Video summary

Some Things That I've Learned About Game Development While Making ULTRAKILL So Far (Talk/Slideshow)

Main summary

Key takeaways

Educational

Main ideas / lessons conveyed

1) Purpose and credibility of the speaker

  • The speaker repurposes an older slideshow to share “helpful advice” for aspiring game developers.
  • They emphasize this is not authoritative—it’s one person’s experience.
  • The speaker is the lead developer of ULTRAKILL, which started as a solo project (with friends) and grew into a small full-time team.
  • They cite ULTRAKILL’s strong reception as indirect confidence in the perspective: roughly ~99% then ~97% positive reviews over time.

2) ULTRAKILL development + visibility strategy (high-level timeline)

  • Development start: approximately Feb 1, 2018 (earlier work existed but dates were unclear).
  • Marketing/visibility begins immediately:
    • They started posting YouTube videos about the project from the day they began.
    • Rationale: indie devs face an “uphill battle,” so early attention helps the eventual release.
  • Growth phases:
    • Early: mostly solo dev, with occasional friend help for 3D models/art.
    • By June 2019: pushing into communities (Discord/forums) as visuals looked more promising.
    • They describe gaining interest from experienced artists once the project seemed feasible.
  • Public demo:
    • Released a public demo (Aug 2019) on itch.io, gaining traction via word of mouth.
    • Emphasis: playing the game sells it better than screenshots/videos.
  • Publishing path:
    • Repeatedly emailed New Blood Interactive.
    • Picked up around May 2020; early access followed in Sep 2020.
  • Ongoing development:
    • Frequent updates; the game grew far beyond original expectations.
  • Motivation behind the talk:
    • Now that the original constraint (“speed through slides”) is gone, they expand into the full list of advice.

Detailed methodology / instruction-style advice

A) Start correctly (choices early in development)

  • Pick an engine and start experimenting
    • Don’t overthink “Unreal vs Unity vs GameMaker vs Godot”—all can do most things.
    • The key is to choose one and begin building, or risk “planning forever.”
  • Make lots of small games before your main passion project
    • Why:
      • Teaches the development process (many lessons are invisible until you do it).
      • Reduces risk of burnout.
      • Avoids needing to restart your big project multiple times due to learning better practices.
    • Use strict, escalating deadlines to prevent scope creep:
      • First game ~2 weeks
      • Next ~1 week
      • Next ~1 month
    • Example small projects:
      • Red Red Knight (platformer): completed from 0 to completion in ~2 weeks due to deadline constraints.
      • This Game Only Has One Level (Unity learning project): ~5 days; controls/design felt tighter due to prior learning.
  • Avoid complete solo development if possible
    • Solo devs can still get control as a lead/director, but exhaustion is a major risk.
    • Bringing in other artists can increase creativity and richness.
    • Early teams may rely on:
      • friends/community work
      • contracts involving royalty splits or future pay once revenue exists
    • Critical requirement: you must prove you can make the game; promises alone don’t recruit reliable help.

B) Team-building and leadership practices

  • Build connections with other developers (especially peers)
    • Indie devs aren’t truly competing; you’re “in the same ship.”
    • Peer support helps everyone make games real.
  • Be “nice/pleasant to work with”
    • Team cohesion matters more than pure talent if it destroys collaboration.
  • Lead devs should understand multiple fields
    • Even if you can’t do certain tasks well (e.g., 3D modeling), understand enough to direct vision and assess feasibility.
  • Avoid “romanticized solo creator” logic
    • Bragging rights aren’t the main objective; game quality is.

C) Creative direction: avoid common content failures

  • Don’t just remake a better version of a game
    • If it isn’t meaningfully differentiated (unique hook/twist), players will choose the already-successful original.
  • Design marketing clarity into visuals
    • Plan so viewers can understand what the game is from a random screenshot/clip:
      • first-person vs third-person
      • weapons/gameplay genre signals
      • visual style cues
    • For ULTRAKILL, they emphasize:
      • including the “style meter” in screenshots
      • making UI immediately communicate gameplay interest (“What is this? I want to play it.”)
  • Think ahead for genre trends
    • When developing long projects (1–2+ years):
      • you aren’t building for the market today, but for the market later.
    • Example concept: if a genre trend blooms (e.g., after DUSK), you need novelty/gimmicks by release time.

