![]() ![]() Similarly, we always have to keep in mind how much work is going to be involved in any action. “This means we end up doing a ton of planning and iteration before anything gets to that level, as we can't afford to throw out a lot of work. “We can't just move a hand up 30 pixels or squash a head down 10 pixels, the whole action has to be redrawn from scratch,” Chad notes. However, the main issue with StudioMDHR’s detailed approach is that editing animations for gameplay reasons is very costly. StudioMDHR approaches game development in the same way Hayao Miyazaki tackles a Studio Ghibli film - everything needs to be done by hand before the animations can be integrated into the film, or in this case, a video game. After all, the most difficult part about developing Cuphead is nailing its art style. Though Chad and Jared knew exactly what was required of the team to craft levels, it didn’t make the job any easier. Evolving from there to fully scrolling levels was just the next step.” “My brother and I quit our jobs, remortgaged our houses and began expanding the team" Chad MoldenhauerĬhad expands on this: “The bulk of the engine work was already in place from building the core Cuphead controls and stage setup for the bosses. This is everyone from animators and designers, to a hand-lettering artist and digital painters. Now, StudioMDHR employs 20 people (including Chad and Jared). Once the decision was made to expand the scope, Chad and Jared quickly started to expand the development team, as it would’ve been impossible to successfully create a larger version of Cuphead with just three people. Tellingly, Hello Games has been incredibly quiet ever since, kept firmly out of the spotlight by Sony. Hello Games and its overly ambitious No Man’s Sky is a prime example of a studio throwing everything they have at the game and, for the most part, failing to meet expectations. This was our chance to actually deliver the game we wanted to make all along, rather than the cut-scope game we originally planned with a three person team.” It’s a gamble that could easily have backfired on the brothers. “My brother and I quit our jobs, remortgaged our houses and began expanding the team. “We realized that there were a lot of people out there that wanted what we were doing,” says Chad. ![]() We demoed Cuphead at E3 2015 and the response was mind blowing.”Īfter E3 2015, StudioMDHR was ready to fully commit to its initial “dream scope” for the game. “With such a small team we knew to keep our scope small there were just a few bosses and a couple of weapons and everything was just less insane. “The truth is that we started Cuphead as a three person team, just working on the weekend,” explains Chad. If it had more classic platformer elements and levels I would be more excited.” “It looks really cool but I'm not too sure how I feel about it being just a boss rush. I've played the demo at last year's Gamescom, it's gonna be sweet!” However, user XZYOE didn’t share the same sentiment and, like a few others, was left disappointed after finding out Cuphead was initially only going to feature boss fights. Like user armandsaccurro saying, “The game got a good amount of attention. ![]() Quite a few Reddit users have shared their opinions about playing the game, and most of the comments have been positive. “The truth is that we started Cuphead as a three person team, just working on the weekend” Chad Moldenhauer
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