Reflections on 2017

I’m going to do a bit of a recap of this year’s highlights this week. Nothing too in depth or intense, just a quick fly-over so everything is written down in the one place.


This time last year, I had learned a little bit of programming and worked out how to play around in Unity a little. I’d been studying Games and Interactivity at Swinburne for two years and had made a few small game prototypes mainly for assignments.

So 2017 was a pretty big challenge. We were tasked with making a game that would be played at PAX Australia. We had 30 weeks (2 semesters of 12 weeks each and a six week break between).

We formed a group with some friends made over the last couple of years, and some new friends and got down to work.

On any honest assessment, first semester was not successful. We took a long time to come up with an idea to develop, and even longer to get any sort of working prototype. We struggled to have playable versions of our games for play testing sessions, the roles within the team were undefined and we didn’t have a clear vision for what we wanted our game to be.

Our game had a strong theme and aesthetic, and we had a great soundtrack made for us. But we were never able to make fun game play.

Now, I’m can’t really say whether we had a bad idea, or we had poor execution, or if we just ran a poor process. To be honest, there were probably elements of all three at play.


Heading into the mid-semester break, we were feeling pretty down. no-one was really satisfied with where we were as a team but at the same time, no-one really knew what we should be doing to improve.

It seems like a fairly easy decision now, looking back, but at the time this was super risky. While our game wasn’t as good as we had hoped, there was a good chunk of work that had gone into it. Starting over would put us at least 12 weeks behind the other teams, and potentially leave us with another game that was just as problematic as the one we already had.

There was a lot of discussion about whether we were doing the right thing, and there was a good argument made that if we kept working on FourShadow we could drag it into a better shape. And that may well have been true.

None the less, the decision was made to at least explore what else we could do. Knowing that we had little time, we thrashed out some quick and dirty prototypes, then worked out what we could make out of them. We selected a nifty projection mechanic as our central mechanic, and went from there.

This was about the point that I started writing this blog, so you can go back to the start and get a week-by-week breakdown of the process that we went through, but to TL:DR it, we abandoned FourShadow and started a new game – LVL2!


A team of four of us built that projection mechanic into a prototype that could be play tested at the end of the mid-year break, and that became the game that we worked on over the remainder of the year.

Beyond the decision to start over, we also got a lot better at planning and working as a team. We mapped out our entire semester, set hard due dates for development and planned for a series of play tests.

And it all paid off in the end. We had a great PAX, we met a bunch of people, there was really good buzz around the game. And the year was capped off in frankly stunning fashion with our nomination and win at the Game Awards.


So we go into the summer break with a nifty little prototype under our wings, a whole lot of international buzz, and quite a few questions about what we are going to do next.

This is going to be the final post for the year. I’ll be on the road a bit over the xmas period, so won’t have time to write. I’ll be back in January with more in the on-going saga of the development of LVL2!

The Game Awards and after

Many of you will have seen the news by now, but for anyone who hasn’t:

That’s right, Level Squared was awarded Best Student Game at the Game Awards!

And there has been a very slight increase in our site traffic following that…

(see if you can pick the day the Game Awards were broadcast).


One of our team members, Steve, was there to collect the award and give a pretty spectacular speech as well, with a few well-deserved shout-outs.

However, he was pretty limited in the time he had, so I’ll expand a bit on what he got to say. Level Squared would not be the game it is today without the assistance of these people:

Andy Trevillian. Andy has been our teacher throughout this year. He’s given us a huge amount of support and guidance and had our backs the entire year. Back when we were working on FourShadow he did his best to get us to pull it into some sort of playable format. Sadly this was beyond even his formidable abilities. But he didn’t give up on us, even meeting with us over the break to discuss where we were at and to encourage us to consider where we were and what we could achieve. When we made the decision to reboot, Andy warned us that we were up for twice the work in half the time, but he backed up our decision.

Joe Park, Laura Voss and Ken Wong. Joe, Laura and Ken were our tutors across the two semesters. They have all built studios and released games, so brought a wealth of knowledge to help us out. They gave us priceless advice on running our projects and designing our game, and were willing to talk to us about whatever problems or hurdles we were encountering.

Swinburne Games Staff. Steve Conway, Laura Crawford, Troy Innocent, Dan Draper, Mark Morrison, David Harris and all the other teachers and tutors we’ve had over our time at Swinburne. All the staff have been super supportive and encouraging and have helped us to learn and grow.

The Arcade. This goes out to both the venue for giving us a space to develop, and to everyone at the Arcade who played Level Squared, or were willing to talk to us when they ran into us. The community at the Arcade were super supportive and encouraging to all of us, and really made us feel welcomed into the Melbourne development community.

Bar SK. Louie and Dayve at Bar SK hosted Level Squared at two Work in Progress Wednesdays, giving us the opportunity to show Level Squared to a heap of new players and helping us to play test. I took pages and pages of notes at these play tests, and they definitely helped Level Squared to be a better game. They also serve really nice beer. And while that didn’t directly help develop the game, I enjoyed it a lot.

IGDA. Likewise, everyone who played Level Squared at an IGDA Melbourne meetup. These was some of the hardest crowds that we tested with, being made up of developers who knew how to stress test and break a game. It was great to track the development of Level Squared month to month as it became more and more difficult to break!

Everyone who has played Level Squared. Every time someone played Level Squared we took notes and made improvements. If you ever played Level Squared, thank you for helping us.


I’ve spent the last few weeks explaining what we are planning to do now that uni has finished, and what our plans are for Level Squared.

And, well, all of those decisions have been rendered obsolete now.

We’re going to have to get back together in the coming week and reevaluate all over again, now that we have a much greater profile and some pretty hefty industry endorsement.

So I guess the good news is that there’s going to be more posts in this series! Stay tuned for the on-going barely contained chaos that has been and will continue to be the development of Level Squared!