D) Make the game fun by design

  • Treat “fun” as something you must design
    • Ideas/mechanics alone don’t guarantee fun.
  • Focus on the primary gameplay loop first
    • The loop is ~90% of what players do.
    • ULTRAKILL example loop:
      • enter room → enemies spawn → shoot while avoiding death → move to next arena.
  • Avoid “gimmick-first” thinking where most of the game becomes filler
    • If story is the “main pull,” gameplay must be minimal or exceptionally engaging.
  • Implement sound immediately, not later
    • When adding a new mechanic/weapon/ability: add its sound at the same time.
    • Rationale:
      • sound strongly affects perceived feel
      • it becomes an information channel (enemy cues, timing, feedback)

E) Asset sourcing + licensing guidance (practical)

  • Start with major sound packs (e.g., Sony GDC audio packs).
  • Use additional sources like FreeSound, but check licenses carefully:
    • Creative Commons Zero / public domain
      • Free for any use, including commercial, no credit required.
    • Creative Commons 3.0
      • Free but requires credit.
  • Recommendation: prefer public domain/CC0 to avoid the logistical pain of tracking and crediting every effect.

F) Scheduling and technical production realities

  • Expect milestones to take longer than planned
    • Rule of thumb: anything will take twice as long (or more) as you think.
  • Use “good enough” implementation discipline
    • Only “good” can be used; “perfect” features that never ship are worse.
    • Aim for finishing:
      • completed ~7/10 > unrealized 10/10
  • Back up work and use version control
    • Use Git if possible (benefits merging changes).
    • If not: zip the project and store weekly versions (e.g., on Google Drive).
  • Be cautious with multiplayer
    • Multiplayer multiplies failure points and complexity.
    • Recommendation: prefer single-player, or local multiplayer only, unless you already know multiplayer deeply.

G) Game feel and design rules of thumb

  • Close enough is enough (feel over exactness)
    • Players don’t think like machines.
    • If they’re “almost right,” they blame the game and feel cheated.
    • Example: generous hitboxes vs visible meshes to avoid “accuracy-only” gameplay that forces stopping to aim.
  • Give each level/area one memorable “signature moment”
    • Players should remember levels by distinct traits (e.g., “big light beams, two floors, boss with big sword”).
    • Benefits:
      • higher “moment density” to compensate for shorter overall length
      • replay becomes more engaging due to better recall
  • Exaggerate audio in action games
    • Capture the “feel” more than real-world authenticity.
  • Consider clipping carefully (especially if sound is exaggerated)
    • Some caution against clipping, but exaggeration may justify it.
    • Still avoid: over-maxing everything to the point of ear-unpleasantness.
    • Manage ear exhaustion; make loud-impact sounds only as needed.

H) Player guidance vs expression

  • Guide the player toward fun while allowing expression
    • Without guidance, many players choose the most efficient option—which can be boring.
    • Example: ULTRAKILL’s systems encourage using more of the arsenal via “style” mechanics without hard-forcing one weapon.
  • Provide multiple solutions to problems
    • If only one solution exists, players repeat motions and disengage.
    • Example: use different tools against the same enemy (distance vs melee head attack).

I) Presentation design: reward the player appropriately (situational)

  • Give opportunities instead of taking them away (more situational)
    • Example concept: rather than “you can’t damage the enemy until the shield breaks,” make the “shielded state” feel normal and the shield drop feel like a power-up window.
    • Core idea: player psychology turns a required step into a bonus opportunity.

J) Responsiveness and pacing

  • Respond to player input instantly (action games)
    • Strong feedback to button presses improves perceived control.
    • Example comparison:
      • Crash Bandicoot: crouch state registers immediately in the original; in the remake, animation delays cause misinputs and reduce responsiveness.
    • ULTRAKILL example: punch impact happens as soon as possible (before full animation “arrives”) to preserve responsiveness.
  • Use calm moments to keep intense moments intense
    • If everything is always intense, intensity normalizes.
    • Alternate calm and peak moments like a pacing system.

Story, composition, and writing advice (condensed but clear)

Story writing

  • Plan beginning + ending early
    • Beginning = hook
    • Ending = what people remember most
    • Strong beginning/ending can make a weak middle more forgivable.
  • Prefer not to answer questions too early (unless the best answer is the only one)
    • Keeping ambiguity allows later ideas to add deeper meaning and weight.

Writing clarity

  • Provide enough information to spark imagination, not remove it
    • Answers should imply more than they state.
  • Cut unnecessary text/filler
    • Amateur tendency: keep drafts even when much doesn’t matter.
    • They apply this to dialogue and scripting revisions.

Emotional engagement principle

  • Most people won’t care about story until emotionally attached
    • If you frontload too much exposition, players disengage before caring.
    • Example: Dune starts with an intense personal moment rather than immediate grand explanation.

Music / composition

  • Avoid excessive repetition in game music
    • Since tracks loop in-game, overly repetitive motifs can become overbearing.
  • When collaborating, ask for examples
    • “Intense/heavy here” can mean different things—use multiple references to find shared characteristics.
  • Get weird / take risks
    • Context (e.g., in games/media like Silent Hill) helps audiences accept unusual music.
  • Great music can carry emotional weight
    • Even if players aren’t deeply into story characters, music can enhance engagement.
    • Example mention: Undertale as a case where music helped draw attention.

