{"id":110562,"date":"2020-03-20T20:00:00","date_gmt":"2020-03-20T20:00:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/359608"},"modified":"2020-03-20T20:00:00","modified_gmt":"2020-03-20T20:00:00","slug":"road-to-the-igf-megagon-industries-lonely-mountains-downhill","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/03\/20\/road-to-the-igf-megagon-industries-lonely-mountains-downhill\/","title":{"rendered":"Road to the IGF: Megagon Industries&#8217; Lonely Mountains: Downhill"},"content":{"rendered":"<p><strong><em>This interview is part of our Road to the IGF series.&nbsp;You can&nbsp;<a href=\"http:\/\/gamasutra.com\/igf2020\">find the rest by clicking here<\/a>.<\/em><\/strong><\/p>\n<p><em><a href=\"https:\/\/lonelymountains.com\/\">Lonely Mountains: Downhill<\/a>&nbsp;<\/em>looks to capture the feeling of finding your own way along a biking hill, seeking the varied routes you can find that will lead you down to the bottom.<\/p>\n<p>Gamasutra spoke with&nbsp;Daniel Helbigand&nbsp;and Jan Bubenik&nbsp;of Megagon Industries, developers of the Excellence in Design-nominated title, to chat about the game&#8217;s beginnings as a mobile title, the importance of making the bike riding feel fluid and natural, and what thoughts went into filling a trail with exciting opportunities to reach the bottom of the hill faster.<\/p>\n<p><strong>Helbig:<\/strong> My name is Daniel Helbig, and together with Jan Bubenik, I founded Megagon Industries six years&nbsp;ago. I am mainly responsible for the level design as well as the UI design and programming. But, as we\u2019re only a team of three it\u2019s always \u201call hands on deck\u201d, so everyone did a lot of different&nbsp;things over the course of the development.<\/p>\n<p>In 2008, I started as a game design assistant at Keen Games, working on the DS and Wii version&nbsp;of <em>Anno &#8211; Create A New World<\/em>. The last few years, I mainly worked as a freelance Game&nbsp;Designer, and together with Jan, I also designed and programed a few premium mobile games&nbsp;on the side. We released <em>\u2026 and then it rained<\/em>&nbsp;in 2014 and <em>Twisted Lines<\/em>&nbsp;in 2016. Due to&nbsp;the amazing feedback on <em>Lonely Mountains: Downhill<\/em>, Jan and I decided in 2017 to work&nbsp;full-time on the game. Our artist Noah joined the team in late 2018.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/03\/road-to-the-igf-megagon-industries-lonely-mountains-downhill.jpg\" width=\"646\"><\/p>\n<p><strong>Helbig: <\/strong>In 2015, Jan and I were both big fans of <em>Skiing Yeti Mountain<\/em>&nbsp;by Featherweight Games. The&nbsp;game is simple,&nbsp;but has incredible tight controls. We also really loved the style of <em>Lara Croft GO<\/em>&nbsp;and <em>Monument Valley<\/em>. This mix inspired this rough idea in my head to make a 3D racing game&nbsp;with offroad trucks(!) on a low-poly mountain.&nbsp;<\/p>\n<p>Luckily, Jan is a big bicycle and mountain bike fan, and although he liked the basic idea, he&nbsp;scratched the whole offroad truck thing, which was probably the best decision we ever made.&nbsp;Instead, he started to work on this prototype for a biking mobile game. Although the idea was&nbsp;simple and the first steps seemed promising, we spent quite some time &#8211; probably the first year &#8211;&nbsp;on multiple iterations of the physics, controls, and camera behavior until the game really started&nbsp;to become fun &#8211; even on a mobile device.&nbsp;<\/p>\n<p>At some point, we got a lot of positive feedback on social media for the game and people started&nbsp;to ask if the game would&nbsp;also be available on PC\/Console. When we implemented gamepad&nbsp;controls, we realized that the game felt even better. So, we made the wacky&nbsp;decision to shift the&nbsp;whole development to PC and Console &#8211; a decision that resulted in 4 years of development. So, there was never really this one big masterplan for the game;&nbsp;instead the concept evolved over&nbsp;time but every step always felt like the right one to do.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/03\/road-to-the-igf-megagon-industries-lonely-mountains-downhill.png\" width=\"646\"><\/p>\n<p><strong>Helbig:<\/strong> The game is made with Unity. Besides a few plugins (rewired, R.A.M), we created lots of&nbsp; custom&nbsp;tools for the game. We have our own terrain system and editor, our own pooling and LOD&nbsp;system, and almost all shaders are tailored for the game. The rider and all the animations are&nbsp;done in Maya while all the environment assets are made with Blender. We\u2019re using FMOD for all&nbsp;our audio needs.<\/p>\n<p><strong>Helbig<\/strong>: Although we did a lot of design iterations over the years, the core vision for the game was&nbsp;always very clear to us. We wanted to focus on accessible and fun controls, a challenging game&nbsp;without any need for AI enemies, and no sports tournament feeling. Instead, we wanted to offer&nbsp;this romantic fantasy of a nature untouched by men. An experience which is actually really hard&nbsp;to have in real life nowadays and that, for someone like me&nbsp;who lives in a city like Berlin, mostly&nbsp;exists on postcards and in documentaries. Over the years, we realized that there are a lot of&nbsp;people with this kind of wanderlust, who secretly dream to get away from civilization and to&nbsp;explore the wilderness &#8211; in our case by riding a bike.<\/p>\n<p>Danny MacAskill\u2019s <a href=\"https:\/\/www.youtube.com\/watch?v=xQ_IQS3VKjA\">\u201cThe Ridge\u201d<\/a> was also a big inspiration at the start of the development.<\/p>\n<p><strong>Helbig: <\/strong>The environment design follows the same basic principles as the game design. That means that&nbsp;although the mountains in the game are inspired by real locations, they are not trying to be realistic. The highest priority always lies on a fun trail design and everything has to support that.