Interview 7 reading time

Mojito the cat: Woody's Rescue

A cubically sweet character!

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Who doesn’t like cats? Who isn’t curious about solo dev stories? Unreal Engine? Ok, ok we all agree! Sit down and read about this sweet project by GTZAStudio.

Twitter:https://twitter.com/gtzastudio
Youtube:https://www.youtube.com/channel/UCES7QOX5_f6nZPEUaKhzQBw
Steam:https://store.steampowered.com/search/?developer=GTZAStudio
More:https://linktr.ee/gtzastudio

Let’s start from the beginning! How did you jump into the GameDev world?

I’ve always been passionate about video games. During my Post Grade in BIM Management (2015), I was attending a boring lesson, and I found the Unreal logo on the school computer desktop. I remembered that logo from Unreal Tournament (I spent lots of hours playing that game when I was younger).

When I double clicked that icon, I discovered that it was a game engine.

The first thing that came to my mind at that moment was: I must use this to let people visit their project houses before they are built and make decisions during the design process.

I started studying UE4 in my spare time (I had zero programming knowledge at that moment).

From that day, after tons of YouTube hours and some years producing “serious games” and tools for the AEC industry, I decided to pursue my dream: creating games.

Could you tell us something more about how you switched from your full-time job? If we are not wrong, you are an architect. How did this change impact your life?

I was working full-time on a big project, the FCB Nou Camp Nou stadium, as an architect specialized in BIM management, automation processes and VR.

I started to develop MTC:3D Puzzle after work (2019), from 7pm to 1am. In the early stages, it was just a way to express the creativity I had inside and wasn’t able to use in my job.

As the game started taking shape, I decided to quit, focus on my game, and also develop archviz projects as a freelancer to get some funding.

It wasn’t until 6 months ago that I decided to reject some projects and job offers to be fully dedicated to MTC:WR.

When I made that decision, I had some savings but I also had to accept that my life would be just working on the game. No spare time, no luxury, no money.

I think this is the hardest part of being a full-time indiedev without any income, because knowledge can be learned and you can overcome difficulties, but having to say NO to plans with friends and family due to lack of time and money is definitely not easy.

On the other hand, the positive feedback and watching how your project grows is so satisfying that it’s worth more than money.

I am really proud to share that my first-ever game can be played on one of my favorite consoles: Nintendo Switch.

All the effort I put into learning Unreal Engine and transitioning from architecture to gamedev was rewarded when I saw my friends having fun playing my game.

At first, having my game ported and published on Nintendo Switch felt like a big achievement. It was very motivating and encouraged me to keep working as a gamedev.

But a real fact about being a solodev and deciding to give your project to someone to publish it is that you make a leap of faith. You have to trust someone you don’t know and give them your “baby”, expecting they will care about it as much as you do.

In MTC:3D Puzzle’s case, some circumstances turned this sweet moment into something bitter.

Despite this bad experience, I tend to face problems as lessons to learn from.

Now I’m open to finding new publishers for my next game, but this time I will choose more carefully who I partner with.

I’m currently working to release the Steam version of MTC:3D Puzzle, which will be available soon and will include extra content with a new improved control system.

How did you start working on this game and why?

Mojito the Cat: Woody’s Rescue is my second game. I decided to start it about 3–4 months after releasing the first one (Mojito the Cat: 3D Puzzle), but this time with more experience, knowledge and ambition.

The idea of Mojito as a cuberized cat comes from my first development. I created a puzzle game with almost no knowledge about modeling and animation, but I wanted a cute aesthetic.
I tried to turn my weakness into my strength by creating a simple cube shape, painting it to look like my cat and making it roll as the main mechanic (curiosity: rolling in that game is mathematics-driven; there is no animation).

As soon as my modeling and animation skills started to improve, I decided to make it more complex without losing the essence of my character.

And why Mojito? You might wonder. Well, he is my cat and that’s his name.

In MTC:WR, my starting point has been very different. I had already gone through the entire process of creating and publishing a game. Now I’m able to scope better, I have the confidence to aim higher and create a more ambitious project because my modeling and animation skills no longer limit me, and I can fully focus on player experience and fun.

Tell us something about this amazing game now :)

It all started when a suspicious storm hit Mojito and Woody’s island. After that night, Mojito wakes up and Woody has disappeared along with all his trophies.

You will play through this story-driven 3D platformer adventure trying to find your best friend and all the trophies in different cute sandbox worlds.
Super Mario Odyssey and Crash Bandicoot are my two main references.

Is there any particular aspect that you think makes your game unique?

Someone once told me: the world is so full of stress that we need more games like this.

That’s exactly the feeling I want to achieve: a place where players can complete many different objectives and choose the kind of gameplay they want depending on their mood.

MTC:WR will combine action, platforming, brain challenges, cuteness and humor.

I’m very focused on making this game fit the player’s mood. I want to give players the opportunity to decide if they want a hard platforming session or if they want to chill and discover secret places. There will also be room for those who love solving puzzles. I follow the risk-reward principle: the hardest challenges will be optional but will reward players who have the courage to attempt and complete them.

Would you mind sharing a nice “behind the scenes” of MTK? You know… we do love tech details!

One of the features that was most important to me was customization and Mojito’s facial expressions.

Since the main character is very simple, I had to find a way to make it memorable through cuteness.

I also wanted players who love and have cats to be able to customize Mojito to look like their own cat, making it the main character of their adventure.

This is achieved with three shaders: one for the body, one for the eyes and another for the mouth expressions. The body material is applied to the main mesh, while the other parts are applied to separate meshes with a tiny offset from the main body.

As a curiosity in terms of numbers: Mojito has more than 74 animations so far.

How has your background been useful for this project? Let’s move the lights onto your pipeline!

I’m combining my programming and artistic archviz skills with Unreal Engine, my creativity from architecture to design levels and characters, and the management knowledge from BIM to organize the project timeline and milestones.

I’m very grateful to the Epic team because Unreal Engine has given me the possibility to develop this game. I’m scripting using Blueprints only, and most of my knowledge comes from YouTube tutorials and Unreal Academy free courses.

I use Blender to model, paint and animate the characters, enemies and everything unique and iconic in the game.

Most of the generic environment assets come from the Marketplace and are made by this great artist: https://www.artstation.com/bpr

How do you stay organized?

I’m a solodev, so I only have to manage myself, which is easier.

I have my own methodology: I assume that your mood and motivation are not always the same.

Some days you’re full of creativity. Other days your mind is so focused that you can code for hours and everything works perfectly on the first try. And sometimes you’re more tired or less motivated to think or create; those days are perfect for repetitive or tedious tasks.

To face this reality, I always have a list of the most important things that must be done, and depending on my mood I choose what to work on.

In the end, everything has to be done, so I work on each task when I feel more comfortable doing it. This increases my productivity.