WEBVTT 00:00:00.240 --> 00:00:04.160 Welcome back to On the Level -  a series in which I play awesome 00:00:04.160 --> 00:00:07.520 video game stages, alongside  the designers who made them. 00:00:08.080 --> 00:00:14.560 This time I’m playing one of my favourite games  of 2021: the endlessly creative co-op adventure, 00:00:14.560 --> 00:00:20.160 It Takes Two. This is a game about a bickering  married couple - Cody and May - who get turned 00:00:20.160 --> 00:00:24.880 into toys and then must work together to  travel through madcap miniature worlds. 00:00:24.880 --> 00:00:30.160 And that includes the level featured in  today’s video: a tree in Cody and May’s garden. 00:00:30.160 --> 00:00:35.920 Which is actually full of squirrel soldiers,  killer wasps, and a giant robot bee. To fight 00:00:35.920 --> 00:00:41.680 back, the couple have a pair of handy weapons:  Cody has a gun that shoots big globs of orange 00:00:41.680 --> 00:00:46.769 sap - and May has a crossbow that fires  lit matches. And when the two collide - 00:00:46.769 --> 00:00:48.320 *Explosion*. 00:00:48.320 --> 00:00:54.400 To find out how this level was made, I talked  to Oliver Granlund, a designer at Hazelight - who was 00:00:54.400 --> 00:00:58.720 one of the designers responsible for  this level’s layout and game mechanics. 00:00:58.720 --> 00:01:04.080 Now, usually on this series I will play the level,  and the designer watches my screen over Zoom. 00:01:04.080 --> 00:01:11.040 But as this is a co-op game, I actually got to  play with Oliver - I picked Cody and he chose May. 00:01:11.680 --> 00:01:14.960 And so, without further  ado, here’s our conversation 00:01:14.960 --> 00:01:18.560 as we played through It Takes  Two’s second chapter: The Tree. 00:01:22.360 --> 00:01:25.840 CODY: Ah, this way! 00:01:27.160 --> 00:01:29.920 MAY: What?! You're never gonna make that jump! 00:01:29.920 --> 00:01:34.252 CODY: Yeah? Watch me! Argh! 00:01:34.720 --> 00:01:38.720 MARK: So I always like to start by asking:  how did this level begin development? 00:01:38.720 --> 00:01:42.720 OLIVER: Originally, art were just  exploring settings. You know. We 00:01:42.720 --> 00:01:45.360 know we're going to be shrunk,  what kind of places could be fun? 00:01:45.360 --> 00:01:50.560 And tree was one of them that was explored by  art very early as a very interesting location. 00:01:51.120 --> 00:01:55.760 And design right now is just doing  prototyping, just going crazy with 00:01:55.760 --> 00:02:00.880 tons of different mechanics - and we found  the sap and match gun. For the very beginning 00:02:00.880 --> 00:02:05.600 they were just loose prototypes but at some point  they were paired together with the tree. They 00:02:05.600 --> 00:02:10.800 went through each and every mechanic and, like,  paired it to a setting that art had prototyped. 00:02:10.800 --> 00:02:15.600 And then we essentially gave each, like,  designer or a pair of designers a level 00:02:15.600 --> 00:02:20.160 and then told them to, you know, make it, and  come up with mechanics and everything in between. 00:02:20.160 --> 00:02:22.960 MARK: So you and designer Robert Johansson were 00:02:22.960 --> 00:02:26.320 responsible for the tree and also the  snow globe, is that is that right? 00:02:26.320 --> 00:02:30.240 OLIVER: Yes that is correct. So I thought  it would be interesting to show this level 00:02:30.240 --> 00:02:35.040 because a lot of people worked on this. This  part was designed by a level designer named 00:02:35.040 --> 00:02:40.640 Henrik Sandin. This one was actually made quite  late. From your perspective it might seem like 00:02:40.640 --> 00:02:45.920 of course this came first, but this actually came  very late. And when the rest of the tree was made 00:02:45.920 --> 00:02:50.640 there were no swinging for example, and we  had to go back and add that in everywhere. 00:02:50.640 --> 00:02:54.080 I think this part turned out really  well, especially like a very calm 00:02:54.080 --> 00:02:58.800 piece in between the storm, kind of. And also  very much establishes everything around it. 00:02:58.800 --> 00:03:04.080 There are some cool smart things that are actually  done here with like ants moving in the direction 00:03:04.080 --> 00:03:08.640 you're supposed to go. Like here for example. I  think this was originally accidental: you know, 00:03:08.640 --> 00:03:13.680 art added them in and then people started  following the ants and then, you know, the ants 00:03:13.680 --> 00:03:18.880 led you down like a hill and people jumped off and  died. Henrik used that knowledge to his advantage. 00:03:18.880 --> 00:03:27.647 MAY: We haven't got time for  this! Is this a shortcut or not? 00:03:34.520 --> 00:03:43.040 SQUIRREL: The wasps have invaded our tree, wiped  out most of our tribe. You two must kill them. 00:03:43.040 --> 00:03:45.520 MARK: So how did the sap and match gun develop 00:03:45.520 --> 00:03:48.000 from a prototype to the final  mechanic we see in the game? 00:03:48.000 --> 00:03:53.320 OLIVER: In the original version of it,  it was only you sapped and you exploded. 