How cool and interesting is it to see how things are made?
Is always inspiring to zoom into the details involved in the different processes and projects and discover how the a final product is developed from scratch.
When it comes to the video game industry, we have seen many times the development of a game up close – from how the visuals start from basic 3D shapes, to a fully built environment. What is not as usual is to see that for a blockchain game.
At Games for a living we want to be as transparent as possible, and that’s why we will be showing part of our processes and the steps we have taken to develop our first blockchain game, Elemental Raiders.
The first team we will introduce you to is our developer team. Each of the dev team members covers a different side of the game with its own responsibilities. At the same time, the teamwork spirit is strong and they work hand in hand one on one, helping each other to ensure a smooth workflow.
What is your role and what do you do?
Miquel: I’m a programmer, focused on backend.
Lorenzo: I’m a game programmer, mainly focused on the Blockchain implementations.
Samuel: I create the code for the game, making sure everything works correctly.
Dídac: I’m a game developer, focused on UI and Logic design.
What do you enjoy the most about your role?
Miquel: I love learning new things, and the opportunity to participate in a project like this one.
Lorenzo: The best thing is the constant feeling of having to learn something new. Blockchain, as a relatively new technology, is constantly changing. I have to keep researching new information every day. When the team needs me, I can hop on to the game and help implement other game features.
Samuel: It’s mind-blowing to be able to participate in the creative process of making a video game (bringing all the characters to life, making the skills work, and so on) while confronting logical challenges to see how to do it.
Dídac: I enjoy creating new features for the game and making it look better. I also love adding new mechanics that will improve the overall gameplay experience.
What is it like to work in a blockchain company?
Miquel: The type of company doesn’t have the same impact on my work as on my teammates’, but I see how the company has to rapidly adapt to blockchain changes.
Samuel: On the programming side of things, unless you’re specifically involved in the development of blockchain features (which isn’t my case), it’s the same as working for any other game company. At the end of the day we’re still developing a video game, but with an additional layer of focus on security because of the cryptocurrency.
Dídac: Being involved in the development of a blockchain game is both interesting and kind of thrilling. Knowing what has been happening lately to other companies and NFT projects, there’s an urge to do things differently – and better.
Which is the biggest challenge you have to deal with?
Lorenzo:The biggest challenge is the constant feeling of being outdated. The blockchain world is changing rapidly, and some decisions become outdated in a short period of time, so you have to start from scratch.
Miquel: The creation of the structure of a game as massive as this one.
Samuel: Developing a video game is always a huge challenge, especially as the project grows in size. There are a lot of things to keep track of and new features to implement, so the main difficulty relies in making sure you keep track of the amount of time available and keep progressing at a steady pace. Communication is key, since there are a lot of different departments and team members involved, and it’s guaranteed that you’ll constantly need something from them (and vice versa).
Dídac: I think probably the most challenging part was getting used to the way of doing things while coding. However, it’s nothing that effort and a little work can’t solve.
What would you say is your favourite element of working in Elemental Raiders?
Miquel: The new mechanics that are being implemented in the game are very interesting, and I’m sure people will like them.
Lorenzo: The visual element of the game makes each game an experience, with custom animations and effects for every attack and character.
Samuel: As a whole, I’d say the water scenery and characters, but there are features I really like in all elements. It’s very hard to decide.
Dídac: My favourite thing in the game is the skill tool tip. Maybe it’s because I have made it, but I feel like it’s both useful, appealing and handy.