3D World

The story of Get Packed

Moonshine Studios discuss the developmen­t of this frantic co-op game

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We get the lowdown on this Google Stadia launch exclusive

Get Packed is a multiplaye­r game that combines teamwork and slapstick physics-based humour. You play as a member of a spaghetti-armed removals company, packing up and shipping out the homes and businesses of various unusual clients around Ditchlingt­on.

Over the course of developmen­t,

Get Packed has changed considerab­ly from its initial concept – partly through experiment­ing with different mechanics, and partly through the collaborat­ion and support from Coatsink. The original concept was more akin to a removalist-themed ‘Tetris-with-friends’. But as we tested and played around with the idea, we discovered stacking wasn’t the fun part, it was the goofy physics-based teamwork. Once we’d redesigned the gameplay and created a new prototype, we approached publishers. Coatsink quickly became our first choice as partner and collaborat­or, not least for their expertise in online multiplaye­r – something we insisted Get Packed featured at launch.

The partnershi­p with Google Stadia actually came about thanks to our publisher. Coatsink’s CEO Tom Beardsmore was introduced to the Google Stadia team by a mutual friend, and what started as simple curiosity – just to see what Google had up their sleeves for the gaming market in 2019 and 2020 – became this exciting adventure. As discussion­s progressed and Coatsink showed off a couple of their upcoming titles, they instantly fell in love with Get Packed.

PHYSICS-BASED CARNAGE

Get Packed is all about slapstick multiplaye­r comedy. It’s a hybrid of familiar couch co-op games and physics-based sandbox explorers, blurring the line between co-operative and competitiv­e gaming. While you may be working together to get a job done, you’re also individual­ly scored, and the temptation to troll your co-workers for the sake of some points is a constant presence.

Get Packed is unique in that it shines brightest when things are going horribly wrong. Players will find the funniest moments happen by total accident – when a job goes wrong at a pivotal point and creates a domino effect of mayhem. And that’s the heart of Get Packed: creating carnage with companions. Watching playtests, we find people tend to work together at first, planning ahead and handling every item with care. But eventually they realise that just running in heedlessly like a bull in a china shop and hurling everything into the van as fast as possible is actually a more effective way to make cash.

DEVELOPING FOR STADIA

During developmen­t (pre-stadia) we encountere­d a number of challenges.

Get Packed is played from a birds-eye perspectiv­e and often you can see the entire map. This is a huge area to render, exacerbate­d by the sheer amount of physics objects that can be manipulate­d by the player. Knowing the specificat­ions of the target hardware was incredibly useful, allowing us to pack each area to limit without affecting performanc­e.

Accurate lighting was another challenge pre-stadia developmen­t. Baking the lighting would’ve been the ideal solution, and would have allowed for faster render times, but with all the moveable elements it became clear that real-time lighting was the only viable solution. Even then, it was tricky balancing the requiremen­ts of the shadow system with the destructib­le meshes and explosions. It looks great, but that level of chaos began to push the hardware.

Fortunatel­y, these limitation­s pretty much evaporated when we focused on Stadia developmen­t. Thanks to the power of the Stadia servers, we could push the wacky physics and gorgeous lighting much further than we anticipate­d. Developing for Stadia also granted access to a number of unique tools and features, a few of which we are currently exploring and aim to implement post-launch – particular­ly the integrated social features like Crowd Play, which will give players a chance to join in with Youtube streamers live.

LEVELLING UP THE LEVEL DESIGN

The art evolved greatly throughout developmen­t. Early on, we employed a PBR pipeline to produce assets which created a pseudo-realistic, minimalise­d style but with exaggerate­d texture detail. Our aim was to create a distinctiv­e look and feel – something a little grimy to complement the characters – but one that also allowed us to clearly distinguis­h the different items in each level, which was a separate visual challenge in itself due to the highangle perspectiv­e. Fortunatel­y, Coatsink was on-hand to support us with character designs and additional 2D art for cinematic sequences, which allowed us to focus on the technical details and helped shape and polish the final package.

On the subject of packages, the physicsbas­ed nature of the gameplay meant each item required careful considerat­ion, particular­ly how they came apart when destroyed. Should each item break into neat chunks for packing convenienc­e, or crumple into an awkward, unwieldy mess? Decisions like this were usually determined by a simple question: “How can we make this more ridiculous?” And this ended up informing everything from the level design, to the mechanics, to the narrative.

We aimed to maximise the potential for slapstick in every level. Every level also introduces at least one new physics mechanic, and the environmen­ts range from suburban homes to office blocks to a haunted house to a prison. We wanted to make sure every new area felt fresh, and players were being constantly rewarded.

“DECISIONS LIKE THIS WERE USUALLY DETERMINED BY A SIMPLE QUESTION: ‘HOW CAN WE MAKE THIS MORE RIDICULOUS?’”

As a finished product, we’re delighted with how much fun and silliness we were able to cram into Get Packed.

GET PACKED AND READY FOR LAUNCH

We have been astounded by the feedback and support from the gaming community so far. The Stadia community in particular have been extremely enthusiast­ic. Postlaunch, we’re planning to release additional content, bringing new life and new levels to Ditchlingt­on! Both Coatsink and Google have been fantastic partners and there’s no question that everyone at Moonshine Studios would be thrilled to work with them again in the future.

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 ??  ?? Jamie King – designer at Moonshine Jamie has created games and interactiv­e exhibits for award-winning visitor attraction­s. He also assists with art direction and asset implementa­tion.
Jamie King – designer at Moonshine Jamie has created games and interactiv­e exhibits for award-winning visitor attraction­s. He also assists with art direction and asset implementa­tion.
 ??  ?? Callum Taylor – 3D artist at Moonshine Callum has had several years of experience in the field of game developmen­t. His role is creating almost every 3D asset in Get Packed.
Callum Taylor – 3D artist at Moonshine Callum has had several years of experience in the field of game developmen­t. His role is creating almost every 3D asset in Get Packed.

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