00:03:53.320 --> 00:03:54.320 *Explosion* 00:03:54.320 --> 00:04:00.000 Which was very cool, especially for combat, but it  didn't really work if we wanted to do puzzles. So 00:04:00.000 --> 00:04:03.680 that was one of the first things we  did when taking them from a prototype 00:04:03.680 --> 00:04:06.880 stage to the next level is that we  looked into how can we make them 00:04:06.880 --> 00:04:11.120 into more than just a fire and forget kind of  thing. And that's where we started pushing, 00:04:11.120 --> 00:04:14.720 for example, the weight mechanic  and the spinner mechanic. 00:04:14.720 --> 00:04:19.360 An interesting thing here is that this is one of  the few places where we actually have a separate 00:04:19.360 --> 00:04:24.400 tutorial for the players because, like,  if you see a shooting sign (like on May’s 00:04:24.400 --> 00:04:29.600 screen) both players are gonna shoot it. And if  you see yellow… you know, the common ‘use this’ 00:04:29.600 --> 00:04:34.800 language that's been established by games: both  just shot at both things and were super confused. 00:04:34.800 --> 00:04:37.920 MARK: So you had to make sure each player,  like, understood their separate roles? 00:04:37.920 --> 00:04:42.640 OLIVER: Exactly. One thing we noticed, since  we added weight as a property to, for example, 00:04:42.640 --> 00:04:48.320 the sap gun is that we had to be very grounded  for people to be able to understand this. 00:04:48.320 --> 00:04:51.920 For example, if you weigh something down and  something goes up they need to be connected. 00:04:51.920 --> 00:04:56.000 If you look at a lot of other levels they'll  have just straight up, you know, Super Mario 00:04:56.000 --> 00:05:01.280 floating platforms. So what we did is for  each level we set up our own rule set and 00:05:01.280 --> 00:05:05.920 our own internal logic. It's basically like  teaching a player a new game in an hour. 00:05:05.920 --> 00:05:07.760 MARK: And what challenges  did you face in doing that? 00:05:07.760 --> 00:05:13.920 OLIVER: Well it's interesting because the sap  gun is a very systemic weapon that has a lot of 00:05:13.920 --> 00:05:18.640 freedom. You can shoot this anywhere. And it was  a decision we made very early on where you can 00:05:18.640 --> 00:05:22.000 you can go two routes: you  can either go the the very 00:05:22.000 --> 00:05:26.480 restricted route where you'll have a white  spot in a black room and that's the only 00:05:26.480 --> 00:05:30.880 place you can shoot. Or you can do the other  way around, and that's the route we went with. 00:05:30.880 --> 00:05:36.800 This could create problems where, you know, this  cage… I have progress videos for you on. It's a 00:05:36.800 --> 00:05:42.400 very interesting progress of it. So this is one  of the earliest prototypes I ever made. It might 00:05:42.400 --> 00:05:49.990 look super different, this big wasp nest, but the  actual gameplay is very similar. But the problem 00:05:49.990 --> 00:05:55.920 was that you could sap on the outside, where May  couldn't reach. And here we have version two: 00:05:55.920 --> 00:06:03.360 yeah this also hurts my soul. So Cody saps the  roof instantly, so May has to look straight up… 00:06:04.000 --> 00:06:10.480 oh no. And, you know, it's just not  nice. A lot of the work we did with these 00:06:10.480 --> 00:06:15.680 mechanics was eliminating places where you  can do things that just doesn't feel nice. 00:06:15.680 --> 00:06:21.520 And we still manage to keep the puzzle intact,  with just tons of iteration and simplification. 00:06:21.520 --> 00:06:26.480 Design by subtraction. And I think that was  really helpful here. Like some things came out 00:06:26.480 --> 00:06:30.800 kind of fully formed, but most things always  needs, like, at least one or two passes. 00:06:30.800 --> 00:06:33.280 MARK: Okay, so this is the first co-op game 00:06:33.280 --> 00:06:36.880 on the show. How did you go  about designing for two players? 00:06:36.880 --> 00:06:41.760 OLIVER: I think we can break it down to three  types of co-op. You have what we call parallel 00:06:41.760 --> 00:06:46.880 co-op, and that is essentially just you're playing  your own single player game with another person. 00:06:46.880 --> 00:06:51.760 And then you have step-by-step co-op,  which is essentially like you do something, 00:06:51.760 --> 00:06:56.080 that allows me to do something, it goes back  and forth kind of. And then we have the third 00:06:56.080 --> 00:07:01.280 one which is like simultaneous co-op, which is  when we're both having to act at the same time. 00:07:01.280 --> 00:07:05.520 We wanted a variety of all of these  and I think pacing those moments 00:07:05.520 --> 00:07:10.640 in co-op is a big challenge to to make right.  