Saturday, August 17, 2013

Octodad: How a small developer made a big splash at E3


When gazing upon the racks at a video game store, most titles adorning the walls are made by giant studios that throw money at game production like a billionaire trying to fix a dead girl in his bed.  Some of those studios are responsible for recycling the same garbage year in and year out, justifying the marketing by adding a little extra something the next time around: not only will you be able to gun people down, but running alongside your avatar is your very own unicorn that spears enemies and craps rainbows.  This marketing works so well, that some companies in the business have even declared that they’ll not be creating any more new IP’s.

But there is hope.

Beyond the mountains of cash and thousands of workers lay a magical realm filled with more creativity than currency.  It’s a place where developers eat week-old pizza and sell their bodies just to add one more puzzle to a level.  An enchanted locale where ideas are scribbled onto soiled napkins by candlelight, because every last cent went into making a new sprite, instead of paying the electric bill.  The place I’m talking about my friends is the universe known only as Indie Games.

Young Horses, Inc. is one such Indie Team.


They created a game with such originality it landed them on stage at a worldwide event.  Among seven other game developers, Octodad: Dadliest Catch made a huge first impression in front of many gamers by showcasing fresh, wacky ideas.  But how did they do it?  How in the world does a small—not to mention, wet-behind-the-ears—developer climb the ranks of obscurity and end up in Sony’s Exclusive Indie Game Showcase at E3 2013.  The only way to truly find out about their adventure was to capture one of the team members and interrogate—er, interview them.  So I set my sights on Philip Tibitoski, Young Horses’ CEO and Community manager.  Using stale cheese balls, warm starburst, and pizza combos as incentives, he spilled every detail about the team's E3 experience.

"I don't know what the hell this thing is, but if it starts wriggling...screw the family--I'm gone."

As Phil took in his new iron-barred surrounding, he revealed that the Sony Press Conference or any console port in general was not always part of Young Horses' original plan.  “I think most of us," Phil stated, "have always wanted to make a game that would end up on a console just from being gamers most of our young lives," but then added, "the PS4 was a very happy surprise.”  An unbelievably fast, happy surprise.  When Young Horses received the Sony devkit, they cranked out a PS4 version in only four weeks.  Four.  Most of the world would probably stop all other facets of a game and have a whole team working on a PS4 port, but in fact, it was just one lone man.  “The port was easier than we expected it to be.  I can't say much in the way of technical details, but Kevin Geisler (producer/programmer) ported the game to PS4 on a part-time basis while working his other full-time job in a single month.”  Phil ended with, “I think it went well.”  You think?  That sounds like the understatement of the year.

When asked how Sony told Young Horses they’d be part of the E3 conference, Phil popped a pizza combo and mumbled, “Sony really likes to go all out with their offers.  We were shipped a live octopus with a note taped to its wiggly head that said ‘E3 <3. Yes or No?’ with checkboxes.”  Now you might call bull-crap on that one, but would a starving developer offered junk food, lie?

Like any independent team, Young Horses instantly crapped their pants when they found out they’d be part of Sony's conference.  Phil stated, “We were super anxious up until and through the day of the press conference.”  But with eight people, how does a team decide who gets the glory of marching out on stage like a rock-star?  Do they draw straws or have a battle royale and the last developer standing gets the glory?  Nah, the team decided “…to have Kevin up there since he did a majority, if not all of the porting work,” Phil said, while the remaining seven continued their “plans for global octopi based domination.”

"I said periwinkle colored napkins! Not purple. Damn you, Poseidon."

During the worldwide event, Young Horses and seven other developers stood at the exclusive forefront of Indie games for the PS4.  Among those other developers were huge names of the industry like Lorne Lanning of the Oddworld saga.  Any normal developer would have a fear of irrelevance swirling around in their stomach like a dozen bean burritos fighting a pound of ice cream.  Phil stopped gnawing at the bars of his cage and revealed, “I can't speak for everyone else, but for me this feeling is ever present.  I'm always kind of in awe that our little octopus game is standing amongst giants like Lanning's Oddworld or something like Cerny's Knack.  It’s starting to slowly dawn on us though, that this is a big deal and something not many developers get to experience this early in their career.”

