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Story of palworld

Jan 24th, 2024
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  1. disclaimer, this was read with google translate
  2. if you wish to read the actual article yourself the link is here: https://note.com/pocketpair/n/n54f674cccc40
  3.  
  4. pocketpair was made during 2016 when the ceo was 27
  5. company started with 2 people
  6. the second person was a junior from his uni
  7. both quit their day job
  8. guy believes the junior is better than him
  9. eventually became 3
  10. 3rd person would become the director of the company
  11. they originally wanted to joint he mobile market, went through a lot of trial and error to make a prototype
  12. showed to publishers
  13. publishers started asking for things like ip address and development plans, didnt care about the prototype or if it was fun, what they wanted to know was if it would make them money
  14. they got rejected by several more publishers
  15. realization that publishers arent it
  16. realization that the mobile market is super hard to get into and that steam exists
  17. decides to be own publisher
  18. to release games, even if small and not try and make a grand big game as the first project
  19. decide to make a game inspired by clash royale and slay the spire and made overdungeon
  20. went pretty well
  21. made 2 more games before releasing palworld
  22. the first work (the one which they were showing to publishers) was really hard, was remade a bunch, made over 20 prototypes, hundreds of arguments over difference in opinion of how the game should be like, and it didnt pay off
  23. overdungeon was also difficult, first time pulishing on steam and didnt know everything, tried to do daily updates, was too much, overall believe it didnt go too well
  24. craftopia was originally meant to be a battle royale, the direction of the game wasnt decided at all
  25. release was full of bugs, tried to update it every day, ended up hella tired
  26. every time a fatal bug occured, deployed and rewrote the announcement
  27. game ended up being successful
  28. (didnt talk about details on ai art imposter in the write-up)
  29. then palworld, learned a ton from previous games but development was far removed from being called "proper game development"
  30. believes its a miracle the game actually made it
  31. apparently the director was originally going to join netease but noticed the recruitment notice on twitter and decided to contact them casually and ended up joining them
  32. company had like 10 people by now
  33. picking out the "miracles" he lists:
  34. miracle 1: 20 year old convenience store worker with no experience ended up becoming their ace
  35. mentions about the difficulty of making guns in a video game in japan with a small team cause like, fps is not that popular there in comparison to the west
  36. couldnt really hire an english-only foreigner due to lack of english speaking team members
  37. members also had like 0 interests in guns
  38. finds a guy on twitter and youtube who uploads exclusively gun reload animations
  39. was conflicted about talking to him cause tweets were in english but hashtags were in japanese
  40. contacts him
  41. asks if he has experience in the game industry (or any industry) and turns out, nope, he just does this as a hobby
  42. working part time in a convinience store in Hokkaido
  43. self-taught animator and self-taught english from playing fps games
  44. asks for advice
  45. gets enthusiastic reply
  46. stuff happens
  47. gets offered a job at the company
  48. his parents worried cause 20 year old junior highschool graduate with no experience working in a game company and is working part time in a convenience store was told by unknown game company to come work full time in their company so move to tokyo from hokkaido
  49. strikes a deal about making round trips to tokyo for the time being, they decided to pay for the cost of the trip
  50. guy quits part time job and finally works full time in the company
  51. ceo decided to try and arrange some accomodation for him by the end of the year
  52. he was so good at the job he ended up animating most of the human animations (also explains why the gun reload animations are so good)
  53. miracle 2: successful migration from unity to UE4, even though all existing code had to be discarded and the team has no experience in UE4
  54. explaning all the difficulties of switching engine (unity is in C#, UE4 is in C++)
  55. couldnt use the unity store bought assets anymore
  56. 3d models were still reusable
  57. depending on the asset some werent available on UE4
  58. contacted by senior developer who said he wants to make a game with them
  59. rare opportuniy
  60. 1 major problem
  61. no experience in unity
  62. 3 options, dont hire him, ask him to learn unity from scratch, bet everything one him and throw everything made so far away
  63. at the time only 2 other software engineers, neither had experience as a lead
  64. decides to go with option 3
  65. hired 5 more software engineers, they also had no unreal engine experience and had to learn through palworld and be taught by their new lead
  66. guy also had no experience in git, also said perforce was better for UE4, perforce too expensive, settled on using svn
  67. Miracle 3: created over 100 monsters despite no experience in 3d animation
  68. wayyyyyy underestimated difficulty of the task
  69. and noticed after they realized that uh... it took them one month.... to make one pal.... and only the model itself
  70. previously they mostly just to used store bought assets, both 3d models and animations (including for craftopia)
  71. and also that with human characters they could reuse the same animation if the skeleton matched
  72. problem escalated as you know... 100 monsters, all with different skeletons, all with unique shapes
  73. humans were fine due to the reusing thing
  74. sudden realization of making a terrible mistake since monster hunter world, for example, has around 50 monsters
  75. and he counted at least 20 animations per monsters, with more being better for the monsters
  76. takes one day to make one animation, as an industry average, so like, at least 2000 work days to do every animation
  77. with 0 people in the company who had experience with animation, had he realized this earlier he would have been opposed from doing it, instead of like, 6 months in
  78. wasnt a problem till now cause they were buying assets for animation, but cant do that with over 100 unique monsters now can you?
