Pre-Production Highlights (Aditya)


As we wrapped up the pre-production phase of our project, we saw some significant transformations. Initially envisioned as a 2D game, we decided to pivot to 2.5D, incorporating 3D environments while retaining our 2D art style. This shift wasn’t just for aesthetics—it was a practical choice to address gameplay mechanics like floors and jumping, which posed challenges in a purely 2D space.

Why the Shift to 2.5D?

The decision to go 2.5D wasn’t taken lightly. We had to consider:

  • Art Consistency: Would the art look stretched or lose quality?
  • Workflow Adjustments: Would changing to 3D impact our established pipelines?
  • Gameplay Impact: How would this affect our level and puzzle designs?

Ultimately, 2.5D offered smoother visuals, better shadows, and new opportunities for puzzle interactions—crucial for our puzzle-heavy game. It also aligned better with the plugins we planned to use, which had greater compatibility with 3D projects.

Researching the Right Tools

During this phase, I researched five external assets to enhance our game:

  1. Feel: For feedback and juicy game effects.
  2. Dialogue System for Unity: To manage conversations seamlessly.
  3. Text Animator: To bring dynamic effects to text.
  4. Wwise: A powerful audio middleware for adaptive sound design.
  5. FMOD: Another option for adaptive music and sound.

While I’m still deciding between Wwise and FMOD, I’ve started building workflows for the other three. This has involved extensive testing:

  • Setting up demo playgrounds to explore features.
  • Debugging errors and resolving compatibility issues.
  • Watching tutorials, reading documentation, and combining asset functionalities.

Lessons Learned

  • Start Early: Familiarize yourself with assets as soon as possible. Most come with demo scenes—use them!
  • Backup Everything: Unity URP can unexpectedly break shaders and assets. Always test new plugins in a separate project first.
  • Stay Focused: Avoid late-night documentation dives when you’re tired. It’s easy to miss a crucial step and waste hours troubleshooting.

Writing Our Characters

Another major task I tackled was writing the characters for our game. I drew inspiration from:

  • Uncle Iroh (Avatar: The Last Airbender): For a wise, nurturing vibe.
  • Mort (Madagascar): For quirky and endearing traits.
  • Rabbids (Rayman series): For chaotic, comedic energy.
  • Gokudols (Back Street Girls): For an upbeat, unconventional charm.

Some of the questions I answered about the characters while designing their personality.

  • Size of vocabulary
  • How honest are they?
  • How formally do they speak?
  • How do they talk about themselves?
  • Do they use slang?
  • What does their voice sound like?
  • How much do they speak?
  • What is their sense of humor like?
  • Catchphrase / commonly used words
  • Do they swear?
  • Do they let others speak?
  • How much do they reveal about themselves?
  • Other traits?
  • How do they refer to others?
  • How honest are they?
  • How coherent are they?

This blend creates a cast that’s fun, and cozy, and keeps the player entertained throughout the game.

Final Thoughts

Pre-production was a whirlwind of changes, challenges, and breakthroughs. Switching to 2.5D gave us more freedom to experiment, while the right tools and workflows set the stage for smoother development. As we move forward, I’m excited to see how these decisions shape the final experience.

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