Project Highrise – July 2015 Architect’s Notes

by matt v, July 24th, 2015

You learn a lot about someone when you share a meal together.
Anthony Bourdain

An NPC’s gotta eat

In this month’s Architect’s notes, we’ll examine the ins and outs of building and maintaining your tower’s restaurants.

The people moving about in your tower in Project Highrise are going to be a pretty diverse group. They’ll have different daily schedules and routines based on where they live or work, coming and going at various times of day. As individuals, they’ll have an equally diverse set of needs, but there’s one thing that pretty much everyone in your tower will want to do at some point – eat.

The lobby food court of a small tower. Click on the image for a larger view.

Office workers might seek out a cup of coffee and a quick bagel on their way to work. After a few hours hard at work, they’ll want some lunch. And what afternoon is complete without a coffee run? When people that live in your building’s apartments and condos come home from work, there’s a chance they might want to go unwind over a good meal and a glass of wine. Then there are those that might be home all day – retirees, students, a stay-at-home parent or someone working from their home office. They might be looking for a change of scenery by heading for a cafe for a few hours.

sss-72515-cafe sss-72515-hotbar
On the left is a cafe where office workers can grab a quick pastry and coffee in the morning or stop by for an afternoon break. On the right is a hot-bar restaurant waiting for the lunch rush with tasty Thai or maybe burrito fixings.

They’re also creatures of habit, these denizens of your tower. After a few mornings of the same cup of coffee or a few lunches enjoying a particularly satisfying salad, that cafe or salad shop might become a favorite – a place that they will prefer over others. Restaurants like regulars and regulars like the comfort of knowing that the tuna sandwich at their favorite deli is waiting for them. The more regulars that a restaurant has, the more satisfied they’ll be with your tower.

And if they suddenly find their favorite cafe or lunch counter overrun, with lines stretching out the door? That will make them upset. Doubly so if it’s one of their favorite places. It’s your job to make sure that the gastronomic guts and infrastructure of your tower are in harmony with the needs and desires of your tower dwellers.

sss-72515-rest-wkrs-female sss-72515-rest-wkrs-male

If you find workers regularly complaining about lunch lines or coffee crowds, it might be time to welcome a new restaurant into your tower. When that new restaurant first opens, you might find that it quickly gets mobbed. New restaurants are exciting, right? People will go check them out and if they like what’s on offer, it might become a new favorite go-to place.

Each restaurant will contribute to your restaurant score. You’ll need to maintain and improve that if you want to attract tenants that will pay higher rents. A posh steakhouse will contribute a lot more to your culinary standing than a food court cheesesteak stand. Consequently, the steakhouse will also be a lot needier. You’ll need a clientele that can support a steakhouse. That means you need a population of office workers and residents that will go there regularly. You’ll also need to attract diners from outside your building. Swank shops, fancy art and great lobbies can help get people in the door.

But there’s a downside to restaurants as well. In addition to tasty morsels, restaurants also produce a host of undesirable side effects. People in your tower will want restaurants to be convenient, just not too convenient.

It’s nice to walk by and smell some freshly baked bread. But would you like to have the bakery pumping that smell into your home everyday at 5 am? Ever walked by the dumpster behind a restaurant on a hot summer day? It’s not a great smell and not something that is likely to make a restaurant’s neighbors happy. The roar at the bar when the home team scores late in the game to cap a comeback is intoxicating to everyone seated at the bar. If it’s next to your home and at 1 in the morning, you might not enjoy it as much.

All of the traffic and coming and going will do more than just disturb those nearby, it can cause problems and physically damage your building that you’ll have to attend to before your tenants notice and complain.

To the growing list of duties that you’ll need to attend to as building developer and manager, you can add restaurateur. From a small take-out joint selling pre-made sandwiches to a gourmet, chef-driven gourmet destinations, restaurants will be the backbone of your vertical culinary empire. Your tower will not be able to reach for the stars without a balanced, profitable portfolio of restaurants.

