Video summary
Some Things That I've Learned About Game Development While Making ULTRAKILL So Far (Talk/Slideshow)
Main summary
Key takeaways
Main ideas / lessons conveyed
1) Purpose and credibility of the speaker
- The speaker repurposes an older slideshow to share “helpful advice” for aspiring game developers.
- They emphasize this is not authoritative—it’s one person’s experience.
- The speaker is the lead developer of ULTRAKILL, which started as a solo project (with friends) and grew into a small full-time team.
- They cite ULTRAKILL’s strong reception as indirect confidence in the perspective: roughly ~99% then ~97% positive reviews over time.
2) ULTRAKILL development + visibility strategy (high-level timeline)
- Development start: approximately Feb 1, 2018 (earlier work existed but dates were unclear).
- Marketing/visibility begins immediately:
- They started posting YouTube videos about the project from the day they began.
- Rationale: indie devs face an “uphill battle,” so early attention helps the eventual release.
- Growth phases:
- Early: mostly solo dev, with occasional friend help for 3D models/art.
- By June 2019: pushing into communities (Discord/forums) as visuals looked more promising.
- They describe gaining interest from experienced artists once the project seemed feasible.
- Public demo:
- Released a public demo (Aug 2019) on itch.io, gaining traction via word of mouth.
- Emphasis: playing the game sells it better than screenshots/videos.
- Publishing path:
- Repeatedly emailed New Blood Interactive.
- Picked up around May 2020; early access followed in Sep 2020.
- Ongoing development:
- Frequent updates; the game grew far beyond original expectations.
- Motivation behind the talk:
- Now that the original constraint (“speed through slides”) is gone, they expand into the full list of advice.
Detailed methodology / instruction-style advice
A) Start correctly (choices early in development)
- Pick an engine and start experimenting
- Don’t overthink “Unreal vs Unity vs GameMaker vs Godot”—all can do most things.
- The key is to choose one and begin building, or risk “planning forever.”
- Make lots of small games before your main passion project
- Why:
- Teaches the development process (many lessons are invisible until you do it).
- Reduces risk of burnout.
- Avoids needing to restart your big project multiple times due to learning better practices.
- Use strict, escalating deadlines to prevent scope creep:
- First game ~2 weeks
- Next ~1 week
- Next ~1 month
- Example small projects:
- Red Red Knight (platformer): completed from 0 to completion in ~2 weeks due to deadline constraints.
- This Game Only Has One Level (Unity learning project): ~5 days; controls/design felt tighter due to prior learning.
- Why:
- Avoid complete solo development if possible
- Solo devs can still get control as a lead/director, but exhaustion is a major risk.
- Bringing in other artists can increase creativity and richness.
- Early teams may rely on:
- friends/community work
- contracts involving royalty splits or future pay once revenue exists
- Critical requirement: you must prove you can make the game; promises alone don’t recruit reliable help.
B) Team-building and leadership practices
- Build connections with other developers (especially peers)
- Indie devs aren’t truly competing; you’re “in the same ship.”
- Peer support helps everyone make games real.
- Be “nice/pleasant to work with”
- Team cohesion matters more than pure talent if it destroys collaboration.
- Lead devs should understand multiple fields
- Even if you can’t do certain tasks well (e.g., 3D modeling), understand enough to direct vision and assess feasibility.
- Avoid “romanticized solo creator” logic
- Bragging rights aren’t the main objective; game quality is.
C) Creative direction: avoid common content failures
- Don’t just remake a better version of a game
- If it isn’t meaningfully differentiated (unique hook/twist), players will choose the already-successful original.
- Design marketing clarity into visuals
- Plan so viewers can understand what the game is from a random screenshot/clip:
- first-person vs third-person
- weapons/gameplay genre signals
- visual style cues
- For ULTRAKILL, they emphasize:
- including the “style meter” in screenshots
- making UI immediately communicate gameplay interest (“What is this? I want to play it.”)
- Plan so viewers can understand what the game is from a random screenshot/clip:
- Think ahead for genre trends
- When developing long projects (1–2+ years):
- you aren’t building for the market today, but for the market later.
- Example concept: if a genre trend blooms (e.g., after DUSK), you need novelty/gimmicks by release time.
- When developing long projects (1–2+ years):
D) Make the game fun by design
- Treat “fun” as something you must design
- Ideas/mechanics alone don’t guarantee fun.
- Focus on the primary gameplay loop first
- The loop is ~90% of what players do.
- ULTRAKILL example loop:
- enter room → enemies spawn → shoot while avoiding death → move to next arena.
