The Ultimate Video Game: dev team

Now that I’ve established the main elements of my hypothetical point-and-click game, my thoughts have been turning to my hypothetical dev team, and who I’d have on it.

A recap of the game

In 2019, archaeologists uncover the IT basement of a 1980s bank. Pete, the architect sent to survey it for demolition, is captivated by the room and its perfectly preserved contents, and barricades himself in. He soon discovers that something sinister happened here, and using clues left by Head of IT, Earl, back in 1989, he is sucked into a story of government conspiracy and brainwashing. Who were The Suits, and what happened to Earl?

The game is an adventure point-and-click with parts told in flashback, and solving puzzles by toggling between Earl in 1989 and Pete in 2019; they work ‘together’ with the player bridging the gap between past and present.

Read more posts about the Ultimate Video Game >>

Who would help me make my ideal video game?

My team would consist of talented, enthusiastic and inspiring people who all have something valuable to bring to the mix. I’d embrace a team that questions my ideas, makes me consider things from all angles, and works together to ultimately deliver the best product possible.

Then we can all celebrate with a curry and a pint o’ grog.

David Fox and Ron Gilbert, programming and design

Ron Gilbert and David Fox drawnA no-brainer, really. Well-established veterans of the point-and-click genre and responsible for some of my favourite games (Maniac Mansion, Monkey Island, Thimbleweed Park), their experience of programming, storytelling and dealing with the many bugbears of game development puts them firmly at the top of my list. I’m a picky, meticulous person in both personality and career, so I’d need people on a par with that.

Some key mechanics of the game would be tricky – toggling between 1989 and 2019 to complete tasks, and some very strict puzzle dependency towards the end – so I’d need their expertise. Their gaming ‘morals’ would also be a perfect match – I’ve already mentioned there will be no dying, no hand-holding tutorials, and logical puzzle chains.

I followed development of Thimbleweed Park (play it if you haven’t!) via their insightful dev blog and podcasts, and have had some great interactions with them too (David’s just as friendly as you’d think; Ron as delightfully cynical).

So if we’re treating this as an ideal scenario with no holds barred, David and Ron would be there (with me nitpicking over their shoulders).

Matt Nikutta and Octavi Navarro, artwork and animation

Matt and OctaviNot so long ago I played Unforeseen Incidents, a wonderful, fresh new point-and-click adventure game. Matt’s hand-drawn artwork was what grabbed my attention – unique and beautiful sketches that capture such atmosphere (and humour, when appropriate). I’d love to see him create eye-catching backdrops of Pete’s office, the excavation, the buried IT room, and the final, dramatic scene when the building is demolished for good. His vivid close-ups would be perfect for animating Pete and Earl’s anguished faces, and for the dry, sinister styling of the Suits.

I’ve been a fan of pixel art for a while, and Octavi just blows me away. Another member of the Thimbleweed Park crew – but it’s his personal portfolio of amazing cross-sections that I find so mesmerising (I have one on my wall as I type this). His pixelated style would be perfect for injecting some 80s detail into Earl’s IT room – the big computer monitors, Depeche Mode posters, retro inventory items, the 80s verb design (see Gameplay) and other little Easter eggs and features.

Kim from Later Levels, project management

Kim3Who better to put in charge of planning and scheduling than the person who started it all? If it wasn’t for the Later Levels Ultimate Video Game collaboration this wouldn’t even be a thing. Kim’s a legend in my blogging circles. She’s awesome at bringing the community together and inspiring other writers, all while churning out great content on a much more regular basis than me! I bet she’d have some great ideas, too.

Story and dialogue… well, me.

Naturally, I’d want to protect and preserve the characters, story and messages that I’ve scoped out so far – so I’d need the be the one in control of that.

I’ve written for a lot of different audiences over the years – with the exception of video games. This would be the ultimate challenge, bringing together two of my favourite things. Writing my characters and their story into life would be incredible. All with the help of my wonderful, entirely hypothetical team of course!

Given my error-seeking ways, I’d take care of QA, too.

That was fun.

I’ve had a blast fantasising about my Ultimate Video Game. I’d planned to explore more elements, but I think I’ve covered everything that’s important to me, and there’s only so far an imaginary project can go!

I’ve become quite attached to Earl and Pete, and often find myself daydreaming about their fates. I’m toying with the idea of turning this into a story project, where I’d write a chapter per post on a semi-regular (cough) basis, just for fun, and to see where it goes. But we’ll see.

 

4 thoughts on “The Ultimate Video Game: dev team

  1. I’m not sure what I’m most excited about…

    The fact we may see Earl and Pete again in the future. That I’ve managed to bag myself a role as project manager if this game ever gets made. Or that I have an awesome picture in this post!! 😀

    Liked by 1 person

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