Project Highrise – June 2015 Architect’s Notes

by matt v, June 26th, 2015

I think buildings should imitate ecological systems. – Ken Yeang

It’s the first Screenshot Saturday for Project Highrise! For the first time, we’re able to share images from the game board of an actual play session of Project Highrise.


In this image are some of the smaller offices that you can create in Project Highrise. Bigger offices will become available as your tower grows (and we finish creating the assets). Let’s look at a couple in more detail.

Here’s an insurance office with an agent sitting at her desk:


She’s got a computer on her desk and she has the lights on. Both of those things need electricity. So as the builder and manager of the tower, you’ll have to make sure that her office is linked up to your power grid and that you’ve got enough capacity and wattage to keep her lights on and computer humming.

The other thing you might notice in her office are those two pretty big filing cabinets and the stack of paper on top of them. Insurance agents do a lot of paperwork. They have contracts and claims and records of each of their clients. So she’s also going to want a service that comes and picks her files and copies them. Sure, she could go outside of the building, but she’ll be a lot happier if there’s a service in the building that can do that for her.

We’ll be covering things like utilities and support services for businesses and residences in greater detail in subsequent posts.

Now let’s look at another one. Here’s a literary agent sitting at his desk:


You can see that his office shares some of the same needs as the insurance agent. He’s got the lights on, he’s got a filing cabinet and some paperwork. But if you look to his right, he’s got a piece of equipment that’s critical for his work  – a phone. So in addition to wiring up his office for electricity, you’ll also need to make sure that this office is connected into the building’s phone network and provide enough connectivity so that he can have quite few people on hold at the same time. Also as a literary agent, he’ll be creating fancy proposals and he’ll need nice pens for notes to his clients and other office supplies. So it’s up to you to make sure that this busy agent doesn’t have to leave the building to get the right color Post-It.

In April’s post, we talked a bit about the needs of the individual office workers.



Just like the individual office workers have routines with needs that you need to keep up with, the offices themselves need to be integrated into your building. The key to a successful tower in Project Highrise will be keeping this increasingly complex vertical ecosystem in balance. You’ve got to keep your residents and tenants satisfied and ensure that the offices have the infrastructure they require to function.

Project Highrise – May 2015 Architect’s Notes

by matt v, May 19th, 2015

A world which sees art and engineering as divided is not seeing the world as a whole. Sir Edmund Happold

Let’s continue to meet the people that will work in your Project Highrise skyscraper.

Meet the crew.

Last month, we introduced the office workers of Project Highrise. Now let’s meet the construction workers:

construction-female construction-male

One of your main jobs in Project Highrise will be as general contractor of your growing tower. These hardworking men and women are at your beck and call everyday. It’s their job to build everything in your new tower – from floors to elevators to offices to pipes. It will be up to you to manage this crew and determine the what, where, when and how of the tower’s construction.

Starting out from scratch on a brand new skyscraper, you’ll be presented with empty ground. And a construction trailer. This is where your construction team will be based as your skyscraper rises. If you have nothing for your team to do or your cash flow is a little light that day, they’ll be found hanging out here, going over blueprints and examining coffee cups.


So, exactly how do you build a skyscraper?

Floor by floor.

Before you can ink that first deal for an office rental or welcome your first resident, you’ll need a strong steel floor to hold it all up. Individual floor tiles are the foundation of your tower in Project Highrise. Once you’ve marked out your first piece of floor your crew will start building them piece by piece.

You’ve got floor.

Now that your crew has completed construction of a section of floor, you’ve got to decide what to do with it. Is it going to be office space? Part of your food court? A hotel room? A penthouse apartment?

You divide up space on your newly-built floor and the “Coming Soon” signs spring up.  Your team of construction tradespeople will arrive to start turning raw concrete, exposed conduit, and bare iron beams into places for people to live and work.

With the build-out of the space completed, it will be ready to start generating income for your tower. You’ll depend on the rent from offices and apartments and the income generated by restaurants, services and hotels to finance your growing tower.

