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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.
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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!)
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
I'm sure we will see more and more high quality games from Over The Top.
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?
Wish you all the best with your future projects, and looking forward to what you do next.
I hope to see some of you at next GDC!