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Will'Reason Strategy: 5 Key Principles of Game Development

Will&Reason Strategy: 5 Key Principles of Game Development

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Student Dream: How Artem Kopyl Got His Start in Game Development

Artem, you are a talented programmer with great potential, and you had the opportunity to take a high-paying position. What prompted you to choose the path of developing your own game?

Artem Kopyl: Games have always been an important part of my life. From early childhood, I was fond of chess, which allowed me to achieve the level of Master of Sports. My acquaintance with video games began with the Dendy console, which opened up the world of interactive entertainment for me. At our programming institute, game development was considered a true art, which inspired me to create my own game project. This passion for game development became not only a hobby but also a professional direction.

Did you choose the 4X strategy genre because you feel a strong passion for it?

Artem Kopyl: That's not quite true. Although 4X strategies have always been close to my heart, my choice was initially spontaneous. Civilization was one of the first games I loved. At university, a group of six or seven of us started discussing the possibility of creating our own game. We concluded that developing a 4X strategy would be easier, but in practice, this turned out to be far from the case. 4X strategies require a deep understanding of the mechanics and careful consideration of game balance, which makes their creation a challenging task.

Unsurprisingly, the team soon disbanded. However, despite this, I remained true to my idea. My commitment to the project is based on a deep conviction in its significance and potential. I believe that even in difficult situations, it is important to follow your principles and goals, which inspire and motivate you. Confidence in the correctness of the chosen path and the desire to implement your plans help you overcome difficulties and maintain focus on the end result.

Artem Kopyl: After two weeks of work, most of the participants left the project, only one remained, with whom we created a map editor. However, he also left for personal reasons, and I was left alone. I realized that I needed to move forward, so I began an in-depth study of Unity, one of the best free 3D engines at the time. All available manuals were in English, and I had to overcome the language barrier to successfully master the platform.

During my training, I developed a landscape generation framework, which I first presented on the Pikabu platform, and then on other resources. This sparked interest among other enthusiasts, and having a foundation for the game, I invited them to join the project. Over time, a team was formed, in which the participants from the very beginning, including the artist Anastasia, still work. Our collaboration continues to develop the project, bringing new ideas and creative solutions.

One ​​of the first pieces of art for the project. Image: Art for Will&Reason / the game's official VKontakte group

Game Creation: The Path from Idea to Implementation

Forming a development team on the Pikabu platform began with clearly defining the project's goals and objectives. I conducted a skills analysis to understand what specialists were needed for successful implementation. Then, I began searching for people with experience in web development, design, and project management.

Communication with potential candidates was an important step. I assessed not only their professional skills but also their personal qualities, such as teamwork and creativity. After that, we held several joint meetings and discussions to ensure that all team members shared a common vision for the project.

Creating an effective team on Pikabu also included ongoing training and experience sharing. We actively shared ideas and approaches, which contributed to the development and improvement of each team member. As a result, we were able to form a close-knit team ready to tackle any tasks and challenges that arise during the development process.

Artem Kopyl: I published materials not only on Gamedev.ru and the Unity forum, but also created a group on VKontakte, which allowed us to attract an audience from various thematic communities. The bulk of our team formed on the Pikabu platform in just two weeks. As a result, we gathered about 30 interested participants, although not all of them stayed with us. At least half expressed a desire to continue collaborating.

The development of the Will&Reason project took a significant amount of time from the moment the first idea emerged. We carefully crafted the concept, considering all the details and aspects to create a high-quality product. This process included research, user needs analysis, and testing of various solutions. Thanks to this approach, we were able to develop an effective and in-demand tool that meets modern requirements.

Artem Kopyl: The game's development began about five years ago, when I was working on the project independently. We have been working together as a team for over two years. It's difficult to pinpoint the exact duration of the process, as in the beginning we dedicated time to it after our main jobs. For the past year and a half, I've been working on the game full-time, and the rest of the team pitches in as often as possible. In some cases, this has produced excellent results.

Five years of work based solely on enthusiasm. Have you received any funding?

Artem Kopyl: We don't accept funding as a matter of principle. As for crowdfunding, we could theoretically organize a fundraising effort. We might launch a Kickstarter campaign, but not empty-handed—with a demo. Players need to see what we're actually creating. This will significantly increase their trust in the project. Even when a developer presents their idea to a publisher, a finished build on a laptop inspires more confidence than just words and pretty images.

Investors may join the project in the near future. Several companies are currently showing interest and are awaiting a finished version of the product from us. We will make further decisions based on the responses received. However, at the moment, development is carried out solely by the team's enthusiasm, and all costs are covered by our own funds. Previously, when I had a well-paying job, I could afford to hire freelancers for short-term tasks, such as creating individual art objects. Currently, the studio does not use such expenses, with the exception of a few small projects.

Building concepts. