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Steam News27 February 20206y ago

The Truth behind the Foresight development team

Dear commanders, This is your developer here - Jeremy - seemingly the only guy fronting the support cases, fixing the bugs and developing the game. Well, the fact is - it's not too far from the truth.

Full notes

Full Foresight update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions4 changes0 removals
  • UI and audio
  • Maps
changedTeam Strength1x Audio Producer (yeah me) - I had to be on site to train every voice actor/actress to perform the voice acting correctly and consistently. Then after that I had to edit, cut, mix, and integrate them into the game, on top of that, test the final product, timing and pacing to ensure they're of sufficient quality.
changedRoles that were not undertaken by me1x Junior Artist - In charge of all the UI touch ups, cutscene touch ups, some planetary textures etc. (ie, Haven)
changedRoles that were not undertaken by me1x Level Designer - This guy is our hero. Despite the initial technical difficulties, he translated all our maps into the game's map ensuring ships and pass to and fro.
changedRoles that were not undertaken by me~7-10x Voice actors and actresses - If you find the voices that came later on in the campaign are better - that's because we managed to eek out some funding to hire proper folks to do it.

Dear commanders,

This is your developer here - Jeremy - seemingly the only guy fronting the support cases, fixing the bugs and developing the game.

Well, the fact is - it's not too far from the truth.

I've always withheld talking about our team size and strength because I'm pretty sure nobody will give a damned. Everybody including myself, is only interested if the game is fun or not.

Team Strength

So what's our true strength?

1x Programmer/Coder (me) aka Producer (guiding the vision), Particle and Effects Artist (ie, the bloom, distortion, anamorphic lens flare and all the pews pews you see in the game), aka game orchestration developer (this part is alike a modder given a lot more powers)

1x Composer (also me) - wasn't very good but I tried my best anyway.

1x Audio Producer (yeah me) - I had to be on site to train every voice actor/actress to perform the voice acting correctly and consistently. Then after that I had to edit, cut, mix, and integrate them into the game, on top of that, test the final product, timing and pacing to ensure they're of sufficient quality.

And subsequently, every other thing that came AFTER launch.

Roles that were not undertaken by me

1x Art Director - Most of the cutscene artwork, draft ship designs etc.

1x Junior Artist - In charge of all the UI touch ups, cutscene touch ups, some planetary textures etc. (ie, Haven)

2x Mesh Artists - We had 2 guys in succession. One of them was actually a student but he was good enough to help us develop all the meshes, including the broken up pieces. Yes, they're different meshes, not some magical mesh cutting generated mesh.

1x Temp Artist - We hired to finish the additional artwork required for the cutscenes.

1x Copywriter - The original author of the Foresight story, character tropes etc.

1x Level Designer - This guy is our hero. Despite the initial technical difficulties, he translated all our maps into the game's map ensuring ships and pass to and fro.

~7-10x Voice actors and actresses - If you find the voices that came later on in the campaign are better - that's because we managed to eek out some funding to hire proper folks to do it.

Why talk about this now?

Recently I spent some time taking a look at Starcraft 2. We've constantly being compared against this great RTS (that I've purposely never played to avoid undue influence) and I understand the great chasm of production levels between Starcraft and Foresight despite them technically being a very different RTS.

Therefore I think it's time to just spill the beans on how small a team we were. On top of that Foresight was developed under an insane budget of less than 50k USD. I'm not saying this to garner sympathy. I'm just sharing this for those who are interested (or curious) to know the facts behind the game's development.

Conclusion

My utmost concern is always whether YOU are able to enjoy the game properly. But it has been 5 years since the game's launched. Therefore I think it's fair you guys know how we even managed to push the game till launch.

Till our next game.

Jeremy

Source

Steam News / 27 February 2020

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