And that's something we care about a lot. 00:07:10.640 --> 00:07:13.760 MARK: This lab section is great,  what can you tell me about it? 00:07:13.760 --> 00:07:18.240 OLIVER: Here is one of the super early  blockouts. Oh this is also, as you see, 00:07:18.240 --> 00:07:24.480 this is cringe-worthy to to watch. You know,  it hurts. The general idea here… you know, 00:07:24.480 --> 00:07:27.680 the side-scroller camera, which made  everything way way better, it's not here yet. 00:07:27.680 --> 00:07:28.800 MARK: And so when did that come in? 00:07:28.800 --> 00:07:34.880 OLIVER: I think it was still relatively early  that we started experimenting with that. 00:07:34.880 --> 00:07:39.200 But I think a lot of these things, like  that you see here, they are obvious but 00:07:39.200 --> 00:07:44.320 it's more like I've built it, it doesn't work,  okay… what's the next step to make this work? 00:07:44.320 --> 00:07:48.400 And a lot of the iteration was like  that, you know, initial idea, oh cool 00:07:48.400 --> 00:07:53.360 they're gonna spin, and then not realising  that there is gonna be camera problems, 00:07:53.360 --> 00:07:58.960 for example. And then you know, oh sh*t it's gonna  work great if we just add a side-scrolling camera. 00:08:03.160 --> 00:08:05.680 CODY: Hey, let me get out of here! 00:08:05.680 --> 00:08:07.920 OLIVER: Oh yes, have you played this one? 00:08:07.920 --> 00:08:12.343 MARK: No, I didn't see this the  first time I played, I’m scared now. 00:08:12.343 --> 00:08:13.926 OLIVER: Yeah you should be. 00:08:13.926 --> 00:08:15.666 BOTH: *laughter*. 00:08:15.666 --> 00:08:18.240 MARK: How did these side interactions come about? 00:08:18.240 --> 00:08:22.400 OLIVER: After each big milestone, we basically  played through the game and we played through 00:08:22.400 --> 00:08:27.280 with some play testers and then we looked at what  problems there were. And one thing we reacted 00:08:27.280 --> 00:08:33.680 to was that there was too little to do, and so  we went on a spree of creating both mini games 00:08:33.680 --> 00:08:37.360 and the side interactions. And there  actually ended up quite a lot of them. 00:08:37.360 --> 00:08:42.640 And how this one came about was, essentially, it  started with a very simple ‘wouldn't it be fun 00:08:42.640 --> 00:08:47.840 if you could trap your friend’ and then ridicule  them. And then ridicule turned into torture and, 00:08:47.840 --> 00:08:50.080 yeah, it went downhill from there. 00:08:50.080 --> 00:08:54.640 This kind of became our collectible in  a way. We had a discussion very early, 00:08:54.640 --> 00:08:58.080 because we're a platformer, you know,  of course we're gonna have collectibles. 00:08:58.080 --> 00:09:04.960 Right? Question mark. And we tried that and we  didn't find a good purpose for it. We wanted to go 00:09:04.960 --> 00:09:10.240 another route, like we want to give meaning to the  player or something they'd want. And what ended up 00:09:10.240 --> 00:09:14.640 happening was we created so many minigames and  then we ended up hiding them a bit because they 00:09:14.640 --> 00:09:21.840 were sometimes a bit distracting, so that actually  became our kind of collectible in the end. 00:09:21.840 --> 00:09:23.512 MAY: Something’s coming! 00:09:23.512 --> 00:09:24.734 CODY: Killer wasps! 00:09:24.734 --> 00:09:29.360 MARK: This is our first combat  encounter. What was that like to design? 00:09:29.360 --> 00:09:34.400 OLIVER: One thing that's very interesting about  co-op combat is you have to think about it in a 00:09:34.400 --> 00:09:39.840 whole different way than you would normal combat.  Especially if you're going for the simultaneous 00:09:39.840 --> 00:09:44.400 co-op where you're both acting. So, for example,  in this case we actually have an asymmetrical 00:09:44.400 --> 00:09:48.800 relationship where you're the instigator and I'm  the detonator. Which means that I actually don't 00:09:48.800 --> 00:09:54.240 have a lot to do until you sap one of them.  So what we've done in the AI is make sure that 00:09:54.240 --> 00:09:58.800 more of them are aggressive to May, making it  more interesting for me until she can detonate. 00:09:58.800 --> 00:10:03.040 The other one is how do you handle  if you're playing with a partner who 00:10:03.040 --> 00:10:08.080 who's not as skilled as you, or the other  way around? And I think that that was one 00:10:08.080 --> 00:10:12.800 of the harder issues we had to answer. I think  Tree is actually the hardest level in the game 00:10:12.800 --> 00:10:18.640 in terms of introducing a new player to it. It's  the only level with combat and aiming for combat. 00:10:18.640 --> 00:10:23.840 But as you can tell when you play it… like, the  auto aim system is very lenient and, like, we 00:10:23.840 --> 00:10:29.440 try to make the gameplay less about ‘can I hit the  skill shot’ and more about making sure you dodge 00:10:29.440 --> 00:10:34.000 the wasp. Making sure that that you're spraying  the right thing. And like all of that stuff 00:10:34.000 --> 00:10:38.560 instead. It's still one of the hardest mechanics  for people who don't know how to use both sticks, 00:10:38.560 --> 00:10:45.840 but it ended up being way more usable than most  first or third person shooters were at that stage. 