Happy Birthday, 1849!

by matt v, May 8th, 2015

We released 1849 on May 8, 2014. It’s been a great year and we’ve been humbled by the response to our first simulation game. Thank you, everyone.

In my family – and I suspect many others – whenever there is a celebration of a significant birthday or graduation or wedding, we like to break out embarrassing photos of the person we’re celebrating. It’s fun to look back and see your cousin covered with icing or wearing silly clothes.

With today being 1849’s first birthday, I think it’s only right to continue that tradition and share some of 1849’s baby photos.

So here is the game as it looked on May 3, 2013, about a year before release. We had some rad programmer art, right?


But they grow up so fast. By July of 2013, with Eddie newly on the team, we had our first real Gold Rush buildings in the game.


And we were hard at work creating the 49ers to live in them.


And by May 8, 2014, the Gold Rush had arrived.


To celebrate 1849’s 365th day of existence, the game is 50% off on PC, iOS and Android until Sunday, May 10.


C# memory and performance tips for Unity

by robert, April 30th, 2015

There’s a lot of useful information out there about memory and performance optimizations in Unity. I have myself relied heavily on Wendelin Reich’s posts and Andrew Fray’s list when getting started – they are excellent resources worth studying.

I’m hoping this post will add some a few more interesting details, collected from various sources as well as from my own optimization adventures, about ways to improve performance using this engine.

The following specifically concentrates on perf improvements on the coding side, such as looking at different code constructs and see how they perform in both speed and memory usage. (There is another set of perf improvements that are also useful, such as optimizing your assets, compressing textures, or sharing materials, but I won’t touch those here. Good idea for another post, though!)

First, let’s start with a quick recap about memory allocation and garbage collection.


Always on my mind

One of the first things gamedevs always learn is to not allocate memory needlessly. There are very good reasons for that. First, it’s a limited resource, especially on mobile devices. Second, allocation is not free – allocating and deallocating on the heap will cost you CPU cycles. Third, in languages with manual memory management like C or C++, each allocation is an opportunity to introduce subtle bugs that can turn into huge problems, anywhere from memory leaks to full crashes.

Unity uses .NET, or rather its open source cousin, Mono. It features automatic memory management which fixes a lot of the safety problems, for example it’s no longer possible to use memory after it has been deallocated (ignoring unsafe code for now). But it makes the cost of allocation and deallocation even harder to predict.

I assume you’re already familiar with the distinction between stack allocation and heap allocation, but in short: data on the stack is short-lived, but alloc/dealloc is practically free, while data on the heap can live as long as necessary, but alloc/dealloc becomes more expensive as the memory manager needs to keep track of allocations. In .NET and Mono specifically, heap memory gets reclaimed automatically by the garbage collector (GC), which is practically speaking a black box, and the user doesn’t have a lot of control over it.

.NET also exposes two families of data types, which get allocated differently. Instances of reference types such as classes, or arrays such as int[], always get allocated on the heap, to be GC’d later. Data of value type, such as primitives (int, string, etc) or instances of structs, can live on the stack, unless they’re inside a container that already lives on the heap (such as an array of structs). Finally, value types can be promoted from the stack to the heap via boxing.

OK, enough setup. Let’s talk a bit about garbage collection and Mono.


It’s a sin

Finding and reclaiming data on the heap that’s no longer in use is the job of the GC, and different collectors can vary drastically in performance.

Older garbage collectors have gained a reputation for introducing framerate “hiccups”. For example, a simple mark-and-sweep collector is a blocking collector – it would pause the entire program so that it can process the entire heap at once. The length of the pause depends on the amount of data allocated by the program, and if this pause is long enough, it could result in noticeable stutter.

Newer garbage collectors have different ways for reducing those collection pauses. For example, so-called generational GCs split their work into smaller chunks, by grouping all recent allocations in one place so they can be scanned and collected quickly. Since many programs like to allocate temporary objects that get used and thrown away quickly, keeping them together helps make the GC more responsive.

