George Zarkua is an indie game developer with four years of experience. He is the artist and game designer of Nude Hunter, Ragdoll Ball, Dream Symphony, and Spicy Story. He recently started his own studio, called Zarkua Studio.
A Vague Start
When the idea of this game appeared in my head, I had already done four projects in a rush mode. I enjoyed making games quickly, not only because it really saved valuable time, but also because this way the projects didn’t last long enough to bore me. The main idea for my new game was a bit blurry and existed only as an idea. The only clear thing was the concept, so I took it as a constant foundation that has been preserved from the beginning to the end of the development process.
When developing a game I try not to work in the same pattern over and over. I use tricks to escape the routine. On Dream Symphony, I tried to leave my comfort zone and tread into an area I had no experience with – music.
Despite the fact that indie games are mostly made without reliance on colorful graphics and effects, music always substantiates or even creates the atmosphere in those games.
Among flash games, there are outstanding representatives of the music games genre that are all based on the mechanics where static objects in the scene (such as obstacles or changes in the landscape) occur after the composition reaches a certain time or a certain pitch (Music in Motion and Take a Walk).
I wanted to create a musical flash game, but with rather unusual mechanics. The idea was simple: apart from the normal sound in the game, there were more sounds that were played in the interaction with surrounding objects. I.e. no objects were created depending on the music, but music was created by the objects.
The idea was very vague, and I could not explain what I wanted. So when I offered it to my partner programmers; four out of four said no. I created a thread in a forum, without a precise description of the concept. Before my idea gained any reputation, I got several messages from programmers who offered different kinds of partnership. There were about eight people and to each of them I described the idea. All of them were willing to work on the project., I couldn’t assess their levels, but one of them wrote GDD and showed his previous game with the mechanics of a platformer. This made for an easy choice. I chose Igor Kulakov. The last problem was me. I was tired after two years of working, so we agreed to start the game over time and I left for some relaxations.
At that time, I didn’t think that after the release of the game it would be featured on Newgrounds, Kongregate, NotDoppler, Bored, that we would win three cash prizes, including best game of Maypleyard, that I would read news about my game on leading indie news sites, including JayIsGames and that I would write this postmortem.
Before leaving, I made a couple of sketches of the main character (a huge goof pumped in a tracksuit, which jumped from cloud to cloud, and bursting bubbles with music) and a couple of backgrounds. It was cute, but not particularly interesting.
It was in a village deep in the heart of Russia where I decided to change the setting of the game. Originally, I had planned to make a quick jumper, with an active music. There I met a creature that changed my view of the future development of the plot. It was a sheep. I really wanted to see it in the game. I had only a pen and a notebook so all that I could do was make a few sketches. The body of the sheep looked like a cloud. In my head I animated the sheep slipping and awakening when you jump on it. This helped me to revive the game. However, the game still was in the same state, without any fundamental differences comparing to the flash jumper games, so I decided to add one more feature. The idea was that at the very beginning of the game the level was grey and while ascending in height, the game gradually became colored. This idea has also formed the basis for further work.
When I got home, the first thing to do for me was beating similar games. Meanwhile, my partner had created a working prototype. It was a very important step. After that, we coordinated our work through Dropbox and thanks to his prototype, we could work separately. He worked evenings and I started my work in the mornings.
Rush Mode
We worked in a rush mode, so the development of the game was enjoyable. Rush mode is the apotheosis of self-discipline, self-control and determination. In the morning, after you get up, cook all the necessary food for the day. Work should ideally take about 10-15 hours a day plus three hours for breaks. You should consider disabling all things that can give a signal. The most important discovery that I made for myself and increased my productivity 5-6 times is that you just need to turn off the internet. Switch it off. You will reach zen. The first time I came across this, lightning hit the transformer vault in my house. That day, I finished a big to-do list for the entire week and even cleaned the room, paid the bills and went for a walk. The second time, I fully encoded and made all the graphics to the simple little match-3 game, which I later sold it for 4k.
You must be completely off-line. And if suddenly you need the internet write down what you need on a piece of paper. In the evening spend an hour online and go to bed cheerfully. Of course, working like this for a long time might not be healthy, but you should try it.
Working on the Sound
We needed a specific type of music with a perfect tempo and a certain feel to it. We hired a professional musician who had to rewrite the main track a few times because it didn’t quite fit the gameplay. When objects exploded, the sounds did not fit with the overall tone of the music. In addition, the levels in the game seamlessly switched, and the track for the next level was a copy of the previous one with the addition of one more instrument. This effect, coupled with the effect of saturation rising, created a sense of passage and epicness. By the end of the level, you could see a completely colored game, with a soundtrack that also felt complete.
When all the music was ready, it had to fit the levels. Connected tracks should feel solid. As an artist of this project, I needed a simple program for sound processing. I was looking for a free, easy program with minimum functionality and intuitive function names. I only needed to be able to change the tempo, the pitch, and the volume. By changing these aspects, the music comes to the foreground, and the sound echoed in the background.
The most important part was yet to come. We had to place the sounds in a way that the track seemed to be solid. To do this, sounds had to fit into the gameplay music. The player should feel that he was involved in the creation of music. It should not distract the player from the process. So some sounds had to be neutral and others had to be more in tune with the rest of the audio. The musical instruments only appeared in intervals where there was a deliberate pause. Needless to say, because of these actions the game was really hard to balance. In the end, the balancing of the game took about 30% of the work.
Zarkua and Kulakov are currently working on a part two of their popular Dream Symphony, using new technologies of sound translation. More sounds, more graphics, and more achievements. Next to that, they are trying to implement new design elements to the game.
Zarkua recently released his new game, a shooter called Roswell Defense.