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Postmortem: Over the Top Games' NyxQuest: Kindred Spirits
 
 
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  Postmortem: Over the Top Games' NyxQuest: Kindred Spirits
by Rob de Lara [Business, Game Design, Postmortem, Production]
9 comments Share on Twitter Share on Facebook RSS
 
 
January 27, 2010 Article Start Page 1 of 4 Next
 

NyxQuest: Kindred Spirits is a game developed for WiiWare by Spanish indie developers Over the Top Games. Developed by just four people and published in 2009, has received two awards and very good reviews so far.

NyxQuest represented more than the development of a game. It meant the creation and establishment of a new studio, and learning everything behind that. For a small team like ours, it was an enormous task, and a very ambitious project.


About NyxQuest and Over the Top Games

NyxQuest is a 2D platformer which revolves around the story of Nyx, a mysterious winged girl who is looking to rescue her friend Icarus. NyxQuest takes the rules of a classic platformer, and improves the formula by taking advantage of some of the Wii's unique features.

Using the Wii Remote, the player is able to interact with the scenery, draw wind to reach higher ground, and shoot rays at enemies and obstacles.

The core team that built the game was formed by four people: two programmers and two artists. All of us had several years of experience working on AAA games for other companies. This was key to our enterprise.

After some years working for other companies, we left to form a new studio, a place where we could create our own characters, tell our own stories and have full creative control over the development of a game.

This was no easy decision, but it was a good time to do it. Digital distribution is an opportunity for indie developers to create premium content that is able to compete in the market without the need of long development times and big budgets. We did it with very little money... but a lot of sweat!

What Went Right

1. Vision and Ambition

When the studio was started, the intention was to build a team that was passionate and experienced. For NyxQuest, we had to create a new 3D engine from scratch while building a game that would achieve a high level of quality in order to capture public attention.

Without both of these qualities (passion and experience) our project would have succumbed to its own ambition. For our game, we did a lot of research of the myth of Icarus and we learned what blind ambition did for him... we didn't want that ambition to be our killer in the end.

Forming your own studio requires a lot of dedication and hard work. Without a high level of passion, it's difficult to maintain morale during a long development cycle, with its ups and downs. We were lucky because all our team members love playing and making video games.

Maintaining the focus was very important, because we had to develop a game on time and on budget. We feel that our previous professional experience helped to avoid some of the most common pitfalls found in development.

Lesson learned: Passion + Experience = BINGO!

2. Artisan Development

Since we didn't have a lot of money to spend, we had to find ways to resolve some problems. Not enough work force for animation? Ask a friend with free time! No budget for voices? Get a voice actress girlfriend with her own studio! No testing department? Friends and family!

We spent some time thinking and testing options to find an art style that was able to catch your attention but at the same time that was "work-friendly". We had to be wise and find a way to build the levels with the desired level of quality, without spending too much time on it. Since we were a small team and couldn't have a lot of detailed models and textures, we chose a style that focused on lighting and shadows.

At the same time, we were telling the story of a burned and forgotten earth, full of deserts and ruins... this setting was not only chosen because of the story, it helped us to reduce work. Since the game world was ruined and deserted, we could create fewer assets and spend the time on making them stylish.

 
Article Start Page 1 of 4 Next
 
Comments

Chad Metrick
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Congratulations, guys. You were fortunate to have so many friends and family members willing to help out.

I bought NyxQuest and thought it was one of the best WiiWare games out at the time, though I did give up when I got to the level where you have to guide the ball of fire through a lot of obstacles. Someone came into the room to talk to me, I lost my concentration, and the ball of fire was extinguished, making me start all over. I wasn't willing to go through all of that again, but maybe now, after giving it a break, I'll pick it back up (especially after reading about all the hard work that went into it!)

Kenneth Barber
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4 people plus a little outsourcing. Great outcome. I like to hear small team success stories. "No designer + Feature creep = chaos!" is a classic potential pitfall in most if not all creative domains, I am glad you were able to overcome it.

Chris Valdez
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I purchased this the week it came out and was not disappointed. I wish it had received more promotion online. No one I've talked to has heard of it, let alone most other WiiWare titles. =/

Jonathan Arsenault
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Hoh hell i will take the occasion for a bit of shameless plug then, most of what you mentioned apply too us too, probably need to add "not a Wii title" to what went wrong ^^. http://aztaka.com/

Ivan Garde
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Very nice story to read for a lot of reasons, first I didn't knew anything about NyxQuest until now, WiiWare games publicity is terrible here in Brazil. I'm looking to buy NyxQuest as soon as i get my Wii from my ex-girlfriend clutches.

It's very positive to hear that there are folks creating games realizing Wii unique abilities, I feel it has yet so much design space to be explored and it's surely exciting to see developers like you guys taking inspiration from old Dali, I share this vision.

I'm glad that a team with such creativity was able to overcome the first "fundless" project and now have this proven ability as a studio, this is sure a road a wish to travel in the future. Congratulations

Eloy Ribera
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Congratulations for the game (one of the best WiiWare titles) and thank you to share your development details in this postmortem. It's refreshing to see what a team of only 4 people can achieve.

I'm sure we will see more and more high quality games from Over The Top.

Daniel Mafra
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I agree with Ivan. Games Advertisiment here in Brazil is a mess. I've seen only the game in its beggining and couldn't imagine these great story behind it. More than a great game, is a great example to indie developers on balancing effort, skill and how to deal with opportunities-challenges without losing quality.

If 4 guys in a fundless project can achieve this, imagine what could be achieved in a standart sittuation, with the proper investment and bigger team?

Kumar Daryanani Arias
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Congratulations, it's always good to hear a success story from Spain-based game developers! It's terrific that despite the lack of funds you guys managed to pull through and release a critically successful game. Hopefully it will do good sales-wise as well.

Wish you all the best with your future projects, and looking forward to what you do next.

Rob de Lara
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Thanks for your comments! We definitely did this game with a lot of love and passion.
I hope to see some of you at next GDC!


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