working title: MOLD

working title: MOLD

production blog

You can scroll the shelf using and keys

feed_icon_72 FB-f-Logo__blue_72 Icon-72



to our developer blog of “mold”, a modern Adventure game currently in production.

for First-Timers and all those brave men battling against the boredom of Friday afternoons..

Click here to read from the beginning
( currently 92 posts in total )

or sort by category

News, gossip and rants
Concept and Story
Character designs (2D)
Character production (3D)
Set designs (2D)
Set production (3D)
Media (moving pictures of all sort)
useful stuff

… or jump back to the most recent posts

Please don’t overlook the green “Older Entries” link on the bottom right.

have fun!

All images are copyright to their respective owners.


a lesson learned – about GameDesign documents

September 12, 2013

(the latest revision of the story/playthrough)

(the latest revision of the story/playthrough)

When i started to work on mold, I had to decide how to approach this pretty nonlinear endeavor. I did read some classic gamedesign documents like Grim Fandango, and some of the Larry(s)…. but clearly, computers must have evolved since the 90s, so maybe there was a more modern / better way to approach it, I naively thought.

the wrong way.

So eventually i went with a vector schematic of the game… in the beginning it worked out great (except some tech probs ;) ), changes could be made with ease, and it was great to have an overview over the entire game…

but as complexity grew, it was getting harder and harder to play it through (mentally). Why? because when you work on a screen, u just see a tini-tiny portion of the schematic (you can’t read it without zooming way in), and printing it, would need tons of paper and a lot of space…


a bloated, useless schematic of the game

spontaneous ideas

well, they are great, aren’t they? sure… but they can also be the last nail for your coffin, You can’t imagine how many little notes were written into my sketchbook and on dozens of loose papers, Mainly, because

  1.  I don’t always have access to my digital files,
  2. when you get to a certain complexity, a small and great idea can change a lot.. so sometimes I just want to write something down fast.

in my case, eventually, I had a big bloated not-up-to-date digital schematic with most of the story, hundreds of papers and sketchbooks with all kind of changes, puzzle ideas, backstory elements, hell even “new” parts of the story. Unneccessary to say, this totally crippled the process… I arrived in “stucktown” so to speak.

being stuck for months


my workstations cpu-cooler, right before i had my cleaning frenzy

I cleaned my office down to the screw, bought and setupped a new workstation, reinstalled old ones, added a new blog theme, and did a lot of other unnecessary things, just to accomplish something useful during that period ;) (besides my commercial jobs at the time, I hope ;) )

So eventually to overcome this state of unproductivity, Babette and I sat down, she took pen and paper, and we talked the story completely through (with the goal to continue even if something is not right or still unfinished). It took around 4 hours to work it through, still with a lot of stuff which was kinda “meehhh, maybe ok at most”, but now I knew where to start.

Since then, I searched and collected everything useable from old sketchbooks and papers, and revised the story several times (especially during vacation). Just to give you an idea: the first draft had 8 pages, the most recent one has 23.. so the oldschool approach is definitely the way to go in my opinion.

Game Pitches has an interesting collection of game design documents, in case you are into this kind of stuff ;)

my final thoughts

I can’t speak about those numerous tools written to organize/plan explicitly adventure games, but working on a story is hard enough itself, the last thing someone needs is to struggle with buggy tools or technology… so don’t hesitate to give paper a try ;)

If you are totally stuck I would recommend:

  1. walk/talk your story completely through, write every action down in short and simple sentences.  Don’t stop when something isn’t right (even if it’s a major problem), work it through to the end. Always leave a few lines space under each sentence (it does make “analog” editing a lot easier, later)
  2. read / work / talk it through several, SEVERAL times (it took me 2 months, after being stuck) until you are sure everything is solid.(a brainstorm partner helps a lot here) – you probably have to update your word document from time to time.. (it’s getting really hard to read with all those handwritten little text addons and notes)
  3. eventually when you are (almost ;) ) completely satisfied, a reduced schematic just showing Sets/Items and Characters would provide a good overview over the project (it’s also useful to calculate the costs later)

so in my humble and home-educated opinion: a printed step by step story plus a reduced schematic (something like this) is the way to go.