Unfortunately Unity doesn’t do that. The version of Mono used by Unity is 2.6.5, and it uses an older Boehm GC, which is not generational and, I believe, not multithreaded. There are more recent versions of Mono with a better garbage collector, however, Unity has stated that the version of Mono will not be upgraded. Instead they’re working on a long-term plan to replace it with a different approach.

While this sounds like an exciting future, for now it means we have to put up with Mono 2.x and its old GC for a while longer.

In other words, we need to minimize memory allocations.



One of the first things that everyone recommends is to replace foreach loops with for loops when working with flat arrays. This is really surprising – foreach loops make code so much more readable, why would we want to get rid of them?

The reason is that a foreach loop internally creates a new enumerator instance. In pseudocode, a foreach loop like this:

foreach (var element in collection) { ... }

gets compiled to something like this:

var enumerator = collection.GetEnumerator();
while (enumerator.MoveNext()) {
  var element = enumerator.Current;
  // the body of the foreach loop

This has a few consequences:

  1. Using an enumerator means extra function calls to iterate over the collection
  2. Also: due to a bug in the Mono C# compiler that ships with Unity, the enumerator creates a throwaway object on the heap that GC will have to clean up later.
  3. The compiler doesn’t try to auto-optimize foreach loops into for loops, even for simple List collections – except for one special-case optimization in Mono that turns foreach over arrays (but not over Lists) into for loops.

Let’s compare various for and foreach loops over a List<int> or an int[] of 16M elements, adding up all the elements. And let’s throw in a Linq extension in there too.

(The following measurements are taken using Unity’s own performance profiler, using a standalone build under Unity 5.0.1, on an Intel i7 desktop machine. Yes, I’m aware of the limitations of synthetic benchmarks – use these as rough guidelines, always profile your own production code, etc.)

Right, back to the post…

// const SIZE = 16 * 1024 * 1024;
// array is an int[]
// list is a List<int>

1a. for (int i = 0; i < SIZE; i++) { x += array[i]; }
1b. for (int i = 0; i < SIZE; i++) { x += list[i]; }
2a. foreach (int val in array) { x += val; }
2b. foreach (int val in list) { x += val; }
 3. x = list.Sum(); // linq extension

                              time   memory
1a. for loop over array .... 35 ms .... 0 B
1b. for loop over list ..... 62 ms .... 0 B
2a. foreach over array ..... 35 ms .... 0 B
2b. foreach over list ..... 120 ms ... 24 B
 3. linq sum() ............ 271 ms ... 24 B

Clearly, a for loop over an array is the winner (along with foreach over arrays thanks to the special case optimization).

But why is a for loop over a list considerably slower than over an array? Turns out, it’s because accessing a List element requires a function call, so it’s slower than array access. If we look at the IL code for those loops, using a tool like ILSpy, we can see that “x += list[i]” really gets turned into a function call like “x += list.get_Item(i)“.

It gets even slower with Linq Sum() extension. Looking at the IL, the body of Sum() is essentially a foreach loop that looks like “tmp = enum.get_Current(); x = fn.Invoke(x, tmp)” where fn is a delegate to an adder function. No wonder it’s much slower than the for loop version.

Let’s try something else, this time the same number of elements only arranged in a 2D array, of 4K arrays or lists each 4K elements long, using nested for loops vs nested foreach loops:

                                      time    memory
1a. for loops over array[][] ......  35 ms ..... 0 B
1b. for loops over list<list<int>> . 60 ms ..... 0 B
2a. foreach on array[][] ........... 35 ms ..... 0 B
2b. foreach on list<list<int>> .... 120 ms .... 96 KB <-- !

No big surprises there, the numbers are on par with the previous run, but it highlights how much memory gets wasted with nested foreach loops: (1 + 4026) x 24 bytes each ~= 96 KB. Imagine if you’re doing nested loops on each frame!