Iteration and feedback workflow

  • Play-test your own work repeatedly and early
    • Their process:
      • load the current level
      • play through after each change
      • re-upload/replay after breaks
    • Goal: find micro-issues (movement feel, collision quirks, jank vs polish).
    • Example: noticed how players approached a door landing; fixed a protrusion that caused bouncing/falling.
  • Learn to take feedback properly
    • Don’t reflexively reject suggestions (“it’s my vision”).
    • Don’t accept everything either—filter ideas through your vision and game understanding.
  • Learn what makes games good/bad
    • Don’t just copy surface features; identify what makes them work.
    • Also learn from bad games: derive what could have been better and improve your own approach.
  • Use rules on a case-by-case basis
    • Rigid “good/bad design” frameworks can fail depending on desired player experience.
    • Example: Dark Souls “punishing/unforgiving” traits can be “bad” in general but “good” for its intended experience.

Balancing and testing process

  • When changing strength/balance, avoid overshooting
    • Multiple nerfs/buffs can cause oscillation until things are worse.
  • Test with silent observers (no creator presence)
    • Have testers record themselves without the creator present or talking.
    • Reason: presence changes player behavior via social pressure/creator guidance.
  • Lead devs must know what their vision DOESN’T require
    • Not everything you imagine is necessary; some features can harm the actual vision.

Marketing + business guidance (actionable)

  • Start marketing as early as possible and as often as possible
    • Example: upload from day one to build an audience.
  • Accept marketing trust is often opposed to “art”
    • But both are needed to get people to play your game.
  • Choose a “reach-back” platform
    • Example choice: YouTube.
  • Use additional channels
    • Twitter/X for discoverability
    • Discord for community interaction and updates
  • Post where players are, not only where devs are
    • Prefer communities for players; dev communities may help but might not convert interest.
  • Learn from similar indie games (not mega-hits)
    • For social posts: observe common hashtags/patterns from successful similar-scoped indies.
  • If using a publisher, verify quality
    • A good publisher can help a lot; a bad one can destroy momentum/revenue.
    • Investigate by asking other developers about their experiences.

Demos + Steam + community health

  • A good demo can significantly boost word of mouth
    • Especially for indies: gameplay experience sells more than visuals alone.
    • Demos also produce valuable feedback.
  • Set up the Steam page early once screenshots look game-ready
    • Goal: accumulate wishlists so players get notified on release even years later.
  • Maintain a single primary community hub
    • Today that’s usually Discord; early days used forums.
  • Keep the early community welcoming
    • Healthy early cohesion helps growth.
    • Larger communities later become fragmented, but early unity matters.
  • Don’t publicly bad-mouth other games/devs
    • It burns bridges through friend-of-friend reputation chains.
    • Rant privately if needed.

Finishing up: production sustainability and release concerns

  • The last part is hardest
    • They reference a remark (credited to Dave Ashray) that the last 10% is hardest.
  • After “done,” do a consistency pass
    • Revisit/patch holes and improve cohesion (example cited: an ULTRAKILL revamp update).
  • Early access can help small teams
    • Provides income for sustainability and feedback while still developing.
  • Handle taxes correctly for commercial releases
    • Don’t ignore it; seek accounting help if needed.

Speakers / sources featured (explicitly named)

  • Speaker: Lead developer of ULTRAKILL (name not provided in subtitles).
  • New Blood Interactive (publisher).
  • Sam (3D modeler; joined around early “Limbo” period—timing approximate).
  • Dave Ashray (“last 10% is hardest” remark).
  • DiscDisco Elysium (referenced as an example of story-heavy games; subtitles likely refer to “Discolesium”).
  • Dusk (retro FPS example that inspired others).
  • Dark Souls (example used for “rules are case-by-case” and contextual “punishing design”).
  • Devil May Cry 5 (responsive state transitions despite realism/animations).
  • Crash Bandicoot 2 and its Nsane trilogy remake (input responsiveness vs animation state).
  • Undertale (example where music helped draw attention).
  • Silent Hill (example context where weird music works).
  • Git (version control system).
  • Sony GDC game audio packs (audio resource).
  • FreeSound (audio resource).
  • itch.io (demo platform).
  • Steam (Steam page + wishlists).
  • Ariplier (example of a very large streamer they suggest not relying on; prefer FPS-focused streamers).
  • Twitter/X and Discord (marketing/community platforms).
  • YouTube (chosen as primary long-term channel/distribution).
  • Dune (original novel referenced for story engagement strategy).
  • Graphic interfaces for Git (mentioned generally; no specific vendor named).

Original video