Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Postmortem: Vicious Cycle Software's Dead Head Fred
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [4]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Beachhead / Activision
Senior Operations Engineer
 
Sony Computer Entertainment America LLC
Manager Quality Assurance
 
Beachhead / Activision
Senior Front End Web Engineer
 
Beachhead / Activision
Senior Back End Web Engineer
 
Beachhead / Activision
User Experience Lead
 
Sony Computer Entertainment America LLC
Senior Software Engineer
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [40]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [14]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Postmortem: Vicious Cycle Software's Dead Head Fred
by Eric Peterson, Mike Pearson, Wayne Harvey, Dave Ellis [Postmortem]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
November 8, 2007 Article Start Page 1 of 5 Next
 

Originally, Vicious Cycle's PSP-exclusive action title Dead Head Fred was intended to be a GameCube title for a younger audience. Yes, that’s definitely quite a one-eighty. But when the concept first took shape, the idea was to make a game with a light Rayman-esque feel to it -- colorful and fun. The player would have guided a character called Geo around the world of Prime in search of four different heads, each of which had unique powers.

While gathering these heads, he would also be stopping his world’s nemesis from destroying his home. The four heads were basic geometric objects (a cube, a sphere, a pyramid and a cylinder). The cube made Geo heavy and slow, and acted as a weight in certain puzzles. The sphere rolled like a marble and traveled fast. The pyramid moved like a tornado on its point and allowed Geo to maneuver along high wires.


Finally, the cylinder had a spring/rubber-like quality, and allowed Geo to bounce to higher areas on the map. Although teaching geometric concepts was never the intention of the game, most publishers who read the concept got that impression.

They said, “this is too edutainment”. (There's a word you probably haven’t heard in a while.) The upside was that they all really liked the mechanic behind the concept. So we went back to the drawing board to make the game appealing to an older audience.

We started by changing the tone of the story to something a bit darker and off-the-wall. We maintained the mechanic of head-gathering and -switching, but set the game in twisted version a '40s film noir detective film. Despite the rather dark story and characters and the premise of ripping off heads, the original pre-production visuals that came back from our contract artists were still playful and cartoony. We didn’t feel this was too much of a problem -- we aren’t the targeted demographic.

The initial test groups thought that the look still skewed too young. Also, apparently the youth today want guns, guns, guns. One of the most common questions asked at those focus groups were, “Where are the guns?” “When do I get to pick up a weapon?” Ah... game development in the post-GTA world...

So, after further testing, we came back to the drawing board yet again (literally this time) and created an art style with the cool cats at Massive Black. (Those guys rock, by the way.) The new look was much darker—like “40s gumshoe meets Dirty Harry meets The Matrix.” Apparently, what the players these days want is a badass character that looks pissed off and unique. Fred turned out to be just that. A brain in a jar filled with liquid where his noggin’ used to be. A detective with a sarcastic edge and vengeance on his mind.

Anyway, that’s how it all came together. We got a publisher for the title, we took our robust technology and got it running on the PSP as fast as lightning, and we dove head first into creating our first original intellectual property from the ground up. Little did we know what challenges were awaiting us, what stumbling blocks we would encounter, and the sheer amount of work we’d have to endure. As with any project, there were good times and bad times. Let’s start with the good.

 
Article Start Page 1 of 5 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.