All posts by American

I live in Shanghai, China. I make video games.

Alice: Asylum Game Design Overview & Data Spreadsheets / Huge Update!

Dear Insane Children,

There WILL BE a Live Stream this week at the usual time. 

Thursday at 10AM for us here in Shanghai. 7PM if you’re on the West Coast of the US. And we’ll be discussing the content in this post… 

This is a BIG text-based post.

Here’s TL:DR version;

The first pass on massive, detailed core game design & data documents has recently been completed and is attached to this Patreon Post at the bottom.

>>> Scroll down, and hit DOWNLOAD <<<

Best viewed on Desktop.

MASSIVE SPOILERS WITHIN.

PDF and HTML (web browser) versions are ready to rock, and we’re sharing them with you now, (and other third parties).

This is all critical stuff towards the progress of the Alice: Asylum project.

Want the long version?

Keep reading.

————

Hi everyone,

Alex here. My “roles” on the Alice Project are ever-changing as needs arise, but today, I am writing to you from the perspective of the lead designer, an assistant game designer, and a producer.

The first thing I want to do; is thank you all for your patience in these communication gaps while we’ve been doing some serious work.

This morning, American and I just ticked off huge milestones towards whatever potential end goal we may see with Alice: Asylum.

These are data-driven, core-design elements for Alice: Asylum, namely;

1. Main Levels & Areas of Gameplay
2. Detailed Level Structure and Content
3. Weapons Detail
4A. Enemy Basic Abilities
4B. Enemy Overview & Structure
5. Enemy Detail List
6. Pickups and Resources Detail
7. Passive Buffs – Dress Rune System
8. Extra Key Tasks Areas Required

Some of it looks like this;

This is vital work in tying threads of Alice: Asylum’s game design.

To put things in context, a few weeks back, American, Adam (our tech lead), and I sat in on a high-level meeting with another third party (unnamed due to confidentiality for the time being).

This initial meeting was geared towards Alice: Asylum being reviewed and discussed with serious intent for actual game development.

The meeting couldn’t have gone better, and the bridge we’ve built with this third party seems positive, open, and constructive.

The action plan after the meeting resulted in the need for American and me to complete serious deep-diving into our data and the Design Bible.

We needed to present and boil down our existing ideas and information so game developers and programmers could have a clearer line of sight toward measuring their potential dev work.

After a focused few weeks of game design and compiling a vast array of data (and dreaming of spreadsheets each night), American and I now have many of Alice: Asylum’s core foundations ready for review.

Any prospective development partner can now potentially gauge an initial scope of work. And most importantly, attach a dollar amount to the development work involved.

Whether we’ve hit the nail on the head in the first pass is to be confirmed.
Regardless, by the time you’ve read this post, we’ve most likely handed the discussion back to this third party to let them get to work crunching numbers.

Our end goal this year is to have;

1. The Design Bible Completed (Our Creative Vision – More on that later.)

2. A Scope of Works established for the potential development of Alice: Asylum (Our Game Design Data – See attached documents.)

3. And; a Budget Projection in place that considers both the Design Bible, and Scope of Works to complete the full picture. (The Budget Document – This will be worked on by our potential Development Partner and relevant team members.)

When those 3x items are all in place, and everything is locked and loaded, we should have the full package for Alice: Asylum ready to go to be shopped around.

The idea is to put any financier at ease with investing upwards of US $30 Million into a project that is thoroughly considered and realistically measured from relevant angles.

Here’s a little snippet of the email we sent out today;

<START – Partial Email – Sections Edited or Removed>

A couple of important points to note.

1. The information contained within these spreadsheets is 100% open to developer input and expertise.
We are open to finding the best possible solutions to achieve the intended goals of quality and game experience by working collaboratively with you.

2. The Alice: Asylum game experience is not meant to “reinvent new and daring game design.” 
We simply want to build a high-quality game, using familiar and proven game design elements in a fresh mix.