- Avoid “gimmick-first” thinking where most of the game becomes filler
- If story is the “main pull,” gameplay must be minimal or exceptionally engaging.
- Implement sound immediately, not later
- When adding a new mechanic/weapon/ability: add its sound at the same time.
- Rationale:
- sound strongly affects perceived feel
- it becomes an information channel (enemy cues, timing, feedback)
E) Asset sourcing + licensing guidance (practical)
- Start with major sound packs (e.g., Sony GDC audio packs).
- Use additional sources like FreeSound, but check licenses carefully:
- Creative Commons Zero / public domain
- Free for any use, including commercial, no credit required.
- Creative Commons 3.0
- Free but requires credit.
- Creative Commons Zero / public domain
- Recommendation: prefer public domain/CC0 to avoid the logistical pain of tracking and crediting every effect.
F) Scheduling and technical production realities
- Expect milestones to take longer than planned
- Rule of thumb: anything will take twice as long (or more) as you think.
- Use “good enough” implementation discipline
- Only “good” can be used; “perfect” features that never ship are worse.
- Aim for finishing:
- completed ~7/10 > unrealized 10/10
- Back up work and use version control
- Use Git if possible (benefits merging changes).
- If not: zip the project and store weekly versions (e.g., on Google Drive).
- Be cautious with multiplayer
- Multiplayer multiplies failure points and complexity.
- Recommendation: prefer single-player, or local multiplayer only, unless you already know multiplayer deeply.
G) Game feel and design rules of thumb
- Close enough is enough (feel over exactness)
- Players don’t think like machines.
- If they’re “almost right,” they blame the game and feel cheated.
- Example: generous hitboxes vs visible meshes to avoid “accuracy-only” gameplay that forces stopping to aim.
- Give each level/area one memorable “signature moment”
- Players should remember levels by distinct traits (e.g., “big light beams, two floors, boss with big sword”).
- Benefits:
- higher “moment density” to compensate for shorter overall length
- replay becomes more engaging due to better recall
- Exaggerate audio in action games
- Capture the “feel” more than real-world authenticity.
- Consider clipping carefully (especially if sound is exaggerated)
- Some caution against clipping, but exaggeration may justify it.
- Still avoid: over-maxing everything to the point of ear-unpleasantness.
- Manage ear exhaustion; make loud-impact sounds only as needed.
H) Player guidance vs expression
- Guide the player toward fun while allowing expression
- Without guidance, many players choose the most efficient option—which can be boring.
- Example: ULTRAKILL’s systems encourage using more of the arsenal via “style” mechanics without hard-forcing one weapon.
- Provide multiple solutions to problems
- If only one solution exists, players repeat motions and disengage.
- Example: use different tools against the same enemy (distance vs melee head attack).
I) Presentation design: reward the player appropriately (situational)
- Give opportunities instead of taking them away (more situational)
- Example concept: rather than “you can’t damage the enemy until the shield breaks,” make the “shielded state” feel normal and the shield drop feel like a power-up window.
- Core idea: player psychology turns a required step into a bonus opportunity.
J) Responsiveness and pacing
- Respond to player input instantly (action games)
- Strong feedback to button presses improves perceived control.
- Example comparison:
- Crash Bandicoot: crouch state registers immediately in the original; in the remake, animation delays cause misinputs and reduce responsiveness.
- ULTRAKILL example: punch impact happens as soon as possible (before full animation “arrives”) to preserve responsiveness.
- Use calm moments to keep intense moments intense
- If everything is always intense, intensity normalizes.
- Alternate calm and peak moments like a pacing system.
Story, composition, and writing advice (condensed but clear)
Story writing
- Plan beginning + ending early
- Beginning = hook
- Ending = what people remember most
- Strong beginning/ending can make a weak middle more forgivable.
- Prefer not to answer questions too early (unless the best answer is the only one)
- Keeping ambiguity allows later ideas to add deeper meaning and weight.
Writing clarity
- Provide enough information to spark imagination, not remove it
- Answers should imply more than they state.
- Cut unnecessary text/filler
- Amateur tendency: keep drafts even when much doesn’t matter.
- They apply this to dialogue and scripting revisions.
Emotional engagement principle
- Most people won’t care about story until emotionally attached
- If you frontload too much exposition, players disengage before caring.
- Example: Dune starts with an intense personal moment rather than immediate grand explanation.
Music / composition
- Avoid excessive repetition in game music
- Since tracks loop in-game, overly repetitive motifs can become overbearing.
- When collaborating, ask for examples
- “Intense/heavy here” can mean different things—use multiple references to find shared characteristics.
