The Power of the Universal View

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Hello my friends,

In this post I would like to write about a point of view (or more a way of life) that I think it’s important to achieve during the life of an individual and that could be useful for your work too.

This is a topic that many essays are about for example in “The power of your subconcious mind”, “Mastery”, “Ignore Everybody”, “The book of Nothing”, “My inventions”, “The begin of Infinty” and many others, but it’s never clear how to achieve this kind of attitude. I think in these books there is a trace of what I want to analyze in the following lines.

The way of thinking I’m talking about is something that is beyond meditation that can help you to concentrate and achieve everything you want even avoiding the distractions of the everyday life.
To achieve this there are a lot of methods that can be used, for example the ubiquity (the power of being present everywhere) applied to the mind. This can be useful to get the mental elasticity and creativity needed during your work and life.

You’ll need a lot of persistance, practice and method in order to master it. For example when you close your eyes and imagine something or someplace, your mind is making some kind of instant voyage somewhere in the non-physical world. When you imagine something (like in a dream) what is actually affected are all your senses as if you were really there: if you’re expert enough you can imagine the smell of the sand, the sound of the sea, the breeze of the wind on your skin, all this at the same time.

Now, if you imagine this technique applied in every moment in your everyday life (with eyes opened), you will understand what can be achieved and how much can influece your life.

After this kind of technique is mastered (I’m actually still mastering) another technique that I actually tried and would like to deepen is the power of ubiquity in everytime. What I mean is that this way, the time barrier is broken, making all the events of the existence present all at the same time like in a sort of mental Big Bang. Since no one still understands what time is, it’s interesting to find new ways to distort it and make it yours thanks to just your mind.

One important thing that I think must be achieved first, in order to be able to exploit your mind at the highest level is the annihilation of the ego. This way of thinking is actually the most difficult to gain since we as human beings and animals have the ego structured in our own DNA: we have the istructions to conserve the ego with all the means at our disposal.
I invite you not to think with the objective to preseve and act only for your own good (what most people do) but to act only for a greater thing: your own objectives. This way you can really be in control of yourself without the needs to satisfy your ego that can create concrete distractions during your lifetime.

Overpass you Ego: this is the real teaching that I would suggest you to learn and that can really change the whole world. Once obtained you’ll be able to overcome your mind too and be able to “Play” with it as you want using techniques like the mental ubiquity which I mentioned above. If you think about it in concrete, there is no importance of where you are or who you are in this moment once these techniques are obtained. For example you can be in a place that you don’t want to be and be happy anyway since it has no more importance of where you are in the physical world.

This concept can be really difficult to comprehend and to explain too, but if you really start to think and read, I’m sure that you’ll find out the meaning of what I’m writing.

I wrote this for everyone interested in new ways of thinking and for me too in order to have a written text that I can use to help me with these kinds of techniques 🙂
Thanks for the attention!

 

 

 

Thank you from Chubby Pixel

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Thank you

Hello my friend,

We would like to take a moment to thank every single gamer that helped us during our first years of game development.
Game development is really a tough job, but thanks to you and all our fans, we were able to continue to immerse ourselves in the development of our ideas and experimentation.

In particular we would like to thank Valve and all the Steam community supporting us:

Nerdando

Review Experts

Mamilos Club

Opium Pulses

Videogiochi.com

And many more, thank you again!
We will continue to make games all thanks to you and to your amazing support.

Game Development for us started back in 2011 and since then we developed a lot of complete games and were even able to experiment with this incredible medium.
Here you can check all the games we were able to publish until now:

http://store.steampowered.com/search/?publisher=Chubby%20Pixel

What has been done

Our first game was first published back in 2013 on Desura and Steam:
http://store.steampowered.com/app/299460/Woodle_Tree_Adventures/

At first it was just an hobby for us and we weren’t even thinking about making this our full time job.
After a few years thanks to the success of this game we understood that this was becoming something special that people appreciated.

This lead to us with game experimentation: we were able to test new ideas both on Steam and Web brower games websites like Kongregate and Newgrounds.

Some of these experiments can be found here: http://store.steampowered.com/app/400250/Heaven_Island__VR_MMO/
This was less successful than our first game, but we were able to understand what Steam gamers were searching for and that some of them had interest in our gaming experiments.

Thanks to the success of our first title we decided to develop the sequel Woodle Tree 2 (released in 2016).

Even in this new title we tried to experiment with gameplay mechanics and interactions:
we included an open world mechanic, one of the first of its kind for a platformer game.
Another interesting thing we wanted to include are special moves thanks to the only weapon the protagonist has (a leaf).

Here the link to Woodle Tree 2: Worlds
http://store.steampowered.com/app/495350/Woodle_Tree_2_Worlds/

Our last but not least game is Suicide Guy (released in 2017).
With this title the intention was to create almost a new genre in the gaming field starting from the first person puzzle games like Portal.

This game had an amazing impact on the Steam community and on youtubers with millions of players all around the globe.

The game can be downloaded here:
http://store.steampowered.com/app/303610/Suicide_Guy/

The Next Steps

Thanks to our community we are able to continue our work, our main objective is still to create unique games that can open the eyes of its players.

We’re currently working on Nintendo Switch, PS4 and Xbox One converting our first game Woodle Tree Adventures and later even our other games, but don’t worry since Steam is still our main development platform.

Stay tuned to see when these games are going to be released in the next months!

Thank you again for the support you’ve shown to us 🙂
Chubby Pixel

Suicide Guy – development blog

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Hello my friend!
in this section I’ll start describing the development process of our latest game “Suicide Guy”, Now available on Steamstore.steampowered.com/app/303610/Suicide_Guy/
and soon on Console!

Here the 9 fundamental steps we used to create this new game!