We want to create a familiar, intuitive, enjoyable player experience, using existing tropes, and tried and tested gameplay experiences.

We envision Alice: Asylum as a linear, modern, third-person action/adventure/horror game, blended with first-person shooter/action foundations.

Ease of use (accessibility), flexibility, level navigation efficiency, and smooth user experience are all key to what we want to achieve.

Alice: Asylum heavily focuses on story-telling, creating a “visual and audio feast” for players to enjoy.

<END – Partial Email – Sections Edited or Removed>

———–

So, what’s next?

We wait. And see what comes back. The discussion will continue.

From my perspective also assisting with Alice’s project management there’s a few things to note.

Given the scope and size of the work required to complete the Design Bible, we did not have time this year for this additional game design and data work in the original schedule, back when we mapped it out in March.

Data wrangling and categorically organizing game design is time-consuming and labor-intensive, but I think American, and I have covered some important ground quickly, and out of necessity.

Once a relevant party showed the right level of interest, it needed to be done.

Timing is critical, and we’re glad to have this early stage of potential development prep moving along.

We’ve adapted to spin the required plates as best we can simultaneously with our tiny team and resources.

My focus this year has always been on completing the Design Bible which I am itching to get back into after living in spreadsheets for the last month or so.

The team continues to crank out beautiful concept artwork, and there is a TON of progress to share on the Design Bible.

Speaking of which;

We will be sharing a HUGE update on all things Design Bible for Halloween this year.
Mark your calendars.

This one is going to be nuts, and might be the last big update before we release the Design Bible V1.1 PDF for the end of 2022-Early 2023.

———–

Live stream questions?

The Alice project is at a critical point.

We have work to do. Getting it done is our priority moving forward.

But when we do chat together from here on out, it’ll be important.

I’ll be making time to be in the chat on the Livestream with Martin and American later this week.

If there are any questions or feedback you’d like us to consider, please type them so we can see them easily.

Or, save your questions up for the live stream, and I’ll do my best to answer them in the chat when I see them.

Thank you as always for your continued support of the Alice project.

I look forward to sharing the journey and work we complete as it all continues to take shape.

Cheers,

Alex

Radcliffe Defeated (but all is well with me & team)

Dear Insane Children, 

Apologies for the radio silence. All is well! And the pre-production team continues to make excellent progress on the Design Bible. 

I meant to post last week but decided to hold off because THIS WEEK we’re trying to do a big Update Post (from Alex) and a Live Stream and to share a bunch of New Art! 

An excellent new image (above) from Joey… depicting the scene wherein Radcliffe is finally defeated. He gets what he deserves! 

SO… don’t fret or worry or anything else. All is well! 

We’re enjoying super beautiful weather in Shanghai these days. This is my favorite time of year here. Kids are laughing and playing outside. There are rumblings of good news from Hollywood (related to various projects in development there). And lots of great progress being made on Alice: Asylum pre-production/pre-development planning and design. 

Expect a big update on all that this week! 

From Shanghai with Sunshine and Smiles, 

-American 

Confronting Radcliffe & Other Art

Dear Insane Children, 

Adam shared the final (semi-final?) version of the illustration you all voted on last week. Turned out pretty great, yeah? I saw some notes in the margins on this image that the team are still working on facial expressions… so I don’t think they consider this final-final. 

This illustration from Omri – in which Alice and Lizzie are happily reunited – is Final. And it’s also awesome. Guessing this one could become an art print in the future. 

And this collab between Norm and Omri – in which Alice fights the Card Guard Executioner (now with Chaos Tentacles!) – is also final. And also super awesome. I love when these two work on illustrations together. 

Meanwhile, a bunch of neat stuff in the Work In Progress category… 

Like this Queen & Alice Boss Fight from Joey. Woo! 

And these Nightmare Radcliffe sketches from Adam. Scary! 

A ton of great content in the pipeline. And all of this is purpose-built to fill out sections of the Design Bible. Alex is making great progress on bringing all this content together – and says he’ll have a big Design Bible update for everyone in the coming weeks. 

