Who creates Ghost of a Tale?

May 142015

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!

ScreenShot 2015_04_06 16;32;22001GK

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! 🙂

  12 Responses to “Who creates Ghost of a Tale?”

  1. Thanks for the update, Seith. I often forget the production of Ghost of a Tale isn’t a one-man job; nice of you to give some of your mates a mention. Let us know when you have a release date – hopefully it’s still on track for this year!

    • Thanks! So far it is… But the amount of work left to do remains staggering! I will of course confirm anything related to a release date in a later update.

  2. Merci pour ces informations intéressantes sur la répartition des compétences sur le projet. Bon courage pour la suite!

  3. Hey nor Cyrille was also helping with some of the Xbox One testing and implementation too 🙂 gotta give the man props!

    Also noticed a certain lack of David mentioned here 🙁 I know he’s just community manager but he also did some of the testing for the game. Thats fun, I am sure, but also hard work! hehehe

    • Indeed! Cyrille’s all kinds of awesome. Regarding David he’s actually no longer the community manager; he left the project several months ago. That was a painful decision for everyone involved but in the end it had to be made and we parted in good terms.

      • awww.. ok i guess that makes sense seeing how quiet it has been (which I stupidly asked you about and maybe that was salting the wound.. SORRY!!! )

        I’m glad it was on good terms and good luck with continuing to kick this projects butt 🙂

  4. It’s always better to have a few people at least to get some feedbacks from someone with a different perspective, as it can be hard to simply know if you’re doing a good job or not. (even more when you’re working on something for years)
    Congrats to everybody involved in this, and good luck for the next steps !

    (s’il y a besoin d’aide en level design, hésite pas à faire signe vu que ça fait des années que c’est mon boulot, mais on dirait bien que tu as déjà toute l’aide nécessaire !)

    • Thank you, we’ll need it! 🙂

      (Merci pour l’offre; pour l’instant je prends beaucoup de plaisir a tout creer moi-meme, mais qui sait!)

  5. What sort of news do you have for those who backed your project SO LONG AGO?

    • Hello David. Thank you for supporting Ghost of a Tale! I assume you’ve been following the game’s development through the news and updates I post here. Is there anything specific you would like me to talk about?

  6. […] composer. And for anyone interested in the details you can read this breakdown of the roles here: http://www.ghostofatale.com/who-creates-ghost-of-a-tale/. To summarize Paul is a published writer dans game designer, and Cyrille is a professional coder. […]

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