00:10:45.840 --> 00:10:50.040 MAY: Interesting mechanic looks  like some type of tug of war. 00:10:50.040 --> 00:10:52.080 OLIVER: Oh you're good at this! Oh no! 00:10:52.080 --> 00:10:56.560 MARK: Yeah! Oh no that was  easy. We need a rematch! 00:10:57.440 --> 00:11:02.160 OLIVER: I'll take a rematch on that  one. This has to be cut from the show. 00:11:03.360 --> 00:11:07.120 MARK: Ah! 00:11:07.120 --> 00:11:08.800 OLIVER: Oh. Are you playing with a keyboard? 00:11:08.800 --> 00:11:10.435 MARK: Nope, just an Xbox controller. 00:11:10.435 --> 00:11:11.760 OLIVER: : Okay. I'm ashamed. 00:11:11.760 --> 00:11:14.640 MARK: So why did you decide to  add in competitive minigames? 00:11:14.640 --> 00:11:21.280 OLIVER: So the whole game is about corporation,  and it's very hard to break the pace of that. 00:11:21.280 --> 00:11:26.640 And I think that a big reasoning behind  us doing that was wanting to create, 00:11:26.640 --> 00:11:31.360 you know, a variation in moments, essentially, for  the couples. Also kind of enforcing the story of 00:11:31.360 --> 00:11:35.600 them bickering. We had them in some places where,  you know, the characters are bickering - now the 00:11:35.600 --> 00:11:40.160 players will be bickering. And it’s kind of  fun and funny when you see that working out. 00:11:40.160 --> 00:11:45.600 And we tried to create a variety of minigames as  well that would allow different kinds of players 00:11:45.600 --> 00:11:50.240 to win. We even have a literal chessboard in  there. So the idea was that not everything 00:11:50.240 --> 00:11:54.640 would have to be technically skilled, because  then the same person would win over and over. 00:11:54.640 --> 00:11:58.240 MARK: I love this giant vault  door, it has a really cool design. 00:11:58.240 --> 00:12:02.240 OLIVER: This one was actually the  original, where you would spray 00:12:02.240 --> 00:12:07.680 on it to explode it. But it had to be so  tiny to not make your camera go wide. So 00:12:07.680 --> 00:12:13.360 we ended up switching for this, basically  turning. So, instead, we iterated on it and 00:12:13.360 --> 00:12:17.600 made it into this lid actually. So the  prototypes were basically just moved around. 00:12:17.600 --> 00:12:19.920 MARK: Just how important  is that iteration process? 00:12:19.920 --> 00:12:24.880 OLIVER: I would say iteration was immensely  important. We didn't have a lot of time 00:12:24.880 --> 00:12:29.520 to actually, like, make everything perfect.  We aren’t triple A, we can't spend however 00:12:29.520 --> 00:12:33.600 much time we want on something. But we need  to make it so that it's good enough for the 00:12:33.600 --> 00:12:38.560 player. Iteration was an immense part of that, I'd  say. Even though a lot of the ideas were similar, 00:12:38.560 --> 00:12:43.280 I'd say the actual execution of them  were quite different - wildly different, 00:12:43.280 --> 00:12:47.440 from beginning to end. Especially when you  have so many mechanics that you're teaching. 00:12:47.440 --> 00:12:52.240 Like half of it was, you know, working on the  mechanics themselves. Maybe this isn't clear, 00:12:52.240 --> 00:12:56.960 maybe this isn't good. Can we communicate this  better? Another half of that was just iterating on 00:12:56.960 --> 00:13:02.000 the puzzles themselves, making them smooth, making  sure it's fun and intuitive. A lot of the things 00:13:02.000 --> 00:13:07.920 that are fun here, they aren't fun first pass.  Taking something from idea to fun gameplay - it 00:13:07.920 --> 00:13:12.640 takes a lot more work than than you might realise.  Because the way we worked, it's very similar to 00:13:12.640 --> 00:13:18.080 how Respawn structure their action blocks: make  something in a week, and throw it in there. The 00:13:18.080 --> 00:13:22.000 one deceiving thing, though, is that even though  it might take like a week to prototype and get 00:13:22.000 --> 00:13:29.188 playable, it might take way longer to polish. And  that's something we realised, like, painfully so. 00:13:31.019 --> 00:13:33.040 MAY: Don't worry, it's just  a squirrel inside a robot. 00:13:33.040 --> 00:13:39.840 CODY: Yeah! A very big robot. It’s trying to kill  us. You know, maybe we should just turn back… 00:13:39.840 --> 00:13:44.240 OLIVER: This is the cutscene that was added in  later in the game when we realised… holy sh*t, 00:13:44.240 --> 00:13:49.680 this level is growing. So we had like a storyboard  for the tree and then eventually we looked it over 00:13:49.680 --> 00:13:54.640 and we saw that it was supposed to be one hour…  now if you play the tree you know that it's 00:13:54.640 --> 00:13:58.960 probably more than an hour. It's bordering  on two hours. This actually was a problem 00:13:58.960 --> 00:14:05.200 because we had diluted the story with more  gameplay because we we had so many prototypes. 