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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.
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Racetrack
Sections
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Assembling
the Track
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Completed
Track
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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.
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Table
Containing Gameplay Values (for fine-tuning the ship's
turning capabilities)
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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.

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