
VRAGE 2.0
• C#
• Havok
• Flexible
• We understand it
• We can optimize it
Design phase
• 1.5 months
• Design documents, lists, GUI, HUD
• LEGO
• NASA
• Generic sandbox – no story
• Engineering game – no man-to-man combat
Design rules
• Object oriented game design – new features can be
integrated easily (hacking, landing gears)
• Strong sandbox and physics foundation
• Everything must make sense
Design rules 2
• No decorative elements (e.g. doors on cockpit, astronaut
computer)
• New features – only if required
• Realism leads the design – don’t hack the reality
(e.g. max object speed, resources, …)
Schematic colors (number 7)
Texture patterns
Avoid voxel-look & Object scales
Astronaut / Engineer
• Functional
• NASA look
• Iterations
First-person vs. third-person
• Acceleration & Animations
Deformations & Destructions
• We didn’t plan it
• Risks
• Vertexes, Splitting
• Physics
• Advantages of flexible sandbox design
Gravity
• One directional
• Only astronauts
• When enabled on small & large ships…
• Future plans
Limits
• No size or count limits
• Only memory limits
• 64-bit version
• Impact on performance (lights and shadows)
Creative mode
• Unlimited resources
• Instant building
• Available now
Manual mode
• Drilling and harvesting
• Refinery
• Assembler
• Inventory (backpack, cargo containers)
• Welder & Grinder
Name of the game
• Multiple options
• Winner: generic name
• Decided one month before the announcement
Logo
• Multiple options
• No retro
• No space-agency look
Testing
• Different HW, OS
• Testing lab
• Play-testers (first 3 minutes were critical)
• Test scenarios
• Automatic testing
• If you don’t test => there will be bugs
Community
• Players got the game (workshop, modding, controls)
• Simple interface (GUI, HUD, game mechanics)
• Works as expected
• Minimize steps required to accomplish a goal
History - April
History - May 2013
History - May 2013
History - May 2013
History – June 2013
History – July 2013
History – July 2013
Public Relations
• Focusing on players only
• No superb words
• Not revealing future plans
• Imperfections and work in progress
• Everything is subject to change
Milestones
• April
– Plan
– Design phase
– Dates and Steam
• August 15 - announcement video
• Sep 9 - Announcement
• Oct 1 - Feature freeze & Testing
– 3-hour & 24-hour window -> community exploded
• Oct 23 - Launch
• Post-launch
– Localization
– Workshop
– Landing gears
– Community feedback and response
• What’s next
– Multi-player and manual mode is the priority
– Small updates every 1-2 weeks
– Bigger updates – when possible
Effective development
• Deadlines & Features & Quality
• Estimations – not important, but if you need
them: multiply by 3
• Prioritization – sort by importance (and risk
factor, dependencies, etc.)
• Expect the unexpected
• Deciding what doesn’t get implemented is
important too (e.g. character customization,
animated GUI, post-processing, more weapons…)
Effective development
• Be careful on what you decide to implement
(you will have less time for other things)
• Minimize risks (too complex, hard to maintain)
• Detail planning - prepare in advance
• Pessimistic approach (e.g. low poly, risky
features in advance)
• Team – balanced, aligned
Effective development
• Deadlines – are your friends
• Focus on your strong points
• Don’t do things that you can’t deliver on 100%
• Follow the vision, ignore random ideas (e.g.
things already done in other games)
• Space Engineers is designed by programmers
(optimizations, low-hanging fruits)
Summary
• Balanced team
• Prioritization
• Planning
• Discipline
• Goal oriented
• MVP
• Focus on the player
• You can do it!
