1 Hello World! W e didn’t really realise it at the time, but the early summer day in 2008 when Sean, Dave and Ryan met up to talk about future plans was the start of a long, fun, hard, scary and incredibly exciting journey. On it we reached some of the highest peaks of our lives, and maybe a few troughs as well. Hey, it led to birth of Joe Danger, so it’s natural that it would have a few thrills and spills. Back then it was kind of rare for developers to leave big studios and go it alone, but we were going to do it. We knew what we wanted to do: to bring back fun to games. We saw them getting more and more serious and we missed the kind of vibrant cheeriness we grew up with. We talked about how Mario Kart had become nonsense when it had once been the most amazingly competitive game, and how bright and colourful had started to mean casual and easy. We wanted to bring back deep gameplay and great quality to these kinds of titles. We didn’t know we’d be making Joe Danger yet, but we knew what kind of style it would be: riding from left to right on a bike, doing stunts. And we didn’t think about what it was going to look like. Maybe we should’ve thought about getting an artist, but we were three programmers! We thought we could do anything. meet the team David on Grant “I went to school with Grant. We played Warhammer and Quake all the time. He was always doing little doodles and making mods. One Grant day he told me he’s got a job in games! I figured if he could do it anyone could.” Ryan on Sean “I’ve got so many stories We spent weeks arguing over our logo design, the, uh, Spaceman Santa Claus about Sean, and this little box to write Actually, looking back, it was pretty crazy – three arrogant coders, no artist, no game, no game deal and big ambitions. But we were super happy. We learned 3D programs and planned to make all our own tech and all our own tea. There was a practical reason for this (the tech, not the tea): using third party engines was still really expensive, but the real reason of course was that making our own was badass. With that kind of attitude it should’ve been clear that it would take some time until a real game appeared. to say, if he ever approaches you with an in is too small for any of them. Needless Sean idea for a game, just run away as fast as you can.” Grant on David “David was the school nerd. He used to read PC Format in class and played Warhammer at lunch. We played together one time, and he’s David hung around ever since. He’s one of the funniest people you’ll ever meet.” Sean on Ryan “Ryan and I sat together on our first day of work at Criterion. We’ve sat together every day since then at like three different companies. I talk, and he wears headphones. Occasionally Ryan 2 he says something, and it’s always right.” Enter the stuntman! W e started off working in Sean’s dining room. It was small, only just about enough to fit his dining table, which really wasn’t big, especially once we got our three massive CRT monitors on it. We could hardly fit our keyboards in front of them. At lunchtime Sean would make toasted cheese sandwiches, and because he lived outside Guildford he had to ferry us around in his car. It was enough to make us choose our first office fast. After a month together, we moved into the tiny studio in which we made Joe Danger. We called it a studio, but actually it was just a room. A really hot room. The building had a flat roof and a glass front so when the sun came around during the day it heated up like a greenhouse. Add our monitors, PCs, devkits, fridge and everything else... Put it this way, when we got air conditioning, we were about the happiest we’ve ever been. That’s where we met Grant. He was Dave’s best friend at school and was working at Sumo Digital, but Dave sent him our concepts as the game started coming together and he helped out with ideas. One weekend, he came down to meet us and see what we’d been working on. It was during a heatwave and we all just sat down and worked the All four of us in our tiny first studio (room) whole weekend. We didn’t even all know him, and yet there we were, wearing shorts, barefoot, T-shirts, sweating, all squeezed together in our sweltering studio, as if we’d been a team for years. Late on Sunday, before Grant needed to go back to Sheffield, we went to the pub and we popped him the question. There wasn’t really any doubt. Of course he was in. With Grant there, Joe started to form out of the tech we’d been making: the colours, bouncy characters and smiley faces. We were on the road at last. 3 Riding the rollercoaster! F rom the start, our plan was to make a demo that would blow a publisher away so they’d give us a few million quid to make the game. Surely all we’d need was to decide how many millions we wanted. At first the demo was going to be a blue box where you could drive a wheel around and edit the level, but we figured that wasn’t enough to convince our benefactors, so we did the most incredible two weeks’ work creating the bike, a desert environment and a bunch of props. Joe Danger had