In the end: in tight loops, or when looping over large collections, arrays perform better than generic collections, and for loops better than foreach loops. We can get a huge perf improvement by downgrading to arrays, not to mention save on mallocs.

Outside of tight loops and large collections, this doesn’t matter so much (and foreach and generic collections make life so much simpler).


What have I done to deserve this

Once we start looking, we can find memory allocations in all sorts of odd places.

For instance, calling functions with a variable number of arguments actually allocates those args on the heap in a temporary array (which is an unpleasant surprise to those coming from a C background). Let’s look at doing a loop of 256K math max operations:

1. Math.Max(a, b) ......... 0.6 ms ..... 0 B
2. Mathf.Max(a, b) ........ 1.1 ms ..... 0 B
3. Mathf.Max(a, b, b) ...... 25 ms ... 9.0 MB <-- !!!

Calling Max with three arguments means invoking a variadic “Mathf.Max(params int[] args)“, which then allocates 36 bytes on the heap for each function call (36B * 256K = 9MB).

For another example, let’s look at delegates. They’re very useful for decoupling and abstraction, but there’s one unexpected behavior: assigning a delegate to a local variable also appears to box it. We get a spurious heap allocation even if we’re just storing the delegate in a temporary local variable.

Here’s an example of 256K function calls in a tight loop:

protected static int Fn () { return 1; }
1. for (...) { result += Fn(); }
2. Func fn = Fn; for (...) { result += fn.Invoke(); }
3. for (...) { Func fn = Fn; result += fn.Invoke(); }

1. Static function call ....... 0.1 ms .... 0 B
2. Assign once, invoke many ... 1.0 ms ... 52 B
3. Assign many, invoke many .... 40 ms ... 13 MB <-- !!!

Looking at IL in ILSpy, every single local variable assignment like “Func<int> fn = Fn” creates a new instance of the delegate class Func<int32> on the heap, taking up 52 bytes that are then going to be thrown away immediately, and this compiler at least isn’t smart enough to hoist the invariant local variable out of the body of the loop.

Now this made me worry. What about things like lists or dictionaries of delegates – for example, when implementing the observer pattern, or a dictionary of handler functions? If we iterated over them to invoke each delegate, will this cause tons of spurious heap allocations?

Let’s try iterating and executing over a List<> of 256K delegates:

4. For loop over list of delegates .... 1.5 ms .... 0 B
5. Foreach over list of delegates ..... 3.0 ms ... 24 B

Whew. At least looping over a list of delegates doesn’t re-box them, and a peek at the IL confirms that.


Se a vida é

There are more random opportunities for minimizing memory allocation. In brief:

  • Some places in the Unity API want the user to assign an array of structs to a property, for example on the Mesh component:
    void Update () {
      // new up Vector2[] and populate it
      Vector2[] uvs = MyHelperFunction();
      mesh.uvs = uvs;

    Unfortunately, as we mentioned before, a local array of value types gets allocated on the heap, even though Vector2 are value types and the array is just a local variable. If this runs on every frame, that’s 24B for each new array, plus the size of each element (in case of Vector2 it’s 8B per element).

    There’s a fix that’s ugly but useful: keep a scratch list of the appropriate size and reuse it:

    // assume a member variable initialized once:
    // private Vector2[] tmp_uvs;
    void Update () {
      MyHelperFunction(tmp_uvs); // populate
      mesh.uvs = tmp_uvs;

    This works because Unity API property setters will silently make a copy of the array you pass in, and not hold on to the array reference (unlike what one might think). So there’s really no point in making scratch copies all the time.

  • Because arrays are not resizable, it’s often more convenient to use List<> instances instead, and then add or remove elements as necessary, like this:
    List<int> ints = new List<int>();
    for (...) { ints.Add(something); }

    As an implementation detail, when a List is allocated this way using the default constructor, it will start with a pretty small capacity (that is, it will only allocate internal storage for a small number of elements, such as four). Once that is exceeded, it will need to allocate a new larger chunk of memory (say, eight elements long), and move them over.

