Galacide

Galacide
Galacide

MAKE — GALACIDE

Galacide
Client:
PUNY HUMAN (SELF-PUBLISHED)
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Domain:
Make, Support, Evolve

An original title designed, built and shipped to multiple platforms in nine months — and the studio's first Unreal Engine 4 production.

Partner studio: Puny Human

Concept

A shoot-'em-up and match-puzzle hybrid in which players blast through destructible bit-sequence walls while a pursuing “Bitwall” closes from behind, supporting up to four-player local co-operative play.

Requirement

The studio needed to prove Unreal Engine 4 capability end to end, at a point when UE4 was new enough that experienced teams were genuinely scarce. That meant taking an original design from concept to a multi-platform commercial release on a compressed schedule, including console certification, with no external client absorbing the risk.

Approach

An eighteen-person team designed and built the title in Unreal Engine 4 over a nine-month cycle, with an in-house build pipeline, website and release infrastructure built alongside it.

Puzzle layouts were authored through a data-driven, spreadsheet-based system rather than in-editor volumes — an early expression of the data-driven approach the studio later applied to optimization on client work.

Console and Linux ports were developed in-house, giving the team first-hand platform certification experience it went on to sell.

Delivery scope

  • Game design
  • Gameplay and systems programming
  • 3D modeling, animation and level design
  • Performance optimization
  • Hardware porting (PlayStation 4, Xbox One, Nintendo Switch, Linux)
  • Build pipeline engineering
  • DevOps and cloud engineering
  • Publishing, storefront and web

Results

  • Steam Early Access March 2015; full PC, SteamOS and Linux release 28 July 2015; PlayStation 4 23 October 2015; Nintendo Switch subsequently
  • Nine-month delivery with an 18-person team
  • 60–90 person-months delivered
  • 82% positive on Steam
  • Established the Unreal Engine 4 credential that opened the studio's entire co-development business the following year

Engine: Unreal Engine 4.

Steam Early Access March 2015; full PC, SteamOS and Linux release 28 July 2015; PlayStation 4 23 October 2015; Nintendo Switch subsequently

Wireframe cubes nested inside a larger open cube, drawn in indigo and periwinkle line work.Wireframe planes stacked in ascending steps above a dense lattice.An open wireframe cube crossed by diagonal lines converging at its corners.

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