suddenly popped into existence, right there! To us, that demo was amazing. It looked better than most finished games from little studios like us. Excited, we sent it off to our only contact. We got an instant rejection. We were crushed. Our cast-iron plan was on the scrapheap. What should we do next? Sean went for a ten-mile run and came back with a cleared mind. We decided we needed to show it to more companies, so we got tickets to Gamescom in Leipzig. We’d never been to a game expo before, but we had heard you could pitch games there. But how? Get appointments? Just walk up to people? Did you need to dress up in a costume? We ended up scoring a few meetings and had a great response. Our mood went all the way back up again. Surely a deal was just a few weeks from being signed? But it was actually the start of an agonising period in which we made scores of demos, trailers, presentations and mock-ups. Joe Danger just didn’t fit – every publisher wanted us to make a different game. They thought it should be on Facebook, one guy thought we should take out the crashes. Another suggested it should be viewed in firstperson. Sony and Microsoft wouldn’t give us devkits because we didn’t have a publisher, and publishers couldn’t quite get what we were making because it wasn’t running on consoles. We wondered if we should make our own game at all. But then we’d go back and do some more work and everyone would cheer up and say, “Yay, we’re making Joe Danger again!” And the whole time we were running out of money. Hello Games was like a slowly sinking party boat. Soon enough, we ran out. It’s Joe! ...Joe? Our original blue box prototype Slowly, Joe’s world started coming together Until it became the one he rides in today 4 Building blocks! H ey, do you wanna see how we built Joe Danger’s levels? They all began with a Tour Plan, where we worked out how many levels there will be on each Tour and what mechanics we wanted, like Target, Coin Dash, and Race. Then, we made a spreadsheet. There’s no such thing as too many spreadsheets at Hello Games. They’re the magic of game design. FACT : had A SINGL E bl to b o e bon ehea remov od drip ed f d DU ro E TO RATI m billy NGS ! 2 This will be a Target level, with Ministars, Time and Combo Stars. You’ll notice that there isn’t actually a target here yet. The best way to start a level is to ease the player into it, with a jump over spikes or two to get the play flowing. Then we’d place down a few props on the start line in a unique little ‘scene’ to give something of visual interest during the countdown and set the level apart. 5 1 Work begins! We actually used the in-game editor that ships in the finished Joe Danger, but with a limitless number of objects per scene, more lanes to place them in so we could decorate heavily, and debug options that ignored gravity so we could make levels more interesting. 3 4 Next we put down the first Target, placing a low ramp after the initial spikes. We’d drop out of Edit mode to jump Joe off it, and then hit Edit again just before he landed to place a target at the end of his arc. We found that was a great way of placing objects at the perfect distances. Then we built the level up around the Target and made it more dangerous. We added thrills with Ministars guiding the player to the Target, spikes to kill them if they don’t jump and objects to ride through. Decorative bits ‘landmark’ the section in players’ minds. 5 From then it’s rise and repeat until the level is a good length – about 30-45 seconds between each checkpoint. We’d mix them up and add challenge by making ramps to boost off, or make players have to brake in mid-air in order to hit a Target. When to stop was a matter of feel, but once complete we took another decorative pass to help guide the player through and offer warnings of hazards like spikes. From then, it’s all playtesting, over and over again. We did so much playtesting. Doing it ourselves! C learly, we wouldn’t get a publishing deal, so Sean sold his house. Looking back, that seems a really scary move, but at the time we felt relieved because it meant we had the funds to make the game we were so excited about – not just demos, the actual thing. We started to do the sums. The budget meant Grant would have to make more than a level a day for two months. We planned the game thinking a publisher would fund us hiring a bigger team, and we’d been super ambitious. We wanted a level editor, splitscreen multiplayer, a 3D main menu and 50 levels, and even now we couldn’t bear not to have it all. So we started working really hard. But we also had to announce Joe Danger to the world. We didn’t have a frontman to talk to press; no Peter Molyneux, no David Jaffe, no CliffyB. Amazingly we still managed to score our first interview with Edge after offering to hump all our gear down to their office to show off our baby. We were terrified, discussing who’d do the talking as we drove to their office. It was a baptism of fire. We knew the game wasn’t ready but they loved it. We were elated. It was great to get such a Looking