Nintendo and Paladin Studios in a detailed interview about their collaboration on Good Job!

Nintendo and Paladin Studios in a detailed interview about their collaboration on Good Job!
With the immediate release of the action puzzle indie Good Job! Nintendo surprised quite a few fans during the last Nintendo Direct Mini on March 26th. The friendly office chaos was developed by both Paladin Studios and Nintendo itself. In an interview with Nintendo Everything, Masataka Takemoto (Nintendo Co., Ltd.), Takao Nakano (Nintendo of America) as well as Paladin Studios producer Robert Abercrombie and Director Coen Neessen reveal how the collaboration came about, what ideas there were and how to get one Uniform style found. How did you get the idea for Good Job! and what was your inspiration?



Neessen: Roy, who created the original concept, always wanted to play with an office setting. An office was appealing to us because there are strict rules, but at the same time one would like to do something. Just do something that you wouldn't dare to do in reality. I think a lot of people know that feeling.



We also wanted to develop a game that was suitable for everyone. A game that we can play with our youngest children, but also with our parents who have never had a controller in hand. The office as a setting seemed to be suitable because everyone can somehow relate to it.



How long was the game in development? Abercrombie: All phases included, approximately two years. Good job! has a simple but colorful and memorable style. Why did you choose this style?



Neessen: thank you. We had from the start of the interest in a minimalist style. Our character design was very simple and the finished product is already pretty similar. It reminded us of the male of Warning or road signs and we found them very suitable, if you look at the theme of the game. Some refinement was needed in, but the General direction was already there.



to find The colourful style, it has cost us more time. We tried a lot of things, but it was very hard to find something Playful that also creates an office atmosphere. Earlier drafts were far less colorful, except, perhaps, the surrounding area outside the Level. It was only when we wanted to, the Level of dynamic design, we came to the style, as it is now.



Takemoto: The first prototype I saw, there was still male from the dash and all of the objects were only in black and white. Of course, everything looked so easy, because it was a prototype, but this simple approach appealed to me very well. For further development, we wanted to so that Paladin maintains this simple Look, without the flat effect. We knew that this is a difficult task.



How did the collaboration with Nintendo?



Abercrombie: The founder of Paladin, Derk de Geus, tried to get for over ten years, the foot in the door. Fortunately, Nintendo had interest in a conversation and the development of Good Job!


Nakano: It's been a long time since we Paladin met for the first Time on a video game Event. I had previously played some of their Mobile titles and all created a very serene atmosphere. I had the feeling that they approach their games with great care. Also, I heard that you already have experience in working with Japanese video game producer. I was thus very interested in Paladin as a Studio. Since then, we have been looking for a way to work together.



2017 offered our Team the Chance to visit Paladin Studios, and we used the time to talk more about joint plans. We asked the Paladin to work on an experimental idea, and that's the Basis for a Good Job was ultimately! After further discussions we decided to transform this "raw gem" into a full-fledged product. Thus, the development then began.



there Were content, you would have seen in the game that have not done it but? Some of their ideas remained on the track?



Neessen: The development of Good Job! delivery is very iterative and we have tried everything what came to our mind. Often, we have created new Features within a day and tested whether or not the spark. If that was the case, we have continued to work on the Feature.



So, yeah, we don't have very many funny ideas, but were able to keep all of them in the game. Some of it no longer seemed to us like a very good concept, did not fit then but the tone of the game. Initially, the office was in the game very unrealistic. We had printers that were to bombs and even the ability to freeze the timer. Ultimately, we came to the conclusion that realistic, everyday office work fits in better with the Humor of the game.



We had, for example, a Level that also served as a track chair race and a fire extinguisher. Unfortunately, the combination with a Puzzle Level was difficult and we had to remove the section again.



Can you say something about creating the levels and objects?



Neessen: First, we looked at the main objective of the respective Levels. For example, something like this could be like "watering the plants". Then, we have developed mechanisms and short scenarios, which should make the task fun. We asked ourselves how we could do something like the watering of plants make entertaining.



we Were satisfied with the result, we took care of for us next to the Puzzle or "Problem" as we would call it. This helped in the creation of the challenge with different approaches. First, we designed the indestructible objects in the level, which was the more difficult part. After that, we added the destructible objects for shortcuts. These abbreviations provide moments in which the player may appear to the Puzzle in a fun kind of deal. Nintendo did a fantastic Job as a consultant and supporter and helped us to achieve the best possible result.



Takemoto: During the brainstorming session it was to maintain the General structure and direction. We had the concept of "fun at work", because we had to Play again and again, laughing out loud. Since then, the development process of the Level and objects was much more fluid. Whenever we had a new idea, we asked ourselves the question: "which Makes the work fun?" This has made decisions much easier.



How you were able to optimize the game both for single player as well as multi-player?



Neessen: Mainly we focused on the single-player mode, and the nature of the game allowed us to play in quite a loose process. In the game, it's about the Breaking of rules and the independent Solving of problems, so we wanted to stipulate the players with no rules. If the players would work together to find a clever solution to a Level, we wouldn't have to stop you. Each solution is a good solution.



For the multi-player mode, we wanted to allow the play of parents and young children. While the parents solve the Problem, may destroy the children without hindrance the office. You can definitely work together to solve the Puzzle, but it is not required.



Takemoto: In the case of Nintendo, we have the idea that a game must make your own fun. Several players should be a prerequisite. Therefore, a good single for us was the game experience is very important. [...] I was sure that the multiplayer mode would be solid, but I also think a Paladin has done a good Job at Balancing.



The conclusion: What an experience was the development of the game? You have particularly interesting stories from the time?



Abercrombie, To all of us to get to know a little better, have authored both Teams short biographies to be. When I showed my Text new people from the project, I was only really aware of the fact that I work with the people who developed the games of my Childhood. It was fantastic to hear that you approach in spite of their years of experience to each project from scratch.



My previous experience with other platforms, and customer-focused often on Performance and graphics, so it was during the collaboration with Nintendo is very refreshing to focus on the Gameplay. The Rest had to adapt to it.



Neessen: The development process was very hard, but also incredibly rewarding. We have implemented our ideas as quickly as possible and promising further developed. This way of working can be very stressful, because you always know where the journey will lead us, but in the end it feels very rewarding when you achieved the objective through experimentation. Working with Nintendo was incredible. You have so much experience and this amazing mentality, this is fun in the first place. All others stay outside. The first sounds, of course, but it is not so easy, because during the development so much is happening.



Takemoto: We visited Paladin Studios during the development and your office really looked like that Good Job! from. I think I know where your Inspiration came from.



Also, you could hear rain on your roof very clearly. During video conferences, the self-light rain like a Thunderstorm heard then and we had to understand some difficulties Coen and Robert. This is a great reminder!



you Would have thought that the cooperation between the Dutch developers and Nintendo runs so harmoniously?



source: Nintendo Everything – news image: © Nintendo




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