Questions?
www.keenswh.com

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Space Engineers - From an idea to Early Access in 7 months_Marek Rosa_GDS_2013

  • 1. Development of Space Engineers From an idea to Early Access in 7 months Marek Rosa Keen Software House
  • 2. Introduction • April to October • How we designed, developed and launched the game • Why we did it this way • Dig into the details
  • 3. What is Space Engineers • Sandbox game • Construction • Realistic volumetric-based physics
  • 4. Plan • New game in 2013 -> 10/2013 • Sub-milestones: announcement, feature freeze, testing • Early Access & MVP – validate with the community and then continue • Playable game at any moment
  • 5. Initial idea • Sequel to Miner Wars • Traveling, missions, economy, • Winner: construction & physics • Added astronaut (no more “ships only”)
  • 6. VRAGE 2.0 • C# • Havok • Flexible • We understand it • We can optimize it
  • 7. Design phase • 1.5 months • Design documents, lists, GUI, HUD • LEGO • NASA • Generic sandbox – no story • Engineering game – no man-to-man combat
  • 8. Design rules • Object oriented game design – new features can be integrated easily (hacking, landing gears) • Strong sandbox and physics foundation • Everything must make sense
  • 9. Design rules 2 • No decorative elements (e.g. doors on cockpit, astronaut computer) • New features – only if required • Realism leads the design – don’t hack the reality (e.g. max object speed, resources, …)
  • 12. Avoid voxel-look & Object scales
  • 13. Astronaut / Engineer • Functional • NASA look • Iterations
  • 14. First-person vs. third-person • Acceleration & Animations
  • 15. Deformations & Destructions • We didn’t plan it • Risks • Vertexes, Splitting • Physics • Advantages of flexible sandbox design
  • 16. Gravity • One directional • Only astronauts • When enabled on small & large ships… • Future plans
  • 17. Limits • No size or count limits • Only memory limits • 64-bit version • Impact on performance (lights and shadows)
  • 18. Creative mode • Unlimited resources • Instant building • Available now
  • 19. Manual mode • Drilling and harvesting • Refinery • Assembler • Inventory (backpack, cargo containers) • Welder & Grinder
  • 20. Name of the game • Multiple options • Winner: generic name • Decided one month before the announcement
  • 21. Logo • Multiple options • No retro • No space-agency look
  • 22. Testing • Different HW, OS • Testing lab • Play-testers (first 3 minutes were critical) • Test scenarios • Automatic testing • If you don’t test => there will be bugs
  • 23. Community • Players got the game (workshop, modding, controls) • Simple interface (GUI, HUD, game mechanics) • Works as expected • Minimize steps required to accomplish a goal
  • 31. Public Relations • Focusing on players only • No superb words • Not revealing future plans • Imperfections and work in progress • Everything is subject to change
  • 32. Milestones • April – Plan – Design phase – Dates and Steam • August 15 - announcement video • Sep 9 - Announcement • Oct 1 - Feature freeze & Testing – 3-hour & 24-hour window -> community exploded • Oct 23 - Launch • Post-launch – Localization – Workshop – Landing gears – Community feedback and response • What’s next – Multi-player and manual mode is the priority – Small updates every 1-2 weeks – Bigger updates – when possible
  • 33. Effective development • Deadlines & Features & Quality • Estimations – not important, but if you need them: multiply by 3 • Prioritization – sort by importance (and risk factor, dependencies, etc.) • Expect the unexpected • Deciding what doesn’t get implemented is important too (e.g. character customization, animated GUI, post-processing, more weapons…)
  • 34. Effective development • Be careful on what you decide to implement (you will have less time for other things) • Minimize risks (too complex, hard to maintain) • Detail planning - prepare in advance • Pessimistic approach (e.g. low poly, risky features in advance) • Team – balanced, aligned
  • 35. Effective development • Deadlines – are your friends • Focus on your strong points • Don’t do things that you can’t deliver on 100% • Follow the vision, ignore random ideas (e.g. things already done in other games) • Space Engineers is designed by programmers (optimizations, low-hanging fruits)
  • 36. Summary • Balanced team • Prioritization • Planning • Discipline • Goal oriented • MVP • Focus on the player • You can do it!