back, we don’t really know why we had a webcam shoot us while we crunched. We weren’t a pretty sight good response, especially from people who weren’t publishers. Actually getting out of the office and meeting people was pretty good, too. We next took Joe Danger to the Eurogamer Expo and got two brilliant days of people telling us what was right – and wrong. After 12 doubtful months, seeing them start playing the game made us realise we were making something great. We got so much feedback from them – where they died, what they didn’t like, how they got through the levels – that we realised we needed to go to every show we could. Seeing thousands of people playing Joe Danger answered so many questions we had, and also helped us trust our instincts in making it for ourselves. 6 Dev life We were so skint that we were having most meals in the office, ordering a Tesco shop together every week. It was a year of ham and cheese, lettuce and tomato sandwiches. We developed an efficient conveyor belt of sandwich making, and we never deviated from it once. We were living for less than a pound a day – Sean’s then-fiancee was worried we’d become sick. But if you met us, you’d never know. We were constantly excited. All this time, we were sharing an office with normal people in a BT call centre and an accounting firm. Every night when they were going home we’d be there. Every morning, we’d be there. We’d have music blaring and as far as they were concerned, be playing games. At lunch we’d be making our sandwiches together and eating at our desks. They must have thought we were bizarre. Final Sprint! T he final straight was the hardest but most productive time: getting Joe Danger to run at 60 frames a second, swearing at various crazy decisions we’d made (like the 3D main menu), stopping it from crashing, and then getting it through Sony’s certification, which would OK the game for release on PS3. Obviously we were also still tweaking the gameplay. If that wasn’t enough, we also went to intense and sleepdepriving things like the amazing GDC and PAX in the US, shooting home between them to fix bugs. The party boat had turned into a submarine. Our external QA team, who would find bugs for us to fix, had never worked with anyone quite like us. We were basically nocturnal. We’d work until 6am so they had a new build of the game first thing in the morning, spending each night fixing all the things they found during the day. By then, Grant had finished the art for the game, so he’d just do 100% playthroughs of the game every night, which took between six and eight hours. Joe Danger’s hardest level, Insert Disk 2, would come around 2am, when he was least capable of doing it. But we made it through, and it was finally time for submission to Sony. Grant did Our testers missed the classic Hello Games mistake :( Joe Danger looked good from an early stage We worked for so long on these puns 7 one last playthrough early in the morning, and just as finished he hit a massive, showstopping bug. The game wasn’t recording the correct number of stars. Something had happened somewhere in his eight-hour playthrough, but where? We knew it would be incredibly expensive for Sony’s testers to figure out, so we pulled the code and began to go through the thousands of possibilities. Maybe partly through sleep-deprived inspiration and partly through insanity, Dave found the culprit: one level had an extra mole. We snapped into action. Grant started another playthrough to check while Dave looked at all the instances of moles in the code, and Sean and Ryan started to work on fixes. We were so incredibly tired, but everyone worked like the most perfect machine. It was our proudest moment. We fixed something that could’ve taken days and thousands of pounds in a matter of hours. And so we finally submitted, walked out into the midday sun, and went to the pub. Joe Danger had passed the finishing line. Podium Finish! S ony couldn’t tell us when exactly Joe Danger would come out. So we all met in our studio on US release day, June 8, 2010, with a few bottles of cider. The idea was that it’d appear on the store and we’d all have a celebratory drink, but instead we just sat there waiting, terrified. Ryan was convinced there was going to be a problem with the leaderboards, and we had only ever seen the game running on our debug units. We had no idea whether it would work properly on actual retail PS3s. In fact, we didn’t even have a retail PS3 until Sean bought one that day. That was pretty much the rest of our money spent right there. We had agreed an emergency plan if it all went wrong in which we’d all go our separate ways and do something horrific for a few years to pay it all off. It felt like our futures were hanging in the balance... And hanging, and... Finally, around 2am, just as we were starting to get hungover from all the cider we’d drunk, someone tweeted, “Just downloaded Joe Danger!” So we jumped, logged into the US PSN store, bought and downloaded it, booted it up and ... we saw a black screen for what seemed like forever. Actually, it