The document describes the development of the game Space Engineers from initial idea to launch on Early Access in 7 months. It outlines the design process including establishing design rules, developing core gameplay mechanics like construction and physics, and iterating on features based on community testing. Key aspects included focusing on the core sandbox experience, developing an MVP quickly, and continually improving the game based on player feedback in Early Access.
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, …)
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!