We obviously did NOT have a live stream (again) this week. This time the blame was on me. I got sick … unsure exactly what it was. Food poisoning maybe? But it put me in bed for a day and had me feeling weak and yuck for several days on both sides of it. Back to feeling better now… so we’ll see if we can’t make something happen next week.

From Shanghai with Love, 

-American 

Live Stream Update (ded again) + Final Showdown“

Dear Insane Children, 

It’s funny we settled on “Insane Children” as a nickname for this Patreon group because it turns out… having children is kinda insane! Though I guess that would be something more like “child insane” – which is what I’m going over here!

Actually, it’s not that bad. Just typical kid stuff. But it means this week’s Live Stream is no more. Why? Well, we moved it away from Lucky’s Birthday. But then it landed on Lucky’s school start day. And Yan told me I can’t live stream when I should be taking Lucky to school for the first time in his life. Makes sense, right? 

We’ll try for next week. But it’s still a bit too early to know how that week is going to shake out. Anyway, on the bright side, we’ll have a ton of great new art to share by the time we actually do get around to the next live stream! Ha. 

Speaking of art… Font Lord asked me to remind you that this month’s Art Print is one of our favorites. Maybe one of yours too? It’s called “The Final Showdown” and it’s awesome. Be sure to adjust your tier or whatever it is you need to do in order to get this print (if you want it). 

From Shanghai with First Day of School Jitters,

-American 

Crowd Design – Radcliffe & Alice Gun Scene

Dear Insane Children, 

Help us pick the best angle for this scene! You have 4 images to choose from. And here’s the description of the scene from Alex: 

Art Task Briefing and Output:
?These scenes show the confrontation taking place between Alice and Radcliffe.
?Once Angela’s appearance is confirmed, render her in the background of these scenes watching the events unfold.

?Key areas to highlight from the narrative are:
?1. ?Scene of Alice confronting Radcliffe. Angela in background. Alice Unfurls the little black book. The Tables turn.

?2. ?Alice confronting Radcliffe. Radcliffe draws a fire-arm and points it at Alice.

Design Notes:
This area takes place in the area that houses the Grandfather Clock and Radcliffe’s Black Book reveal. Follow the scene design from the Slumber/memory scenes prior.

And the images you have to choose from… with the POLL at the bottom!

From Shanghai with “B” is my Favorite,

-American

Queen’s Castle (now with color!) + Live Stream Update

Dear Insane Children, 

Two things today… First is: *more excellent art* such as the main image above and also this one just below… 

These images are the final versions of the ones from Adam that I shared last time. Interior renders of the Queen’s Castle. But now… with color! Yay!

Very lovely stuff. And I hope it makes up for the fact that we need to push the Live Stream date out until next week… 

Life in my “castle” revolves largely around children. And we’ve got some kid-related stuff happening at the same time we’d hoped to do the Live Stream this week… the result being: NO Live Stream this week. Thanks, Lucky! 

He’s starting his first year of “school” [technically, it’s pre-school @ age 3] on Sept 1st, so there’s a bunch of health checks, student registration, and other business we need to take care of this week. 

But… 

We’re now aiming for a Live Stream next week on a slightly different day than usual. 

This time change is also necessitated by Lucky. Thanks, Lucky! It’s his birthday on September 2nd, so we don’t want a live stream day crammed right next to that. Lots of planning and prep to do! 

So, basically, this whole email is a “blame Lucky” update. Except, don’t do that because he’s only 3, and he’s super cute, and he probably just saved a bunch of you from a “Final Destination” style death sequence now that you won’t be in that deadly place at that deadly time. He’s not called “Lucky” for nothing, you know? 

Here’s a nice picture of Alice enjoying family life after the events of “Asylum” from Joey. See? Aren’t kids nice?

From Shanghai with Kids (and the 40c weather is GONE – Fuuuu, you 40c weather!),

-American