00:14:05.200 --> 00:14:08.880 One place where we actually filled in with  story what was these places where, like, okay, 00:14:08.880 --> 00:14:10.640 here we're gonna need to put a cut scene. 00:14:10.640 --> 00:14:14.320 MARK: It must be really difficult to pace  a story when the level keeps changing… 00:14:14.320 --> 00:14:18.640 OLIVER: Yeah, totally. And I think  it’s… especially for this type of game, 00:14:18.640 --> 00:14:23.200 knowing how long can you go without having  story, and also how long can you watch a 00:14:23.200 --> 00:14:28.640 cutscene without any gameplay. It's a very  fine balance to not bore the players, but also 00:14:28.640 --> 00:14:34.000 not having them lose interest in their larger  purpose in the story. It's interesting because 00:14:34.000 --> 00:14:39.280 it's something you don't really see until the game  is done. A big reason why a lot of this doesn't 00:14:39.280 --> 00:14:44.160 land for a lot of games is because you can't  see it as a whole until very late. You don't 00:14:44.160 --> 00:14:49.280 know if a segment is gonna get extended or  shrunk, and it's very hard to judge that 00:14:49.280 --> 00:14:53.920 without the whole context. You're gonna have to  do a lot of imagining to see the whole there. 00:14:53.920 --> 00:14:58.160 MARK: And when you're balancing the story  and gameplay, does one ever win out? 00:14:58.160 --> 00:15:02.560 OLIVER: The previous game we made was  A Way Out which was very story focused. 00:15:02.560 --> 00:15:07.280 In this game I think that gameplay won  out, but we try to keep them very balanced. 00:15:07.280 --> 00:15:12.720 One of our mottos is to try to marry gameplay and  story - keep them together. We want some mechanics 00:15:12.720 --> 00:15:16.880 to have a multi-purpose kind of… you know,  they’re filling story. For example, like, the 00:15:16.880 --> 00:15:22.720 magnets are about attraction. Clockwork is about  time. You know, we call them emotional levels. 00:15:23.240 --> 00:15:29.280 MARK: So one of the things I love about this  game is just the sheer variety of gameplay. 00:15:29.280 --> 00:15:30.400 Where did that come from? 00:15:30.400 --> 00:15:33.600 OLIVER: That was one of our core pillars  all the way through. We don't want to 00:15:33.600 --> 00:15:40.000 repeat things. And so we we questioned  the very classical Nintendo's game design, 00:15:40.000 --> 00:15:44.480 you know the four step level design  rule. That's a great way to do it 00:15:44.480 --> 00:15:49.520 and we do at some places, but we were more  interested in cramming out as much variety 00:15:49.520 --> 00:15:53.920 as we could. In another game the whole boat  thing could have been like an entire game, 00:15:53.920 --> 00:15:59.120 but here it's a five minute segment. We could  have definitely extended and had some ideas for 00:15:59.120 --> 00:16:03.120 how to make it 30 minutes long, but I think  that would have ultimately made a worse game. 00:16:03.120 --> 00:16:07.200 MARK: How much depth do you give a mechanic if  it's only going to be there for a few minutes? 00:16:07.200 --> 00:16:11.200 OLIVER: There is a lesson there  that depth doesn't mean it's good 00:16:11.200 --> 00:16:15.280 if you don't have time to use it. And I  think that's something where we talk about 00:16:15.280 --> 00:16:19.920 ‘finding good enough’ which is one of our  kind of pillars as well. Like ‘variety’ 00:16:19.920 --> 00:16:24.240 and ‘finding good enough’. And they go hand in  hand. How deep does it have to be? It doesn't 00:16:24.240 --> 00:16:29.200 have to be like a deep 20 hour mechanic if you're  just gonna do it for five minutes. And I think 00:16:29.200 --> 00:16:34.880 that's a very important thing: knowing when to  stop. Because the players might not appreciate 00:16:34.880 --> 00:16:40.320 anything beyond that point. What we did now is  we try to take all the best things that we found 00:16:40.320 --> 00:16:44.560 and put them in the level instead of, you know,  finding all the things and dragging them out. 00:16:44.560 --> 00:16:48.560 CODY: Whoa, I think they're  bringing out the big guns now! 00:16:48.560 --> 00:16:54.320 OLIVER: This thing took it took a while to get  working: the swarm technology, the one with the 00:16:54.320 --> 00:17:00.720 hammer, the whole system for this. And for it to  go like seamlessly from one fight into this slide. 00:17:00.720 --> 00:17:05.840 This was quite a lot of work but I  think it was it was worth it in the end. 00:17:05.840 --> 00:17:07.760 CODY: Hey hey! Don't do that! 00:17:12.120 --> 00:17:13.120 OLIVER: 00:17:13.120 --> 00:17:16.960 Sometimes as a designer you're kind of like  I'm doing this thing, it's going to be very 00:17:16.960 --> 00:17:22.480 very expensive, I really hope it's gonna be cool  so I'm not wasting everyone's time, you know. 00:17:22.480 --> 00:17:25.280 MARK: Yeah, as a designer like  you're giving lots of work to 00:17:25.280 --> 00:17:28.640 programmers and artists. So how do  you make that relationship work? 00:17:28.640 --> 00:17:30.960 OLIVER: I do believe it's  very important to think of, 00:17:30.960 --> 00:17:35.600 you know, the final look before you actually  commit to anything. We give art, you know, 00:17:35.600 --> 00:17:39.600 like an abstract piece of gameplay and it's  like ‘what could this be?’ and, you know, 00:17:39.600 --> 00:17:43.840 art sits there, and they're looking at it, and  they're like… it's not fun for anyone. 