    So if game code needs to create a list and add a large number of elements, it’s better to specify capacity explicitly like this, even overshooting a bit, to avoid unnecessary re-sizing and re-allocations:

    List<int> ints = new List<int>(expectedSize);
  • Another interesting side-effects of the List<> type is that, even when it’s cleared, it does not release the memory it has allocated (ie. the capacity remains the same). If you have a List with many elements, calling Clear() will not release this memory – it will just clear out its contents and set the count to zero. Similarly, adding new elements to this list will not allocate new memory, until capacity is reached.

    So similarly to the first tip, if there’s a function that needs to populate and use large lists on every frame, a dirty but effective optimization is to pre-allocate a large list ahead of time, and keep reusing it and clearing after each use, which will not cause the memory to be re-allocated.

  • Finally, a quick word about strings. Strings in C# and .NET are immutable objects, so string concatenation generates new string instances on the heap. When assembling strings from multiple components, it’s usually better to use a StringBuilder, which has its own internal character buffer and can create a single new string instance at the end. Any instances of code that are single-threaded and not re-entrant could even share a single static instance of the builder, resetting it between invocations, so that the buffer gets reused between invocations.


Was it worth it?

I was inspired to collect all of these after a recent bout of optimizations, where I got rid of some pretty bad memory allocation spikes by digging in and simplifying code. In one particularly bad case, one frame allocated ~1MB of temporary objects just by using wrong data structures and iterators. Relieving memory pressure is especially important on mobile, since your texture memory and your game memory both have to share the same, very limited pool.

In the end, this list is not a set of rules set in stone, they’re just opportunities. I actually really like Linq, foreach, and other productivity extensions, and use them often (maybe too often). These optimizations only really matter when dealing with code that runs very frequently or deals with a ton of data, but most of the time they’re not necessary.

Ultimately, the standard approach to optimization is right: we should write good code first, then profile, and only then optimize actual observed hot spots, because each optimization reduces flexibility. And we all know what Knuth had to say about premature optimization. :)


How to tune a simulation game

by robert, April 23rd, 2015

A while back I got asked a question about tuning simulation games. Another developer wanted to know: is there a better way than just tweaking and playtesting? They were working on a simulation title of their own, and dreading the cycle of tweaking numbers and playing and tweaking numbers some more, especially since the cycle wasn’t very fast – simulation tuning problems tend to only show up after a while of playing, and a turbo mode cheat only gets you so far.

This is something we dealt with recently, as we were balancing (and rebalancing) our game 1849, which is a gold rush era city builder / management tycoon game. So I figured I’d repost my answer here as well, in case it helps someone else in the future.

First, a bit of background: 1849 is all about managing the city’s economy. There are about 50 different buildings, and 20 different resources – and each building can produce raw resources (wheat field produces wheat, hunting camp produces leather and meat), convert them (brewery converts barley into beer, gold mine produces gold but consumes pickaxes in the process), or consume them (houses where people live consume all sorts of food and goods resources). On top of that, you have to pay workers’ wages at each resource building, so you want to make sure it’s not sitting idle, otherwise you lose money. Finally you get money by having houses buy resources and consume them (or by trading with neighboring cities). So most of the game is all about optimizing your resource chains and production logistics, and not producing too little or too much.

During the design phase, we mapped out all resource chains as a big graph, to make sure there were no surprises. I no longer have a photo of that anywhere, but it was exactly what you’d expect: a directed acyclic graph, where each node was a building, and each edge was a resource (eg. wheat edges going from wheat farm to the bakery and to the distillery). We did this to verify that we had a variety of chains from sources to sinks, some shorter and some longer, as well as at least one feedback loop (in our case, iron mine consumes pickaxes and produces iron ore, smelter converts that into iron, and blacksmith converts that into pickaxes, which get consumed again by all mines).

Once we settled on resources and buildings, we had to figure out our tuning values: how much wheat is produced per turn? or how much wheat do you need to make one unit of bread? If the values are too generous, the player accumulates a surplus and the game becomes too easy; if they’re too hard, you can fall into a “death spiral” where the player keeps running out of everything, and the workers move out, causing the economy to collapse.

