{"id":81710,"date":"2019-02-11T19:19:00","date_gmt":"2019-02-11T19:19:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/336318"},"modified":"2019-02-11T19:19:00","modified_gmt":"2019-02-11T19:19:00","slug":"road-to-the-igf-berzerk-studios-just-shapes-beats","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/02\/11\/road-to-the-igf-berzerk-studios-just-shapes-beats\/","title":{"rendered":"Road to the IGF: Berzerk Studio&#8217;s Just Shapes &amp; Beats"},"content":{"rendered":"<p><strong><em>This interview is part of our Road to the IGF series. You can\u00a0<a href=\"http:\/\/gamasutra.com\/igf2019\">find the rest by clicking here<\/a>.<\/em><\/strong><\/p>\n<p><a href=\"http:\/\/www.justshapesandbeats.com\/\"><em>Just Shapes &amp; Beats<\/em><\/a>\u00a0is a bullet hell in a music visualizer &#8211; and dizzying dance of light, color, and song\u00a0as players struggle to survive while moving and dodging to the beat.\u00a0<\/p>\n<p>Gamasutra\u00a0had a talk with Simon Lachance, designer of the Excellence in Visual Arts-nominated title, to learn about the ideas that went behind creating the game&#8217;s visual spectacle, building stages out of a music visualizer, and how he chose music that inspired him to create\u00a0audio battle zones.<\/p>\n<h2><strong>Beginning of the beat<\/strong><\/h2>\n<p>I&#8217;m Simon &#8220;Lachhh&#8221; Lachance and I&#8217;m the game designer for <em>Just Shapes &amp; Beats<\/em>.<\/p>\n<p>Unofficially, I\u00a0started making games as a dare in exchange\u00a0for burritos back in college. Officially, I&#8217;ve been a game dev for 14 years now? Started off in a local studio as a coder, then left to create Berzerk Studio with my two associates, Etienne and Marc,\u00a0ten years ago.\u00a0Been indies full time ever since.<\/p>\n<p>We\u00a0started by making super small games for a few bucks, and over the years ended up making over 25 Flash and mobile games, with the end goal of someday making games for consoles, and now here we are!<\/p>\n<h2><img loading=\"lazy\" decoding=\"async\" alt=\"\" height=\"357\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/02\/road-to-the-igf-berzerk-studios-just-shapes-beats.png\" width=\"636\" \/><\/h2>\n<h2><strong>Visions of play through music<\/strong><\/h2>\n<p><em>Just Shapes &amp; Beats<\/em> was inspired by the music itself. Six years ago, I went to a concert at GDC, bought a CD from one of the artists playing\u00a0(<em>Parallel Processing<\/em> by Danimal Cannon), and forgot about it. Months later I found it and put it in my car, then instantly started seeing gameplay.<\/p>\n<p>A few months later, I went to a local game jam in Quebec City and decided to do that music game I had a fever dream about in the car, but being a coder I couldn&#8217;t draw for shit, so I made it about shapes.<\/p>\n<h2><strong>The tools of making musical mayhem<\/strong><\/h2>\n<p>I used Flash (lol Flash is dead) for most of the prototyping phase, then moved to Unity for shipping.<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/02\/road-to-the-igf-berzerk-studios-just-shapes-beats-1.png\" \/><\/p>\n<h2><strong>On creating the visual appeal of <em>Just Shapes &amp; Beats<\/em><\/strong><\/h2>\n<p>A lot of flashing colors and a big old seizure warning. All kidding aside, it&#8217;s basically a gamified\u00a0Winamp visualizer, and funky visualizers are awesome to watch.\u00a0Have you wasted hours looking at them back in the &#8217;90s? I sure did.<\/p>\n<h2><strong>On creating stages from songs<\/strong><\/h2>\n<p>It&#8217;s mostly trying to create something that looks how it sounds &#8211;\u00a0something that&#8217;s inspired by what the music makes you feel. The music is not just playing in the background.\u00a0You are playing the music.<\/p>\n<h2><strong>Feeling their way through choosing music for the game<\/strong><\/h2>\n<p>There&#8217;s no single way to look at it. It&#8217;s like when you fall in love;\u00a0it just feels right. We&#8217;d just listen to gallons of chiptunes and isolate those that would inspire us with gameplay. No metrics, just feels.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"\" height=\"357\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/02\/road-to-the-igf-berzerk-studios-just-shapes-beats-2.png\" width=\"636\" \/><\/p>\n<h2><strong>&#8216;Accidental&#8217; co-op<\/strong><\/h2>\n<p>Honestly, the co-op part is mostly a happy accident.\u00a0The initial game was a super-hard single player mouse-based Flash game.\u00a0We added the multiplayer because we had an opportunity to go to a game show and felt we needed to have it just so more people could play the game over the weekend. The reception was amazing, so we decided that it&#8217;s how we had envisioned it all along. Geniuses, we are.<\/p>\n<h2><strong>Challenges of designing a game that&#8217;s both single- and multiplayer<\/strong><\/h2>\n<p>I wouldn&#8217;t say difficult, but it was stressful\u00a0wondering if we were just another novelty indie multiplayer game. Adding the story mode helped a ton in relieving some of that anxiety, but only created a new problem where we didn&#8217;t know if players were going to like the story we had to tell.\u00a0We&#8217;re not storytellers here, and putting something out there that&#8217;s way outside your comfort zone is scary, dude.\u00a0<\/p>\n<h2><strong>Letting everyone jam<\/strong><\/h2>\n<p>We wanted everyone to be able to experience our game. <em>Just Shapes &amp; Beats<\/em> is about jamming out to music, not about having the APM of a <em>StarCraft<\/em> player and the reflexes of a cyborg tiger on steroids. Adding a mode that you can just have playing in the background that anyone can just mess around with to liven up a family shindig took nothing out of the global experience.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This interview is part of our Road to the IGF series. You can\u00a0find the rest by clicking here. Just Shapes &amp; Beats\u00a0is a bullet hell in a music visualizer &#8211; and dizzying dance of light, color, and song\u00a0as players struggle to survive while moving and dodging to the beat.\u00a0 Gamasutra\u00a0had a talk with Simon Lachance, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":81711,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-81710","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\/81710","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=81710"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/81710\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/81711"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=81710"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=81710"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=81710"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}