Playtesting from Day 1
From design to release in just 6 weeks


The core team consisted of a game designer, a graphic designer, and a scripter. We worked with 3D Studio Max R3 to make the 3D models and Photoshop to create textures. Virtools' online game development system 'Dev' was used to integrate media. With Dev we were rapidly able to develop gameplay concepts, script the spaceship's movements and test the application on the fly.

After only a week's work, our "raceship" was zipping over a mock-up track and the game was playable. On to the real thing: basic racetrack sections were created in 3D Studio Max then exported to Dev for assembly by our game designer. Using this technique, the designer was quickly able to test various racetrack configurations. And he didn't have to bother the graphic artist every time he wanted to make minor changes.

   
         
Racetrack Sections
 
Assembling the Track
 
Completed Track

The game designer was also able to tweak the ship's gameplay (acceleration, maximum speed, rotation, etc.) by tuning values in a table, without touching the programming.

Table Containing Gameplay Values (for fine-tuning the ship's turning capabilities)


This first stage of development served as the core of the Volcano Racer production process. We gradually updated racetrack graphics, revised the background and added new features like obstacles and power-ups. Throughout this phase, our game designer was in full control of production and could easily request new features or graphics. We were able to focus the entire production process on improving the game's playability.


Scripting in Dev (an example showing how to animate the player’s spaceship)



Within four weeks, we had a fully functional version of the game that we could demonstrate and beta-test with gamers. The last two weeks of production were spent fine-tuning gameplay, improving rendering speed, and refining graphics.

Only with Virtools' Dev could we have completed the project in such a short time, without redeveloping a complete game engine. The software provided a common platform for all members of the team, and let us keep the project on track and monitor progress every step of the way.


Game Design: Olivier Croset
Graphic Design: Yacine Aït Kaci
Scripting: Francois Dujardin

 
 
 

 

home
play the game
put it on your site
making-of
Virtools home page