QBob Progress Report #5
A ton of work has gone in to QBob since my last report. There are only one or two little audio bits missing and maybe some tiny graphical tweaks. In the coming weeks I need to get this pre-alpha version out to some play testers to see if there are any bugs of major design flaws that I have missed. It’s really hard to get perspective on a project that you’ve been immersed in for half a year,
A huge amount of time in the last month has been devoted to playing the levels at all difficulties and trying to balance the game. This involved trying to beat every single level in one life just to make sure it’s possible. The last three levels are really hard to beat on the highest difficulty, but not impossible. That’s good. I’m sure some 14 year old speed-runner will have no problem, but my aging reflexes are worn thin after hours of attempts.
I thought I was done with game art, but I hadn’t realized how much background art was needed. When you play the game it’s hard to notice what’s going on behind the play grid, but I put a lot of thought into giving it a sort of narrative arc. It’s not exactly a story, but there is a progression from one area to the next.

The other big task has been creating all the sound effects for the game. I relied quite heavily on synthesizers and VST effects for these new sounds. One of my lingering complaints about the original QBob was our heavy reliance on mouth sounds. The new game has a much more robust soundscape to back it up.
Adobe Audition was also a big help in the process. Because of its tie-in with their video editing suite, I was able to use video clips within the program to perfectly match the effects with my animations. It’s easy to forget that Audition began its life as a rebranded version of Cool Edit Pro−my sound editing software of choice in the late 90s.
The final major undertaking was to re-record all of John’s voice over work for the final level. We were able to get all that we needed recorded in-person and I spent two days processing and lip-syncing the audio. The final result is pretty great and I am exciting to have people see (and hear) it. I even edited this short video documenting my lip-syncing process:
Watch to the end to see a few seconds of final game play!
Up next is probably the most difficult part of making this game: marketing, promoting, and getting it hooked up with the various online game platforms. I really want to incorporate Steam Achievements and such, but this is all completely new to me.