The “brute force” approach would be to just make up some tuning values, and play the game a bunch of times and tweak. That can work sometimes but it’s slow, and we wanted to do it much faster. So we turned to the game designer’s best friend: Microsoft Excel. :) (And I’m not joking about the “best friend” part.)

We built stationary models of a number of test cities – some for small cities, some for large ones, some with specific building combinations in them. By a stationary model, I mean: a model of how much of each resource is produced and consumed on a single turn.

First, there was a master sheet that listed all buildings and all of their tuning values (production and consumption levels, cost, population produced or required):

Then there was one sheet per simulated city, which lists all the buildings and how many instances of each we expect to be built:

Each city sheet would then pull tuning values from the master spreadsheet, and calculate all resource consumption and production, as well as how much money you’re making or losing, how many workers you need (and therefore whether you have enough houses) and so on. As long as all the numbers stayed around zero, the city was pretty well balanced. If they went too far into positive or negative, they would get highlighted in red or green on the spreadsheet, and it was a signal that this part might need extra attention.

This also made tuning almost instantaneous: if you changed a tuning value in the master spreadsheet, it would propagate intantly to all city spreadsheets, and you can see right away if this helped or harmed any of the test scenarios.

So that’s how we did tuning of all buildings and resources together in a single city. Then to set up difficulty progression between cities in a campaign, we did what a lot of tycoon games do: as the player goes through the game, increase sinks and resource consumption, which puts pressure on the player to produce more and more (while also giving them more money to work with). This was also verified with the tuning spreadsheets – we could tune the master sheet and immediately check how that’s affecting various cities in a campaign.

Also, there were additional details that turned into additional challenges, like adding one-shot timed quests for the player to complete, but those we usually tuned by brute force, since there were few of them and their effects were not as easy to model in our fairly simple spreadsheet.

Hope this is interesting – and maybe even useful!

Introducing Office Workers

by matt v, April 17th, 2015

We’d like to introduce some of the people that will populate the skyscrapers in Project Highrise.

Who are they?
Who is going to be occupying your building? What will they be doing? Those are two of the first questions that you, as the building architect, developer, and manager will have to answer in Project Highrise.

Residential towers are very different creatures from an office block. And a resort tower filled with hotel rooms is unlike either of those. If your challenge is to create a mixed use building, how will you balance the conflicting needs and desires of your two distinct population groups?

Your building will be full of people – there could be hundreds (we’re working on thousands) moving about your building, coming and going, eating and shopping, living and working. Each one of those people will have their own experiences. By and large your success as a developer and manager depends on making sure that those experiences are positive.

So, let’s meet a few of them.

If you’re creating a building to attract Class A office space, here’s your target audience:


They’re going to be coming to work every day in your tower. And office workers are creatures of habit and routine. Ensure that cafes are open in the morning, the food court has enough restaurants and that elevators and escalators are all running smoothly. Oh, and they hate waiting, too. If your cafes start to get crowded, you can be certain that you will hear about it from them.

They will also have different preferences for where they work. Some offices will want to be in high-traffic areas, near elevators or toward the ground floors. Others will want just the opposite – a quiet corner office far from the crowds and above all the traffic noise.

Will they all look like that?
Yes and no. The game will have every skin tone natural to the human race. And maybe some hair colors that aren’t. Clothing will also change color. There are male and female versions of every character in the game.

In addition to walking around the building, they’ll also have a bunch of other actions such as working at their desks or getting irritated when the line at their favorite sushi place is too long.

We’ll be introducing you to more building occupants as the months go by.

Minimum Sustainable Success? Know Your Context.

by robert, April 14th, 2015

I read Dan Cook’s recent gamedev sustainability polemic with anticipation and interest, but I couldn’t make heads and tails of it for a while. Yes, we need to be realistic about projecting revenues, I could not agree with that more! But then the details got murky.