00:17:43.840 --> 00:17:48.080 MARK: Are there times when an artist made  something that like really surprised you? 00:17:48.080 --> 00:17:54.080 OLIVER: So, so many things. Like the the whole  lab section, you know the big wheels, this one 00:17:54.080 --> 00:17:58.080 was kind of like, I’d say, one of the prototypes  that didn't really have a good context. You know. 00:17:58.080 --> 00:18:02.560 Why do you have big spinning wheels? And they  turned it into this very elaborate lab that ended 00:18:02.560 --> 00:18:08.240 up influencing parts of the story. And I think  that a lot of the times both art and programming 00:18:08.240 --> 00:18:12.160 as well would just build things  that surprised us and I think that, 00:18:12.160 --> 00:18:16.960 you know, it's very true that game  development is, you know, it's a team sport. 00:18:18.000 --> 00:18:19.840 CODY: Aww… now what! 00:18:19.840 --> 00:18:21.920 MAY: I think we need to head that way… 00:18:21.920 --> 00:18:25.240 CODY: Come on May, we can't swim in this. 00:18:25.240 --> 00:18:28.640 MAY: We're going by boat! Help me out! 00:18:28.640 --> 00:18:33.760 OLIVER: I wanted to show you the iteration of  the boat because you asked me a bit about how we 00:18:33.760 --> 00:18:39.600 prototyped and I actually have the setup here.  The initial idea was that you'd shoot and the 00:18:39.600 --> 00:18:43.760 boat would propel in the other direction. This  is a terrible idea: you don't see where you're 00:18:43.760 --> 00:18:51.920 going. Absolutely terrible. And, you know, it's  no worries - we made it in like a very short time. 00:18:51.920 --> 00:18:56.160 So then we took the the second question:  okay how can we make this in a way that 00:18:56.160 --> 00:19:02.080 feels fun and easy to control? We landed on  this one which was basically you controlled 00:19:02.080 --> 00:19:08.560 it with a rudder. This was very fun to control  but it didn't match the kind of rules we had set 00:19:08.560 --> 00:19:14.880 for ourselves. As I said before, each kind of  designer of a level set rules and Robert and I 00:19:14.880 --> 00:19:20.320 had decided that our things were gonna be kinetic.  We were gonna avoid as much UI as possible and we 00:19:20.320 --> 00:19:26.000 would like to use the weapons. Instead of having a  lever you press Y on, you would blow something up. 00:19:26.000 --> 00:19:31.840 So that's when we came up with essentially  taking the same kind of function but tying 00:19:31.840 --> 00:19:37.440 it to the actual mechanic. So here you  press the fire button to just start going. 00:19:37.440 --> 00:19:40.720 I think we're great at being  reactive: we make something, 00:19:40.720 --> 00:19:45.520 play test it, talk about it, and then we change  it. I think that that's one of our strengths. 00:19:45.520 --> 00:19:51.840 It's definitely like one of the things that  I think made this game great in the long run. 00:19:51.840 --> 00:19:55.360 MAY: Wow! They are beautiful! 00:19:55.360 --> 00:20:00.480 CODY: Yeah… deadly beauty. Jellyfish  can be lethal, we better get moving. 00:20:00.480 --> 00:20:04.320 MARK: So at this point the level  starts getting really weird: 00:20:04.320 --> 00:20:07.600 were there rules for how  strange the game could get? 00:20:07.600 --> 00:20:14.880 OLIVER: No, no. There definitely wasn’t.  In meetings the feedback was ‘could we make 00:20:14.880 --> 00:20:19.440 it a bit crazier’ from Josef… I think,  like, think Avatar on LSD or something. 00:20:20.080 --> 00:20:24.160 So we did. It's definitely out there: this  is one of the moments where people playing, 00:20:24.160 --> 00:20:26.480 you know, they’re like ‘are we still in the tree’? 00:20:28.200 --> 00:20:31.920 CODY: You know, I am getting  really tired of falling. 00:20:31.920 --> 00:20:33.640 MAY: Well be grateful you're in good shape. 00:20:33.640 --> 00:20:35.000 CODY: Oh yeah? Thanks May! 00:20:35.000 --> 00:20:37.760 MAY: I meant good shape in this world. 00:20:37.760 --> 00:20:38.880 CODY: Oh. 00:20:38.880 --> 00:20:41.280 MARK: What was your approach to pacing the level? 