Claybook is an ID@Xbox recreation that’s set in a world made completely of clay. Because of the numerous playfields in Claybook being product of clay, all the things might be formed, molded, and re-made throughout the primary storyline (separated into books and chapters), throughout a multi-player mode that helps as much as 4 gamers, and a sandbox mode that allows you to construct clay to your coronary heart’s want. I caught up with Sami Saarinen (CEO and Co-Founding father of Second Order) about Claybook shortly earlier than its Change launch, and we talked concerning the recreation’s fluid physics, working with Microsoft, the way it was adapting Claybook for the Change, and extra.
This interview has been flippantly edited for readability.
Operation Rainfall: For these on the market that will not have heard of Claybook or Second Order earlier than, who’re you and what’s this recreation about?
Sami Saarinen: My identify is Sami Saarinen, and I’m a recreation developer from Helsinki, Finland. I’ve been making artwork and video games since early 2000. I based the Second Order recreation firm with Sebastian Aaltonen in October 2015. Beforehand we labored at RedLynx Ubisoft for over 12 years, and on many tasks and platforms throughout that point. The Trials recreation model was our fundamental challenge since 2007.
Claybook is the primary recreation developed and self-published by Second Order. The sport is a physics-based puzzle platformer however with our distinctive twist — you play in a world made solely of play-doh like clay. One of many distinctive parts within the recreation is that your complete recreation world is absolutely dynamic. The entire play space could be crammed with clay, and the clay may be strong or in liquid type. As a participant, you navigate via these clay worlds with clay shapes whereas fixing totally different puzzles. Shapes have talents: rocket shapes can fly, cannons shoots liquid clay, and the magnet pulls the liquid clay in the direction of the participant which helps you haul clay all over the world and full the goals.
We developed proprietary know-how referred to as Clayfield as these kind of gameplay and artwork types aren’t potential in any conventional engines. With our know-how, we will render and simulate wealthy volumetric environments. Additionally, the know-how was designed to help user-created content material. The sport has the in-game editor and lets gamers share creations by means of cross-platform sharing service.
“We knew from the beginning that we might not have the assets for story-driven gameplay. It was fairly early that we determined that we might go extra arcade, level-based strategy as it might give us extra flexibility on iterating the gameplay parts.“
OR: The clay’s fluid physics in Claybook are fairly distinctive. How did you go about defining how fluid the clay used within the recreation can be and the way did you then take that concept and translate it into precise gameplay? How troublesome was it to do?
SS: The fluid was a fairly late addition to the sport. Earlier than fluid on the planet, the sport world was fairly static, and we felt that we should always have some extra dynamic parts that might be used as gameplay parts however would additionally work along with different physics-based methods. We knew that fluid would look nice if we might render it as clay as an alternative of sensible liquid like water, and it additionally lets us have extra liberty on fluid simulation. For instance, properties like viscosity as we have been simulating liquid-like clay as an alternative of sensible water.
On the gameplay aspect, we now have a lot of concepts and options that we didn’t have time to discover through the improvement absolutely. For instance, for a very long time, we had a capability within the recreation the place the participant might freeze the fluid clay into strong. Additionally, we had an implementation of the fluid AI the place the fluid would transfer like large swarm killing the participant.
We learn many scientific papers and tried to seek out methods to approximate the fluid simulation on GPUs. There are various proposed strategies through the years, however often, all of them are too sluggish for video games, not to mention video games concentrating on 60 fps on trendy hardware and within the video games, you can’t use all the horsepower on single impact.
OR: Claybook was a part of the Xbox Recreation Preview program and it was additionally demoed at GDC 2018 on the ID@ Microsoft sales space. How did you first become involved with Microsoft, and what was the method like working with them to get Claybook on the market in Recreation Preview?
SS: We’ve an extended historical past of launching video games on the Xbox platform in the course of the years. We had a particular bond, and we appreciated how they function. Initially, we have been planning to launch first on Xbox however in the course of the improvement, Steam launched the Steam Direct program and it modified our plans.
Xbox Recreation Preview is thrilling, and it’s a lot better than another early entry program. I like that it’s an appropriately reviewed course of you’ll be able to apply for, however that doesn’t assure that you’ll be accepted.
OR: What was Claybook’s reception like as a part of the Xbox Recreation Preview program and at GDC, and what did you study from it these experiences that helped to develop the ultimate recreation?
SS: General expertise within the Recreation Preview was actually constructive. Gamers on the Xbox platform are very engaged and gave us a lot of suggestions. Initially, we deliberate to remain within the Recreation Preview longer however we have been actually desperate to convey the sport on different platforms.
Commerce exhibits are a good way to introduce the sport [to] new gamers and get on the spot suggestions from the participant. ID@Xbox hosted GDC occasion was a superb alternative to attach with Microsoft employees and get enter from the gamers and fellow ID@Xbox builders. Sadly, commerce exhibits can take a variety of money and time particularly in case you are a micro workforce like us. Sooner or later, we want to attend the commerce exhibits extra as they are often valuable.
OR: Did the pre-planned story ranges come first, or did the sandbox degree editor come first? Did one mode affect the opposite? In that case, how? And if not, why not?
SS: We knew from the beginning that we might not have the assets for story-driven gameplay. It was fairly early that we determined that we might go extra arcade, level-based strategy as it will give us extra flexibility on iterating the gameplay parts.