&nbsp;We also wanted to create very recognizable level design situations&nbsp;so that players can quickly&nbsp;learn the trail design. That\u2019s why every trail &#8211; even on the same mountain &#8211; looks very different&nbsp;and visually changes over the course of one trail.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/03\/road-to-the-igf-megagon-industries-lonely-mountains-downhill-1.png\" width=\"646\"><\/p>\n<p><strong>Bubenik:<\/strong> Although we didn\u2019t want to create a complex simulation, capturing the actual feeling of riding a bike was very important. That\u2019s the reason why&nbsp;the first year of development were mainly focused on iterating on the bike physics and controls, as&nbsp;they go hand in hand to create the core experience. Riding a bike in real life (once you learned&nbsp;it) is simple, and that was our goal for the game.<\/p>\n<p>Besides that, the animations, subtle particle&nbsp;effects, and the audio design played&nbsp;a huge role for the game feel. There is a dynamic system&nbsp;which factors in different attributes like speed, sliding, braking, ground type, wind etc. to create&nbsp;the actual bike sounds. We have to thank Lukas and Alex from Syndrone for putting so much&nbsp;time into it.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/03\/road-to-the-igf-megagon-industries-lonely-mountains-downhill-2.png\" width=\"646\"><\/p>\n<p><strong>Helbig:<\/strong> For me, personally, it is the contrast of this very peaceful world and the really brutal&nbsp;crashes. Together, they create this shocking but fun experience. And although the game is&nbsp;stylized and you don\u2019t see any bones breaking, your imagination does a pretty good job to fill in&nbsp;the gaps.<\/p>\n<p>Gameplay-wise, we tried to have a positive \u201ctrial and error\u201d design, similar to games like <em>Super&nbsp;Meat Boy<\/em>, where you have this \u201cjust one more round\u201d feeling. To achieve that, we took extra&nbsp;care to have no loading times, which means you can just instantly restart after a crash. Also, each trail is divided in several 10-30 seconds sections. As you always start at the last one when&nbsp;you crash, you don\u2019t lose much progress and it doesn\u2019t get (too) frustrating.&nbsp;<\/p>\n<p>Still, be sure to keep your <a href=\"https:\/\/www.youtube.com\/watch?v=Zod_Y0d3BJg\">eyes on the road<\/a>!<\/p>\n<p><strong>Helbig:<\/strong> I believe a part of it is just born out of intrinsic motivation, as, for the most part, the game doesn\u2019t force you to go for a risky ride &#8211; but people do it anyway. It\u2019s just really rewarding to try out a new shortcut and to find out that it actually works. So, players that know the game barely stick to&nbsp;the main route anymore.<\/p>\n<p>When we learned that there is a lot of fun in exploring the trails and replaying them several&nbsp;times to find new shortcuts, we tried to come up with a meta game that gives you extra&nbsp;incentives to play the same trail again and again. We also tried to offer different difficulty modes&nbsp;without forcing them on the player. So, you can unlock all trails and mountains by just playing it&nbsp;safe, but when you go for the quick&nbsp;times, you get rewarded with additional bikes, outfits and&nbsp;paint jobs. There is always <a href=\"https:\/\/www.youtube.com\/watch?v=thDnpR3A4qc\">more than one path<\/a> to the finish line!<\/p>\n<p><strong>Helbig:<\/strong> When you ride a real bike, you don\u2019t actively think about how to control it. There are no buttons&nbsp;for shifting your weight, jumping, sprinting, nor controlling a&nbsp;virtual camera. That\u2019s why we&nbsp;wanted to keep the controls as simple as possible,&nbsp;and the main reason why you can\u2019t do any&nbsp;tricks, bunny hops, differentiate between rear and front brakes, or control the camera. This way, the player can just focus on the riding and the trail ahead.&nbsp;<\/p>\n<p>One of the surprisingly severe challenges was the way steering works. We tried out two different&nbsp;versions (an absolute mode which is relative to the screen and a bike centric left\/right steering&nbsp;mode) to see what people would prefer and it turned out none of them is actually better than the&nbsp;other. Instead it\u2019s mainly a question of personal taste &#8211; so in the end, we kept both of them in the&nbsp;game.<\/p>\n<p><strong><em>This game, an IGF 2020 honoree, is featured as part of the&nbsp;Independent Games Festival ceremony, which was streamed digitally this week and can be&nbsp;viewed on demand on&nbsp;GDC&#8217;s&nbsp;<\/em><\/strong><strong><em><a href=\"https:\/\/www.youtube.com\/watch?v=7LU0h2mJEtc\" target=\"_blank\" rel=\"noopener noreferrer\">YouTube channel<\/a>.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This interview is part of our Road to the IGF series.&nbsp;You can&nbsp;find the rest by clicking here. Lonely Mountains: Downhill&nbsp;looks to capture the feeling of finding your own way along a biking hill, seeking the varied routes you can find that will lead you down to the bottom. Gamasutra spoke with&nbsp;Daniel Helbigand&nbsp;and Jan Bubenik&nbsp;of Megagon [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":110563,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-110562","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/110562","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=110562"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/110562\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/110563"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=110562"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=110562"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=110562"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}