was only 10-15 seconds, but we all panicked until the loading screen came up. We looked at each other in amazement. Joe Danger actually worked! We quickly played a level and found that already there were 3000 people on the leaderboards. Ryan became surer the leaderboards were broken as we started logging highscores, beating the records by just a bit to nudge players up the ranks. An hour later, there were 30,000 people on the leaderboards, and we asked Sony whether that was normal for a new download game. Not usually, they replied. Ryan was convinced there was problem with the leaderboards. Next morning, there were even more, but there was no bug. We’d made our money back within having been just 12 hours on sale. It’s hard to explain how we felt. It was an amazing, weird, huge relief and we were incredibly happy, but also half-expecting the bubble to burst any moment. 8 hitting the road again! W e didn’t really quite know what to do next, except to get out of that studio. So we gave our notice, but, as if to teach us a lesson, the landlord moved us to a room without any windows for our last couple of months, which were right in another hot summer. All our plants died. We had an air conditioning unit but there was nowhere to put its exhaust pipe other than out into the corridor, which made the communal kitchen so hot that no one could stand it. Everyone hated us, and we hated everyone else. It was a good motivator to find a new place, though. Our second choice was Media Molecule’s old studio, but we chose a fixerupper instead, even after Sean’s wife said, “Don’t you dare take it.” It was a total wreck. No carpet, toilets, heating or running water (except through a weird shower head on the lower floor downstairs). There were smashed windows with wind howling through them. “We’ll take it! This place is amazing!” we said, imagining where we’d put the pool table and kitchen. It was two whole floors: space was exactly what we all wanted after the old studio. The months we spent fixing up the place we call home today were really fun. We did some of the decorating, like sanding the floor (actually, Ryan nearly destroyed the place when the sanding machine ran away from him), while a couple of Sean’s friends did the heavy stuff. While the works continued, we took a day out to go round Sean’s house and decide on our next game. Grant played Mario Galaxy, Ryan looked through code to work out how much work it would be to refactor the engine, and Dave and Sean chatted about design. We remembered all the things we cut out of Joe Danger, things that it really hurt to read reviews saying were missing. We really wanted to give it all to people! That day, we agreed to make Joe Danger 2, and take on four new members of staff to help make it. We were getting back on the bike. And so the sanding began A trip to Ikea for the essentials: wicker chairs And here’s the house that Joe built today 9 Journey’s end! E veryone we interviewed saw the studio. It looked like we were squatting in an abandoned warehouse but the right type of people were like, “I love it!” People like our first new guy, Jake, who had just graduated. We put him straight onto making Joe Danger’s first costume pack, and he had people playing something he’d made in just a few weeks. We took on Gareth, Hazel, Alex and Aaron; we went to Ikea and bought eight of everything – eight plates, eight knives, forks, desks, chairs. But we kept meeting people we liked, so the eight became ten, and that became the team who made Joe Danger 2: The Movie. Joe Danger 2’s development was a lot more straightforward than Joe Danger, but we wanted to give everyone a taste of how we made the original. So all ten of us went to Gamescom in August 2011 to demo the game. It helped the game feel more real and brought everyone super-close together. We initially worried that the new guys wouldn’t feel a part of our weird, stupid culture, and that they wouldn’t care about Joe Danger as much as us, but they did. At Gamescom hundreds of people played what they’d made. Like us, seeing them smile and frown helped them understand what the priorities were and gave them a voice. From left Hazel, Dave, Aaron, Ryan, Jake, Alex and Dan To ship Joe Danger 2 was hard work but it was fun, and the game ended up being a lot more than just a more complete version of the original. The new team had made it theirs. With Joe Danger 2 finished, in 2012 we went back to Gamescom to show it with a sense of closure. It was the game we wanted to make. That was a real sign-off. Today we’re still making Joe Danger on iOS, of course, and we’re incredibly proud of all our babies have become, but we’ve got our sights set on (huge) new challenges. For us, Joe’s got his career back and ridden off into the sunset. 10 11 Credits Many thanks to all of our friends, family, and fans! We would also like to say a special thank you to our photographer Gareth Dutton. © 2013 Hello Games All Rights Reserved. THANK YOU FOR PLAYING!! HELLO GAMES WILL RETURN! 12
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