- Get weird / take risks
- Context (e.g., in games/media like Silent Hill) helps audiences accept unusual music.
- Great music can carry emotional weight
- Even if players aren’t deeply into story characters, music can enhance engagement.
- Example mention: Undertale as a case where music helped draw attention.
Iteration and feedback workflow
- Play-test your own work repeatedly and early
- Their process:
- load the current level
- play through after each change
- re-upload/replay after breaks
- Goal: find micro-issues (movement feel, collision quirks, jank vs polish).
- Example: noticed how players approached a door landing; fixed a protrusion that caused bouncing/falling.
- Their process:
- Learn to take feedback properly
- Don’t reflexively reject suggestions (“it’s my vision”).
- Don’t accept everything either—filter ideas through your vision and game understanding.
- Learn what makes games good/bad
- Don’t just copy surface features; identify what makes them work.
- Also learn from bad games: derive what could have been better and improve your own approach.
- Use rules on a case-by-case basis
- Rigid “good/bad design” frameworks can fail depending on desired player experience.
- Example: Dark Souls “punishing/unforgiving” traits can be “bad” in general but “good” for its intended experience.
Balancing and testing process
- When changing strength/balance, avoid overshooting
- Multiple nerfs/buffs can cause oscillation until things are worse.
- Test with silent observers (no creator presence)
- Have testers record themselves without the creator present or talking.
- Reason: presence changes player behavior via social pressure/creator guidance.
- Lead devs must know what their vision DOESN’T require
- Not everything you imagine is necessary; some features can harm the actual vision.
Marketing + business guidance (actionable)
- Start marketing as early as possible and as often as possible
- Example: upload from day one to build an audience.
- Accept marketing trust is often opposed to “art”
- But both are needed to get people to play your game.
- Choose a “reach-back” platform
- Example choice: YouTube.
- Use additional channels
- Twitter/X for discoverability
- Discord for community interaction and updates
- Post where players are, not only where devs are
- Prefer communities for players; dev communities may help but might not convert interest.
- Learn from similar indie games (not mega-hits)
- For social posts: observe common hashtags/patterns from successful similar-scoped indies.
- If using a publisher, verify quality
- A good publisher can help a lot; a bad one can destroy momentum/revenue.
- Investigate by asking other developers about their experiences.
Demos + Steam + community health
- A good demo can significantly boost word of mouth
- Especially for indies: gameplay experience sells more than visuals alone.
- Demos also produce valuable feedback.
- Set up the Steam page early once screenshots look game-ready
- Goal: accumulate wishlists so players get notified on release even years later.
- Maintain a single primary community hub
- Today that’s usually Discord; early days used forums.
- Keep the early community welcoming
- Healthy early cohesion helps growth.
- Larger communities later become fragmented, but early unity matters.
- Don’t publicly bad-mouth other games/devs
- It burns bridges through friend-of-friend reputation chains.
- Rant privately if needed.
Finishing up: production sustainability and release concerns
- The last part is hardest
- They reference a remark (credited to Dave Ashray) that the last 10% is hardest.
- After “done,” do a consistency pass
- Revisit/patch holes and improve cohesion (example cited: an ULTRAKILL revamp update).
- Early access can help small teams
- Provides income for sustainability and feedback while still developing.
- Handle taxes correctly for commercial releases
- Don’t ignore it; seek accounting help if needed.
Speakers / sources featured (explicitly named)
- Speaker: Lead developer of ULTRAKILL (name not provided in subtitles).
- New Blood Interactive (publisher).
- Sam (3D modeler; joined around early “Limbo” period—timing approximate).
- Dave Ashray (“last 10% is hardest” remark).
- Disc — Disco Elysium (referenced as an example of story-heavy games; subtitles likely refer to “Discolesium”).
- Dusk (retro FPS example that inspired others).
- Dark Souls (example used for “rules are case-by-case” and contextual “punishing design”).
- Devil May Cry 5 (responsive state transitions despite realism/animations).
- Crash Bandicoot 2 and its Nsane trilogy remake (input responsiveness vs animation state).
- Undertale (example where music helped draw attention).
- Silent Hill (example context where weird music works).
- Git (version control system).
- Sony GDC game audio packs (audio resource).
- FreeSound (audio resource).
- itch.io (demo platform).
- Steam (Steam page + wishlists).
- Ariplier (example of a very large streamer they suggest not relying on; prefer FPS-focused streamers).
- Twitter/X and Discord (marketing/community platforms).
- YouTube (chosen as primary long-term channel/distribution).
- Dune (original novel referenced for story engagement strategy).
- Graphic interfaces for Git (mentioned generally; no specific vendor named).