Among Us VR
Among Us VR was a dream project for me. Ever since Metroid Prime 1 came out on the GameCube back in 2002, I’ve been fascinated on how games are able to establish themselves in one genre and then successfully make the leap into a different genre(in this case from a 2D Metroidvania to a 3D First Person Shooter type of game). Among Us VR started as a mobile/steam game that gained international prestige and with that momentum, we were able to carry the game into the immersive world that is Virtual Reality!
Feel free to take a look at the website for this game.
With these leaps, you have certain constraints such as how do you make the new version compelling and fresh without straying away from what fans loved about the original in the first place? How do you use those constraints to push what the franchise can be known for? All of this was discovered, chatted, iterated and worked through implementation for Among Us VR and it was an absolute joy working with such a fantastic team as we worked through all the ups and downs of game development for this title.
Art Production & Day to Day Production
For this title I started with art production that slowly turned into day to day production. Some of my activities included making sure the art team and art director were aware of all feature work other disciplines were working on incase there were any dependencies and/or blockers coming up. This included working with audio and making sure they understood upcoming features and rooms being worked on so their schedule was lined up. I stayed locked step with the art team and documented and ensured all action items were followed up on during our various meetings. I also worked on individual check-ins with each team member to understand needs/blocks/concerns and following up with the lead producer and directors so they’re aware of team health.
I regularly synced with our Art Director to get information on if everyone had what they needed , if there was any feedback they needed eyes on, understanding Jira stories , made sure updates via scrum and other meetings matched what was in Jira. If not, I would sync with team members to make tickets to track work when needed. If there were any concerns on future feature work, especially if they required other disciplines to get that flagged in our high level chats and keep them in mind while in various meetings throughout the sprint. I helped set up next sprints, cleaning up current/previous sprint, pulling over tasks, closing out irrelevant tasks, created buckets for feature work , facilitated sprint breakout rooms and helped set the goals for the sprint with directors input.
It slowly evolved into day to day production which involved running scrum, and running meetings with feature work happening within the team. There were multiple features going on during our sprints so the lead producer and I split which features had our attention.
I worked through the first drafts of presentations for internal stakeholders and helped keep track of risks to bring up for directors. This would help facilitate communication with our internal leadership while giving a platform to discuss any issues for support needed for the team.
Some of the non glamourous work sometimes included managing the oculus backend of who had access to what channel and when but I made sure all important parties knew who had access to what and when, as a staple for our studio’s best practice of keeping track of that effort. I also made sure to update leadership when figuring out some backend issues that caused delays for us testing the network and server side for a large multiplayer game like this.
Multi-disciplinary feature work
There were many types of features that needed to be supported by the multiple disciplines.
Some of which were the large minigame effort that needed to work while networked. This large effort also included the sabotages that were also needing to be networked and working.
We had an understanding of what the sabotages needed to look like but figuring out how that translated into how things would look and feel in VR had some challenges to overcome. My job in this effort was to help timebox the effort, while working with the team to understand the deadlines for decisions, making sure all three disciplines had an understanding on the status of the minigames/sabotages feature and that we were working towards prototypes to test every sprint.
There was also the consideration of performance and if certain minigames were deemed too taxing to attempt or their estimates came in too hot, we would have to drive it.
One system that helped was having a weekly minigame sync with the folks on that feature set. We essentially had a pod structure set up for this effort that reported weekly status updates to stakeholders and clients so everyone understood the amount of progress being made on such a central feature of the game.
QA Processes
For QA we had two rounds, both internal and external to our studio. We worked with META QA to verify the game upheld the standards of the META store and their standard for their apps on their store. This involved going through a second QA while undergoing our internal QA and fixing issues that would prevent up from launching by our deadlines. Often times, this would involve a once a week meeting with external QA leads to understand new bugs coming in and their severity in terms of class. To help manage the multiple bugs being found by both teams, I created a spreadsheet to house all the external bugs, copied them over with their severity and followed our internal QA process to ensure all critical bugs were being prioritized accordingly. Copying over the bugs while tedious was the best workaround to not being able to add internal folks to the external bug board.
During this process we continued to meet with internal QA to help prioritize bugs and the order that they got worked on while keeping the QA team, internal director team, internal stakeholders and external stakeholders up to speed on our bug progress. I was usually the closest person to this effort so I mainly served at that point person and made sure to have the information easily accessible.
Keeping up with the bugs meant have dedicated bug Fridays to work through development bug debt as well as making sure the team understood what to work on. I worked with our Project director to come up with processes to process through bugs per discipline and assign the needed information to tackle them accordingly. All of these bugs are tricky business and with Among Us VR being a multiplayer game, this often meant being available for team members and QA to be an extra body in case they needed more people in lobbies to test out connection/server/loading/whatever else was needed. This led me to some of my favorite work which was just Testing the build
Marketing Support
During our different phases of the project we worked with our internal marketing team to create trailer to hype up the game for various showcases around the world. While I didn’t help organize the 1st and 2nd trailer, I did with the third. This third trailer was our launch trailer and was shown in the META VR showcase. I worked with our external trailer professional, Derek Lieu, to coordinate available people to shoot the trailer, worked with him and our Art Director to make sure we were shooting scenes that were complete and worked through the logistics of getting all parties together for the multiple shoots.
Most of the main marketing support was done with our Lead Producer and I assisted wherever I could to help with that workload.
Playtesting/Testing the Server
Conclusion
Like I started with, this project was just an amazing opportunity to work with a fantastic team and learn the inner workings on supporting a live multiplayer game. Throughout my career, I’ve worked with small team but I have not had the chance to work with a 25+ person team. Seeing a game transcend its original genre and coming into its own with a successful launch and hearing that we hit 1 millions units sold shortly after launching will always be a highlight in my career. I’m grateful to my Lead Producer, Jennifer Rabbit, for mentoring me, guiding me and propping me up to learn new skills and become a better producer. I’m extremely grateful for my Project Director – Mike T and the rest of my wonderful director group for all the support and wonderful times together.