Ghost of a Tale is often called a one-man game. While in a sense this could be considered as true (as in “if I didn’t work on this game it would never exist”), I wanted to give a detailed breakdown of who directly participates in the creation of Ghost of a Tale.
Please forgive me for starting with myself but let’s get it out of the way quickly: I create all of the game’s visuals on my own. That includes all the art, characters, models, rigging, animations, lighting, textures, environments, etc…
I’m also responsible for about 95% of the game’s code (including AI behaviors, mechanics, interface, controls, etc…). In other words, if something breaks down or looks ugly, I’m to blame for that!
But all this would be rather lonely and daunting if I didn’t get any help. Luckily I do!
Starting with Paul Gardner, who is the writer for the game. He puts up valiantly with all my nagging regarding finding specific “voices” for the characters. But Paul’s role is not “just” writing for the game; he’s also a professional game designer (having worked on quite a few titles at Namco and Traveler’s Tale).
So we talk a lot about ideas, back and forth several times a week. Our discussions range from game mechanics to dialogs to back-story to level design. And I never move forward if he disagrees strongly with something. If Ghost of a Tale is anywhere near what it is today it’s thanks to Paul’s steadfast collaboration.
On the technical side I have the considerable benefit of receiving help and support from Cyrille Paulhiac who is an experienced coder. As I mentioned previously Cyrille has created a couple of amazing tools that allow me to concentrate on creating the game itself rather than dealing with technical tediousness. His work often remains “behind the curtain” but is nonetheless very cool.
As a concrete example during the weeks leading up to Gamescom last year I had to manually model all the tessellated environment colliders (using Maya) for the demo. Which was a thankless, time-consuming job. Since then, Cyrille has coded a tool which creates those colliders in seconds with just one click, directly within Unity!
Last but not least I want to talk about the very talented Jeremiah Pena. He’s the composer for the game’s soundtrack and his work gives its auditory identity to Ghost of a Tale. There again I feel very lucky indeed to have been contacted by him just before the Indiegogo campaign went live.
From the get go I used one of his existing compositions to edit the very first alpha trailer. I had even thought of leaving it in, but Jeremiah was confident he could come up with something much more fitting to the game’s mood. And what he did blew me away, obviously. That’s when I knew I could entrust the entire game’s soundtrack to him.
Needless to say I am extremely grateful for Paul, Cyrille and Jeremiah’s continuous involvement with the project.
Of course there are many people who at one time or another generously lent their help (and sometimes still do) to the game, but I hope next time I mention Paul, Cyrille or Jeremiah you guys have a better idea about their respective roles.
Talk to you all next time!