00:20:41.280 --> 00:20:44.720 OLIVER: So I think this is something we probably  should have paid a bit more attention to because 00:20:44.720 --> 00:20:49.680 we were just focused on creating cool sh*t and  variety. A lot of games have to care about pacing 00:20:49.680 --> 00:20:54.720 in another way than we do: what they pace is  the repetition of content. Here you're gonna have 00:20:54.720 --> 00:20:58.480 platforming, here you're gonna have a combat  encounter, here you're gonna have platforming, 00:20:58.480 --> 00:21:02.320 here you're gonna have combat again. And to  not make that boring you have to make sure 00:21:02.320 --> 00:21:07.200 that you're pacing it correctly with enough  variety. we didn't have that problem as our 00:21:07.200 --> 00:21:11.760 game was just full of variety by the baseline.  We just created new mechanics all the time. 00:21:11.760 --> 00:21:16.160 But we still have to make sure we pace  intensity so that people don't get exhausted or 00:21:16.160 --> 00:21:21.600 people don't get bored. You still have to make  sure to pull the intensity curve up and down. 00:21:23.960 --> 00:21:26.440 CODY: Oh, whoa… 00:21:26.440 --> 00:21:29.120 MAY: What is this place? 00:21:29.120 --> 00:21:34.000 CODY: Uh, I don't know but they look pretty angry. 00:21:34.000 --> 00:21:36.567 MAY: Yeah they do. 00:21:40.520 --> 00:21:45.120 OLIVER: This one is one of the most intense  fights in the game actually. 00:21:45.120 --> 00:21:47.120 MARK: What do you remember about designing it? 00:21:47.120 --> 00:21:52.000 OLIVER: We actually wanted the beetle to be  like a mini enemy. And at one point we said, 00:21:52.000 --> 00:21:57.360 yeah, we don't need that variety - should we  just make it into a boss? Which is not really 00:21:57.360 --> 00:22:00.400 what we intended because there  is a boss right after this. 00:22:00.400 --> 00:22:05.120 But after the passes it became that  way - I missed it, that was my fault… 00:22:05.120 --> 00:22:06.000 MARK: No worries! 00:22:06.000 --> 00:22:11.760 OLIVER: And I remember iterating on this so  many times to make it more difficult for, like, 00:22:11.760 --> 00:22:17.920 platformer and reducing the skill it needed from  a mechanical or an aiming level. For example the 00:22:17.920 --> 00:22:23.440 grates were both a switch up from what you'd done  earlier but also reduce the amount of, you know, 00:22:23.440 --> 00:22:28.160 how much aiming you need to do. In an earlier  version we had it so that you had to like shoot it 00:22:28.160 --> 00:22:32.800 on the butt, but it required like a lot of  mechanical skill and communication on our 00:22:32.800 --> 00:22:37.440 side to make that happen, you know. To go in  behind, aim, you know, it was a lot of stuff… 00:22:37.440 --> 00:22:45.280 CODY: Well, uh, you know the queen? She has all  the nectar. So if you help us take her down, 00:22:45.391 --> 00:22:47.880 you can have as much nectar as you want! 00:22:47.880 --> 00:22:55.514 BEETLE: Oh yummy! What are we  waiting for? Come on, jump on! 00:22:57.347 --> 00:23:01.043 MAY: Jump! 00:23:05.373 --> 00:23:09.120 QUEEN WASP: Intruders! 00:23:09.120 --> 00:23:12.320 MARK: Okay so now we're facing the  final boss of the level and I was 00:23:12.320 --> 00:23:15.520 just curious about the design  of the game's health system. 00:23:15.520 --> 00:23:20.480 OLIVER: We actually had some different health  systems we prototyped. We prototyped a Gears 00:23:20.480 --> 00:23:24.640 of War type of health system where one player  dies and you have to go and revive them. That 00:23:24.640 --> 00:23:28.720 didn't work because of the sheer variety of our  gameplay, you never know if you're dying during 00:23:28.720 --> 00:23:33.920 a platforming section or if you're separated.  So that didn't work. We tried a shared health 00:23:33.920 --> 00:23:40.000 bar in the very middle of the screen and this idea  seems great: you're sharing health, that's co-op, 00:23:40.000 --> 00:23:44.080 but what happened is if you had one player that  was really good and one that was really bad, the 00:23:44.080 --> 00:23:49.200 bad player would just take damage over and over  and then they would both die - instead of allowing 00:23:49.200 --> 00:23:54.800 the good player to carry them. So what we ended  up on is just like a timer that that goes down, 00:23:54.800 --> 00:23:59.520 as long as you're both living. It becomes this  kind of cheer on, like, ‘don't die, don't die, 00:23:59.520 --> 00:24:04.880 I'm almost back!’ that ended up being actually  quite effectful I'd say. We generally didn't want 00:24:04.880 --> 00:24:09.360 players to have to replay parts either, that  kind of goes against our motto of variation. 00:24:09.360 --> 00:24:13.760 Our health system ties into that because if one  of us dies that's fine and then we'll just spawn 00:24:13.760 --> 00:24:18.080 in eventually, so it basically becomes like  you have two lives. It's fun to die because 00:24:18.080 --> 00:24:25.619 then you feel like I'm challenged and you  get that stress, but it's not fun to redo it. 00:24:25.619 --> 00:24:32.421 *Explosions* 00:24:32.421 --> 00:24:36.240 OLIVER: It's funny because a lot of people  reacted to the beetle dying here. Which, 00:24:36.240 --> 00:24:40.160 for us, the beetle was kind of a throw-in,  like, that was a one week prototype that we 00:24:40.160 --> 00:24:43.200 threw in. They were like ‘oh no the  beetle’ and we're like, ‘oh yeah, 00:24:43.200 --> 00:24:49.360 the beetle, that's right’, and we didn't  think of that at all. It's kind of funny. 