  79. never used rigs before and realized that trying to animated over 100 monsters without one would be, like, impossibly difficult
  80. approached by veteran 3d animator, veteran 3d animator joins them
  81. file management was a mess cause of no establish naming convention
  82. veteran was surprised they were planning to make 100+ creatures with this many people
  83. but the veteran did it anyway
  84. no other recruit was a veteran like this guy
  85. miracle 4: didnt manage budget properly, cost 1 billion yen, barely made it to completion
  86. small company, previously had no need from financial management cause it wasnt worth it
  87. made budget allocation based on trailer responses
  88. palworld exceeded expectations of responses
  89. originally planned to be released in one year
  90. wasnt originally planning on making a big game and they still had craftopia to continue developing
  91. original team for palworld was 4 out of 10 of the employees
  92. just wanted to release it and gauge reactions due to risk of long developments
  93. originally planned for like 25 monsters, but after trailer response changed their minds
  94. decided to see how it goes after a year
  95. to the slow realization that they may have bit more than they could chew
  96. it was not complete yet, as you can tell, at the time they could only have the player and enemy move with the basic game systems done, not like, everything else in the game
  97. became very clear just how out of their depth they were, with the lack of budget and lack of manpower and lack of development time
  98. also need more background artists for map
  99. no idea how game would turn out
  100. thinking about maximum budget, the most obvious one being as much money as it would take the company to go bankrupt, there was the option of loaning money but that was something for after the bank account hits 0
  101. decides not to think too hard about it and goes with that as their budget
  102. 2 more years pass and 40 additional people have been hired and more outsourcing too
  103. and they could release it in early access, not truly complete but finally releasable
  104. practically all their money was gone
  105. ~~it was just as calculated!~~ he joked
  106. not sure what the actual budget was but considering all their money was gone they guessed like, 1 billion yen
  107. miracle 5: fresh graduate who was rejected during document screening became the most important position
  108. 2020 hiring artists through twitter, person applied, looked at portofolio, decided that her style wasnt suited for what they were making and rejected it
  109. 2021 hiring against through twitter, person applied again, was interested since the only reason why they rejected last time was due to style clash and decided to listen to her story
  110. she was a new graduated who applied to nearly 100 companies but was rejected by all of them
  111. decides to hire her, she now designs the pals
  112. ceo thinks she's a genius, though she doesnt like being called that
  113. said she draws the fastest he had ever seen
  114. feedback and corrections were super fast
  115. knows english and what was popular overseas
  116. reason why the over 100 pals were complete
  117. miracle 6: palworld ended up an interesting game
  118. talks a lot about how difficult it is to make an interesting game, what makes a game interesting, etc.
  119. mentions how the only other survival crafter with taming was ark: survival evolved and talks about how the game is also different to ark
  120. happy how it turned out
  121.  
  122. finally
  123. reflects over all the things that could have gone wrong and all the things that went exactly right
  124. how it wouldnt have been completed without the miracles or the 40 new memebers
  125. from the guy who did the movement system, to the one who did the character designs, to the modder from craftopia who they approached to join the company, the nearly 10 people hired from twitter who found the project interesting and joined
  126. how it wouldnt be the same without them
  127. how if they hadnt made ai art imposter their planner would have never applied
  128. if craftopia was never made the palworld members wouldnt have existed
  129. if overdungeon wasnt made cratopia wouldnt have either
  130. if that first game didnt exist overdungeon would have never been born
  131. and lastly, general reflections over everything
  132.  
  133.  
  134. as of now craftopia has received an update as of 24 January 2024 and even has a roadmap, so despite what people say, no its not abandoned.
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