DEVLOG #3

16 May, 2024

Author: Alex Crean

INTRODUCTION:

Pre-production is the idea generation phase, all ideas are chucked in and explored- yes even the crazy ones. During pre-production of the Ski Lodge Murders, we met several times in person to have hours long brainstorming and ideation sessions. We use the software Milanote for organising our thoughts and ideas visually. Milanote's flexible boards allowed us to create a dynamic storyboard where we could pin different elements like character sketches, plot twists, and potential settings. This visual organisation helped us to see the connections between different ideas and refine them into a cohesive narrative structure. But what did the team learn from this intense creative process?

LET’S DIVE IN

The first step was to come up with an idea; the FMP had come to a close and we were looking for our next creative fix. We explored many ideas that would transition from the first case of Lukas Braun’s progressive journey.

NARRATIVE?

In the end; The Ski Lodge Murders idea was birthed- taking main inspiration from L.A Noire, The Invisible Hours and Knives Out. Our passion for Hollywood-level storytelling and ambitious game innovation drove us to develop a narrative that was both intricate as it was immersive. The narrative structure for all 5 game cases has 5 acts or chapters that divide the game up into distinct story arc segments. This is quite successful through other published examples such as Life is Strange and Innocent Facade’s first game case- Intrigue at 438’s puzzles were grounded in reality; with tactics, technology and clues inspired by real life espionage and true crime. However in case two; The Ski Lodge Murder, we wanted to be more explorative and open to believable but non-realistic puzzles. This leads credence to the puzzle genre of games such as Escape Simulator by Pine Studios and The Room by Fireproof Studios.

The story has plenty of ideation phases; which were each tested using D&D style playtesting- this allowed for a thorough understanding of the direction we could take each main idea.

The ultimate game pitch and story was decided upon after a month and a half of pre-production is:

“Stuck in a ski lodge during a snowstorm, surrounded by rich elites, you all have one thing in common. You are all staring at a dead body. As a seasoned detective, you are thrown into the position of having to pick up the pieces and answer the question. Who killed Mr. Bordeaux? "

CHARACTERS?

Characters had to be complex, nuanced and unique- stemming from inherent human characteristics and behaviours. The nine deadly sins were heavily explored and implemented into the ideation of characters to ensure that they each have unique sins and innate flaws that could be potentially tied to murdering the host; Mr Bordeaux.

The balance came from grounding the character to be relatable to our audiences whilst still embodying the 1970 era.

All members of the team pitched 3-4 characters with a set brief of making them interesting and unique- this allowed for a diverse pool of intricate members. We then all game together in person to vote for our personal top favourites.

Those with the top votes became our characters!

CONCLUDING!

In the pre-production process for "The Ski Lodge Murders," we've seen the power of creative collaboration and meticulous planning. From the free-flowing brainstorming sessions to the structured narrative development, every step has contributed to crafting a game that promises depth and intrigue. Now, what's left? Oh, Production!...

Stay up to date on development by subscribing to the SPG monthly newsletter.

Initial Ideas (Milanote)

Ski Lodge Murder Devlog #3: Pre-Production

Initial Ideas (Sketchbook)

Choosing Character SpreadSheet

Character Enneagram

STAY UP TO DATE BY SUBSCRIBING TO THE SPG NEWSLETTER!