00:24:49.360 --> 00:24:53.840 MAY: Come on Cody, over here! You drive! 00:24:53.840 --> 00:24:58.400 CODY: What, May, this is a plane  - it's not a station wagon! 00:24:58.400 --> 00:24:59.840 MAY: Just fly! 00:24:59.840 --> 00:25:03.840 MARK: This plane section is really  memorable, what can you tell me about it? 00:25:03.840 --> 00:25:08.960 OLIVER: So this was made by Per Stenbeck.  You had the storyboards already, 00:25:08.960 --> 00:25:12.480 and we had the plane in there from like a  story perspective, I think, before there 00:25:12.480 --> 00:25:18.080 was a prototype. And I think that this could  have easily just been like a flight section 00:25:18.080 --> 00:25:24.160 that's that's kind of cool but it took some  turns where it went even further than that. 00:25:24.160 --> 00:25:29.680 And what happened was that they had this idea  of the squirrels that are flying behind you 00:25:29.680 --> 00:25:33.440 that they would like land on the plane and  you'd have to like shoot them off-- oops. 00:25:33.440 --> 00:25:35.360 MARK: Sorry! 00:25:35.360 --> 00:25:40.400 OLIVER: They they were talking about that and  they were like ‘oh what if you could jump out 00:25:40.400 --> 00:25:46.080 of the turret and like kinda kick them off’  and then somebody said ‘like Street Fighter?’. 00:25:46.080 --> 00:25:51.360 SQUIRREL: Time to say goodbye little doll.  Can't wait to smash your wooden face! 00:25:51.360 --> 00:25:55.840 MAY: I can't wait to kick your furry arse! 00:25:57.560 --> 00:26:03.840 OLIVER: You know it's one of those things where  in a lot of game companies those ‘what-ifs’, they 00:26:03.840 --> 00:26:09.680 don't happen. But they do happen here and I think  that's one amazing quality about Hazelight. And I 00:26:09.680 --> 00:26:17.111 think kudos to everyone who worked on that because  I think it turned out to be a great highlight. 00:26:17.560 --> 00:26:21.295 ANNOUNCER: KO! 00:26:21.295 --> 00:26:23.913 MAY: I’m here! 00:26:25.824 --> 00:26:32.240 OLIVER: This part is like a homage to Brothers:  A Tale of Two Sons where you have a section kinda 00:26:32.240 --> 00:26:38.956 like this but with the brothers, but now in co-op.  And, yeah, it worked excellently. And I think this 00:26:38.956 --> 00:26:45.684 whole section is great because you get variation.  You know we've gone through three stages of plane 00:26:45.684 --> 00:26:49.280 but they all feel different.  And I think that speaks to the, 00:26:49.280 --> 00:26:54.960 you know, like integral to the way we  worked was just variety and both from art, 00:26:54.960 --> 00:26:59.600 programming, and design, everyone really  got to add their own flair to everything 00:26:59.600 --> 00:27:05.840 and have so much ownership that it  just naturally became so different. 00:27:05.840 --> 00:27:12.624 CODY: Oh! Oh! 00:27:12.624 --> 00:27:16.000 MAY: That is the last time I'm flying  by the seat of your pants. 00:27:16.000 --> 00:27:18.720 CODY: Oh ha-ha, you're real  comedian, you know that? 00:27:18.720 --> 00:27:19.820 MAY: Ah, thank you. 00:27:19.820 --> 00:27:21.760 MARK: And so there we have it. 00:27:21.760 --> 00:27:27.040 It was fascinating to hear about how the sap and  match gun evolved from a purely combat-focused 00:27:27.040 --> 00:27:32.160 mechanic, to a puzzle-solving tool. And it was  great to look at the step-by-step process of going 00:27:32.160 --> 00:27:37.840 from prototype to polished game mechanic. Plus,  this conversation really highlighted the very 00:27:37.840 --> 00:27:44.007 collaborate nature of level design. And, as such,  Oliver wanted to thank a handful of colleagues - 00:27:44.007 --> 00:27:48.080 OLIVER: I would like to thank Robert, Alexander,  and Tom, who helped with the video. and I would 00:27:48.080 --> 00:27:53.120 like to thank Robert, Per, Henrik, and Filip  who all worked on Tree and made it excellent. 00:27:53.120 --> 00:27:57.680 As usual, a full level playthrough and  conversation is available exclusively to 00:27:57.680 --> 00:28:01.200 Patreon backers. And if you want  to support Game Maker’s Toolkit, 00:28:01.200 --> 00:28:06.000 please check out this quick YouTube ad before  we get to the indie game recommendation. 00:28:10.880 --> 00:28:16.560 My indie game recommendation this time is Umurangi  Generation - a low-poly photography game with a 00:28:16.560 --> 00:28:21.360 subversive sense of humour. In each level you're  dropped into a 3D environment with a camera 00:28:21.360 --> 00:28:25.600 and a list of things to snap. You'll need  to find each target and figure out the right 00:28:25.600 --> 00:28:30.880 lens to use and the right spot to stand on.  If you agree with me that photography is an 00:28:30.880 --> 00:28:37.200 excellent video game mechanic, play Umurangi  Generation. It's out now on PC and Switch.