 

1) CONCEPT

The first concept we had for the game was back in 2011.

At first we were trying to find an original concept for our next game:
that’s when we had in mind the idea that the player had to kill himself in order to surpass every level.

Since the concept and the action in the game has a really strong impact on the player’s reaction, we decided to make the game in first person.
For the first alpha version we had in mind a total of 3 levels that would help the gamer to understand the mechanics, controls (how to activate an object etc.) during the whole game.

The gameplay can be considered as a parody of the most classic videogames in which you have to find a way to save the life of your character, while here you have to find a way to kill him.

 

 

 

 

2) ALPHA VERION

We first developed an alpha version of the game (back in 2011) with 3 levels using Unity3D, you can play the browser demo here.

As you can see it was at an early stage compared to the final version, but the main ideas was there.
The browser version has been played a total of 100.000+ times during the first years.

 

 

 

3) GAME AND LEVEL DESIGN

We started the design of the levels first on paper and then modeling them in Maya.
As game engine we used Unity3D: it is a really suitable engine, except for the fact that it’s pretty difficult to optimize the levels to run at a smooth 60 frames per second as target.

The optimization took a while in certain levels where there is a high amount of details and objects.
The use of lods, compressed textures and new optimization techniques has been a must.

 

 

4) STORY DESIGN

Since the main concept to pass the levels is to kill yourself, we wanted to create a motivation to it.
Why would the character need to kill himself in everylevel to go to the next level?

That’s when we developed the idea of dreams inside of dreams, inspired by the movie “Inception”.

We first made the storyboard to make the story understandable by everyone, then used the cinematics to make a tangible story.
The character had to be characterized since it’s one of the few beings in the game, that’s when we had the idea to characterize him during the levels, thanks to the objects he imagines in his dreams, derived directly from his experiences in the real life.

 

 

 

 

5) PROJECT MANAGEMENT

 

We used Trello as project management tool and Source Tree as repository for the assets.
It’s perfect for organizing the workflow when you have a team of 3 or more people. In our case we were in 6 as you can see in the image below and we divided the work like this:

  • Fabio Ferrara (Game and concept development, Gameplay programming, 3D modeling, Soundtracks and Sound effects)
  • Yan Dawid (Camera programmer and Gameplay)
  • Giulia Airoldi (Concept art and texturing)
  • Fabio Masnari (Tester)
  • Andrea Masnari (Soundtrack composer and Sound Effects design)
  • Selcuk Yagci (Character modeler)

We’ll soon share the trello link when the game is finished.

 

 

 


6) 3D MODELING

We used Maya for modeling the environments, items and the characters, While Photoshop for texturing.

For skinning, rigging and animation we used the animation system integrated in Maya as well as lots of animation references from cartoons such as Looney Tunes, Adventures Time, Studio Ghibli movies and many more.

We used lots of references too found on Pinterest, Instagram and Google images in order to create the best looking levels in terms of colors and forms.

 

 

 

 

7) SOUND DESIGN

Cubase was the main software we used for composing the Sountracks and Audacity for the sound effects as well as a large variety of sound libraries.
We designed the levels so that the soundtrack is alwasy diegetic in the sense that it’s inside the narrative context of the action: It’s aways played by a radio that can be turned off and even used to pass certain kind of levels.

 

 

 

8) LEVEL CREATION

For the level creation, Unity3D has been really useful.
We created the design on paper and then the main structure of the level was modeled in Maya in a single .fbx file. All the elements and details were separate meshes and prefabs.

For the iteractive items, we set the positions in maya with red cubes, and then positioning the prefabs in Unity 3D.
We think this is the best and fastest possibile way to create the levels especially if you want to make future modifics during the development.

 

 

 

9) MARKETING (Before release)

We started marketing the game immediately after the first Alpha was made, with constant updates of images, gifs, soundtracks etc. on our social pages:

Twitter

Facebook

Instagram

Steam groups

…and sending updates through our Mailing list (with over 100.000 e-mails)

 

This blog post was useful too in order to create awareness regarding the development of the game.

 

In May we published the first teaser of the game (2 months before the actual release), here you can take a look:

https://www.youtube.com/watch?v=9KtEf6yK-tU

His helped a lot to create awareness before the actual release of the game.

 

 

10) MARKETING (After release)

The day we published the game (on 14th of July 2017) we immediately started to create advertising, here the steps we took in order to improve the sellings:

 

The first days of release went smoothly with thousands of copies sold in the first week and a lot of youtubers playing the game:
https://www.youtube.com/results?search_query=suicide+guy

 

 

After the first days a lot of youtuber videos of the game went viral with over 1 million views, here some examples:

https://www.youtube.com/watch?v=U5bDl5_tc-0&t=25s

https://www.youtube.com/watch?v=UOBBduW84Nk&t=287s

https://www.youtube.com/watch?v=-tw2OOnFKzc

 

This helped the visibility of the game A LOT and infact Big youtuber starts started to playing it, even making more than just one video of it (Jacksepticeye and JuegaGerman) with over 3 million views:

https://www.youtube.com/watch?v=qcHwSLXXSPU&t=676s

https://www.youtube.com/watch?time_continue=83&v=GObKlDCtDw4

 

In the end after the first month, this helped the game to sell over 10k copies, and millions gamers aware of the existence of the game.
The great thing for us is that the game is still selling constantly even after the first few days (with a 20% discount), while generally the sales drop after the first discount.

I would say that for us the youtubers views count was the determining factor that helped the game to be featured on the front Steam page in the most popular games


The first reviews from press started to came out after the first week of release (we sended press copy AFTER the game was out, but probably we should have sent them 1 week before) here some few:

GameNews+ Score: 7.4

Suicide Guy Review

 

SerialGamer Score: 7.0

Suicide Guy – Beer not included – Recensione