Showcasing a game in front of thousands is daunting enough, but let’s not forget the millions of thoughts that would be pounding inside a person's head.  Like will the game work when I turn it on?  Did I take out the porno that was in the devkit moments before?  Should I have brought two pairs of underwear to the conference?  And Phil happened to be no different.  “I was in a constant state of fear of it crashing or something while it was being streamed to hundreds of thousands of people.  Even though we tested the hell out of it beforehand and knew it was stable.”  So playing a game on stage might be stress inducing, but hanging backstage must be heaven, right?  A magical realm filled with lollipops, rainbows and power-ups?  “It's really just a lot of wires, grumpy stage-folk and green rooms that aren't all that green.”  Way to be a downer, Phil.  “I did however spot Jack Tretton (President/CEO of SCEA) in the wild.”  Pfft.  I’m still holding on to a vision of beautiful ladies dressed in cosplay, swinging around poles and throwing bacon covered hot dogs at passersby.

The casting for ET didn't go so well, as Octodad spent the majority of the time trying
to hold the beer cans, instead of drink them.

So pants were crapped, audiences cheered, Octodad was unleashed, and absolutely no fun was had backstage.  It became a moment of crowning achievement for Young Horses, and the small development team stayed in high spirits as they packed up and headed back to their studio.  But the real work now lay ahead.  The game gained new fans, a new platform, and that meant new obligations.  So was there a change in the work atmosphere?  “It definitely caused a bit more stress," Phil responded, "but at the same time it's given us a lot of motivation to finish this sucker.  We've been working on the game for about 2.5 years now and we need to get it out the door.  E3 was a nice kick in the ass."  But Phil also expressed optimism.  "We were excited to get the game done before, but now we've got a whole lot of people waiting on us.  It's exciting!”

Whoa, whoa, whoa pal.  Calm down.  You still haven’t told the world of your team’s secret.  Just how exactly does a small studio reach the height of Sony’s E3 conference?  Is it hard work, talent, determination…luck?  “Well I don't believe in luck," Phil said.  "Everything is a matter of hard work and grabbing hold of the right opportunities at the right times.  We're incredibly aware of what our fans think of the game and while we may not react to everything, you can be sure we're out there creepily observing.  This helps us from missing any chance to help others, or to get help that we might need ourselves.  Being flexible is important and our small team lets us do that.”

"Blah. Blah. Blah. The wedding needs to be perfect, and blah, blah, blah. I'll show you perfect..." 

The biggest problem for Young Horses or any Indie developer always revolves around money.  Not having the right amount of dough can make or break a dream.  Having showcased at E3 under your belt, an indie developer might be able to open doors to more opportunity or possibly gain a big publisher, but Young Horses decided early on they would self-fund Octodad: Dadliest Catch no matter what.  “From time to time," Phil said, "we think about what it might be like to get funding from the outside, but as it is we're already a team of eight plus people.  If we split the revenue of the game much further, it could lower our chances of being able to dedicate ourselves full-time to our next project.  Right now it would have to be a truly amazing deal for us to even consider being published by another company.”  Phil does believe though, that debuting at E3 did become success altering for Octodad and for Young Horses.  He continued, “I think we would've done alright without it, but E3 opened up the game to a world of players that may have never known about it otherwise.”

Young Horses will release Octodad: Dadliest Catch in January on PC with the exclusive PS4 version arriving shortly thereafter.  The studio is sprinting to the finish line with five of the team working full-time now, leaving only three members to work day jobs and pound away at the game on their off-hours.  (Talk about brutal work habits.)  Currently, the workload consists of “…finishing up some of the last levels, recording VO, creating cut-scenes, and testing," Phil said.  "Most if not all of the major features are in and working.”  But in Young Horses' eyes, what would be the perfect outcome after release?  “It would be great if the game blew up and became super popular," Phil shared, "but at the same time all we really want is enough money to create the next great thing.  We have a ton of ideas that no one even knows about.”  Having tons of ideas could scream 'big publisher' next time around, but the team doesn’t see themselves working on any AAA titles.  In fact, they’d rather be “...cranking out more of our own stuff," said Phil, "and continuing to try and make the independent community a better/happier place for everyone.”

"First I will conquer this female. Then I will rule the...maybe I should learn how to drive. Right.
I will conquer this beast of a woman, then learn how to drive, then conquer the world."

Out of junk food and questions, Phil’s cage was opened and he was sent back into the Indie wild.  Before reaching the door to freedom, he turned around and stated that if any indie developers should want to make a splash at the next E3, all you have to do is work hard.  He continued, “Within reason, you should be taking hold of every opportunity that comes your way no matter how small.  You never know where it might take you.”

P&P would like to thank Young Horses and especially Phil Tibitoski for taking the time to answer preposterous questions.  
For more information about Young Horses or Octodad: Dadliest Catch, please see the links provided below:

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