that’s all folks! ;)

the scope of the game

February 6, 2013

my old diagram got bigger and bigger, and now basically serves as “the place where i note and dump everything”. It includes key dialogs, even game conditions, basically every info available.


so to compare it properly with the recently finished length research of “Day of the Tentacle” and “Monkey Island 1” (which will be published soon aswell), I started to create a similar, simpler diagram (better overview, and its way faster to edit). Eventually it turned  out that Mold was almost as complex as DOTT (considering scenes/characters/items). so at first I thought (in my utter delirium):

“nice! that’s exactly what I was aiming for, length wise!”

the next step was to calculate the approximate work hours of all assets, animations, dialogs, cutscenes etc…. and there it was…

…the nasty surprise I was waiting for ;)

the calculation showed a shocking 620-ish days of work would be necessary to complete it!! (after preproduction I might add, in which I’m still in btw. ;) ) and I didn’t add much buffer either….

sooooo… We’ll have to cut/trim it drastically… (hopefully to get down to 300-ish or something, which unfortunately means: Sets have to be removed or merged, the usage of NPCs has to be limited to the absolute (story essential) minimum, cg rendered cutscenes during the game? ha! ;)

after two evenings of trimming, the “game” looks like this at the moment:
(some items/objects are still missing, but basically that’s it)

( left = NEW / right = OLD )

as you can see, quite a lot got cut (while keeping most (all?) puzzles in tact). Some sets and characters will be missed ;), but some stuff got better aswell… it’s always healthy to cut unnecessary weight ;)

mhhhh… milestone adjustments ;)

July 22, 2012

I was busy working on commercials in the last weeks  (i gotta eat somehow ;) ), so i had to adjust the current milestone to a more “realistic” date for the moment.

The story was recreated in ApacheOpenOffice, and is still progressing  nicely… but I have to admit, It is far more complicated to plan an adventuregame than i expected (or appreciated :) ) in the first place. The closer you get, the harder it goes, and with the increasing complexity, it has become  a real pain to work the game through every time  from start to finish.

I`ll try to get it all done this year (Research, Story, Concepts and RnD), and focus on the actual production beginning of  2013.

WHAT THE …?!? “thanks” google

July 10, 2012

it seems i`ve  pressed my luck a little bit to much… i already had some connection problems in the past, but starting on saturday google “draw” couldnt handle my flowchart anymore…..

“Is it simply getting slower or too slow to work with?” well….. not exactly….the truth is, it was slow from the start, and now it doesnt display the text anymore. (but the data is still there, i could even edit it.. “?” but after 10 minutes i got a “trying to connect to error message… great….)

the good news is, i was able to download a PDF which showed everything as expected… but a new solution had to be found (Cloud my a**)…

eventually my document @ google started to work again after 3 days, but i already began to “port” it over to ApacheOpenOffice, which is way faster, less buggy (and i`m not talking about the connection issues), has more features, and is definitly less “virtual” and “theoretical” to work with. ;)

jumping on the bandwagon ;)

July 3, 2012

Greetings everyone!

Inspired by the growing indie game culture and recent developments, i decided to tell one of my stories using an point&click adventure. The game is based on a shortfilm concept created 2007 by Babette Kahn and myself and plays around a spared “handycapped” grape waking up in a compost heap. :)

Adapting it was more difficult then i thought at first, but, eventually i`m pretty happy how it all progressed and transformed into something interactive. Though the story has almost completely changed, just the main character (for the most part) , some side characters and the overall setting remained the same.

Its now 5 weeks into (pre)production and the basic structure of the story is finished (including most key puzzles), and all characters are brainstormed / defined.

After some research i decided my best weapon of choice to handle the basic game design would be Google Docs. (the “drawings” are especially useful).. but i already had one day of terror, where i got disconnected every few minutes, which made working impossible (welcome to the cloud :D ) to be fair, it happend just once in ~30 days. (but i`m exporting PDFs on a regular basis since ;) )
(Google seems to have some kind of “chrome only” policy ;) because the performance you get out of mozilla or other browsers is terrible (i`ve no idea  how Safari/etc performs))

In the upcoming months i am going to fill this blog with production infos, experiences (painful ones, i guess ;) ) and all variations of works in progress..The plan is to share techniques, maybe a few scripts and general behind the scenes info over the entire production time from start to finish.

%d bloggers like this: