We’ve got Unity on board with us, and they’re helping us fix a lot of the legacy issues.” Every time it’s gotten more efficient, cleaner, and we’re actually rebuilding the game again now. The performance gains were so substantial, we needed to do it – but that also had the side effect of breaking all our physics. But then Unity updated their physics engine. The first version of the game was written in Javascript, but then we learned how to do C#, so we switched over to that. “I mean, we’ve actually rebuilt the game three times now. We kept plugging away until it worked – we didn’t realise how much of a headache that would be, but it’s been an absolute nightmare. “We figured, because we don’t have an animator, we can’t make smooth animations and stuff – so let’s try it with physics. With the game’s direction set, the team decided early on to include what became one of Gang Beasts’ most compelling elements: its physics-based gameplay. So we started to try and make a Final Fight/Street of Rage clone.” So we decided, if you can punch someone in the face, you’ve got a game. But we found we didn’t have the skills to make that really work at the time, because literally, we were learning on the job. “We originally started out making a different game, a high fantasy game, kind of like Golden Axe meets Shadow of the Colossus. So when the three got to work on game development, they tailored the games they made (including a few game jam projects) to cater to their lack of experience My brothers: one was working at CEX at the time, and the other was teaching Fine Art.” “I was studying game design, but I didn’t have a programming or 3D modelling background, or anything like that. “When we first started, we didn’t really know what we were doing,” says Brown. Michael Brown gives us the rundown on how the three brothers created the social media sensation. Which makes it all the more impressive that Gang Beasts came from a team of three brothers, learning game development as they went along.īoneloaf was founded in 2011 by brothers James, Jonathan and Michael Brown, to make experiences informed by their childhood. It’d be quite the accomplishment for any seasoned developer.
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