We had ideas for using the e-book theme within the recreation extra. For instance, it won’t be evident that you’re enjoying “contained in the ebook” that’s laying on the desk. We referred to as the sport Contained in the Claybook fairly lengthy within the improvement earlier than we drop[ped] the primary half from the identify as we need to construct extra video games round our know-how and the Claybook world.
Again in my days within the RedLynx with the Trials model, I used to be one of many central guys behind the extent editor and sharing. We had nice success with the sharing function through the years, and we noticed the good potential for the sport in the long term.
The Claybook degree editor was in our design from the beginning as we knew that with a small staff, we must be sensible as we couldn’t add plenty of handcrafted content material to the sport. Degree editor and cross-platform sharing have been added late within the improvement. Implementation of the editor was fairly straightforward as I’ve labored on many customized editors inside video games through the years. We selected to create instruments aimed in the direction of extra skilled gamers because it’s a bit simpler to develop. Faster to study modifying instruments take much more time to develop and require fixed usability testing, and we knew that this was going to be a problem.
Whereas we haven’t had the response to the group creators that we had hoped, we’re excited to see what a brand new group of gamers who’ve gained entry by way of the Nintendo Change will deliver. Though we don’t have set plans for the longer term, we might introduce extra accessible artistic instruments to the editor, reminiscent of free-painting, however that should rely upon the time we, as a small group, can dedicate to creating it.
“One of many challenges was to convey our Clayfield know-how to the Change. We needed to contemplate what can be the appropriate answer to convey know-how to a platform that performs in a different way than different consoles.”
OR: What sudden challenges did you face creating Claybook? What occurred throughout improvement that you simply didn’t anticipate?
SS: I used to be stunned by the sheer quantity of further work resulting from operating your personal firm and self-publishing video games on 4 platforms. It’s fairly unlucky how little time you’ve on some improvement duties simply because of the lack of assets. I assumed I knew what crunching was earlier than Claybook improvement, however now I’ve all new perspective. It’s not a sustainable technique of working.
OR: D.M. Murray as soon as wrote that “All my writing-and yours- is autobiographical.” What of your self/yourselves do you see in Claybook, and the way did that affect the sport’s creation and improvement?
SS: I consider which you could see self within the product you create. I can see our fingerprints everywhere in the recreation. We like physics, skill-based and systemic gameplay. We had such an extended historical past on working with [the] Trials model that despite the fact that we tried to keep away from it, the identical rules are everywhere in the recreation.
We needed to create one thing that hasn’t been finished earlier than — our fascination with know-how and obsession with effective particulars. We labored exhausting on making the sport visually flawless as potential. Gameplay needed to be clean and no visible artifacts, shadow or geometry filtering. The sport is visually remarkably secure and nice to look. Every little thing from the bottom as much as works collectively. Visible language and design determination work completely along with the know-how we selected to make use of.
OR: This recreation got here out final yr for Steam, Xbox One, and PlayStation four platforms with know-how designed “for butter clean 60 fps gameplay on PC and consoles”, to cite your web site. The Nintendo Change is, objectively, a much less ‘highly effective’ console tech-wise when stacked towards the PlayStation four and Xbox One. What was the method like creating and porting Claybook over to the Nintendo Change, and what compromises (if any) did it’s a must to make to make sure the excessive degree of high quality for Claybook?
SS: One of many challenges was to convey our Clayfield know-how to the Change. We needed to think about what can be the correct answer to convey know-how to a platform that performs in a different way than different consoles. Claybook has cross-platform sharing, we needed to ensure that no matter modifications we must do, we can’t break the cross-platform compatibility and all the participant creations would run completely on the Change regardless of the supply platform was PC, Xbox One, or PS4.
One of many modifications on Change is that we’ve got a half decision model of the volumetric rendering, which is quicker and makes use of much less reminiscence. Half decision sounds that it might enormously impression on the visible high quality however truly, it seems to be fairly just like the complete decision because of the nature of the signal distance area used for the world and rendering. Additionally, the fluid simulation was enormously optimized with out breaking the cross-platform compatibility.
Nevertheless, we found that we must make even larger modifications and optimizations to realize 60 fps. Sooner or later, this could be potential however as we needed to be sure that we keep the cross-platform compatibility with out patching different platforms. We needed to make the choice to run the sport on locked 30 fps on Change on handheld and docked mode. On the plus aspect, the sport seems to be nice on Change. Additionally, resulting from top quality upscaling and temporal anti-aliasing, visually the sport appears near different consoles.
OR: Will Change gamers have entry to the opposite group creations that have been beforehand shared on PC/Xbox One/PlayStation four platforms and can there be any new options for Change house owners?
SS: The Change has all the similar creation and cross-platform options as remainder of the platforms. Content material-wise we didn’t need to break the cross-platform features of the sport, so it added some restrictions.
We tried to implement a few of the Change particular options to the sport, however we felt that lots of them didn’t add worth. Additionally including small nice-to-have options can introduce new platform technical necessities that you must help absolutely and examined towards within the platform certifications.
OR: What lies sooner or later for Claybook and Second Order after the sport is launched for the Nintendo Change in March 2019?
SS: Throughout Change model improvement, we ported our know-how to the Metallic and Vulkan graphics APIs. These APIs opens up new platforms the place Claybook and video games using our know-how might be launched. For instance, iOS, Mac and Linux. Additionally, we now have had many inquiries about our know-how. We don’t have something to announce simply but, however there are various alternatives for us within the upcoming years.
What do you need to construct out of clay in Claybook? What platform are you planning on choosing Claybook up for?
Tell us within the feedback under!
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