The crux of Dan’s argument seemed to be that: 1. the chance of failure of any individual project is very high, so 2. we need to make tons of projects for a chance of a breakout success, and 3. don’t think a single success is worth very much because it has to pay for past and future failures as well. To explain this claim, he then does a neat walk-through of how many games they made at Spry Fox in the last 5 years (31 prototypes, 11 released projects), and how many actually made money (4 broke even, 3 were successes that paid for the failures).

Except this part made zero sense to me when I read it. Who can make 31 prototypes and release 11 games in 5 years? What time travel dark magic is this? :)  Because in my neck of the woods, it takes at least a year to make a game, and even that’s when you’re very disciplined about sticking to the schedule. Writing a game is a commitment closer to writing a book – and it takes just as much out of you.

Finally it dawned on me. That talk should have been titled differently: “Minimum Sustainable Mobile Success”. And then – then it makes much more sense. Make a ton of little games. Throw them at the wall and see what sticks. Don’t bet your farm on any single title because your success depends entirely on the roll of dice that is the app store featuring and the audience’s fickle response. And don’t make a premium title.

Except… this advice is not at all applicable to the PC market. You know what happens if you try to make a game in a few months and release it? Nothing. It won’t pass Greenlight, it won’t show up on Steam, it won’t get an audience. It might show up on, along with a ton of other minigames that people play for free, but that’s not a way to build revenue. The PC market is a very different beast, and it demands games that are larger, more fully developed, that have more meat on their bones. And players are willing to pay a premium price, if they get what they paid for.

So the tactics for indie survival in the PC world are going to be very different. You still run the risk of the game not doing well, but the shotgun approach is only going to backfire, because that’s not what the audience wants.

Instead, you have to start thinking less like a pop artist releasing singles on iTunes, and more like a book author committing a year or more of their life to a single piece of work. Instead of mitigating risk via quantity, mitigate risk via quality. Just start with the assumption that your game is not going to be a blockbuster – so what can you do to make sure it’s not an abject failure either, and gives you another swing at greater success next time? (And this metaphor is not ideal either, because success is not static, it changes as you acquire a reputation as a creator.) You have to find your fans, and in order to do that, understand who you’re writing for, and understand what is interesting about your game and why they should care. And just as importantly, figure out where your audience is, how to get your game in front of them, and also how many will (realistically) want to pay for it.

The point of all this is – if you’re not on mobile, making larger-scoped games, the shotgun approach is not viable. A portfolio of games is a great goal, but as an indie developer it will take you many years to get there. So don’t go wide. Work on minimizing the risk of failure of each particular title, and on building your portfolio over the long term.

As with everything in life, context is key.


Our Next Game – Project Highrise

by matt v, March 19th, 2015

What is it?

In Project Highrise, you build and manage a modern-day skyscraper – a vertical ecosystem of offices, businesses and residences.


A skyscraper is an intricate machine of interlocking systems, which depend on each other in their daily function. Tenants will expect everything to just work, and to have all of their needs met under one roof. It’s your job to keep this machine running smoothly and efficiently. Keep your ear to the ground, but your eye to the future.


When can I play?
Early 2016. We’re planning for an early access in late summer or early fall 2015.


More info?
Learn more about Project Highrise and sign up for our emails here:

Slides from Matt’s Talk at GDC 2015

by matt v, March 13th, 2015

Here’s a PDF of the talk that I gave at GDC 2015. The title of the talk was “How to Make and Self-Publish a Game in 12 Months“.

Quick Summary:
Making your first game as a new indie studio means that on top of actually making the game, you’ve got to do pretty much everything yourself. Self-fund, self-market, self-publish, self-incorporate, self-everything. This talk will chronicle that crucial first year as we made our first game and prepared if for a cross-platform PC and tablet release. There were some great moments and some harsh lessons in that year, with great advice from other game dev friends and mentors. This presentation will share everything that we learned.

Download/view the PDF here.

Older Posts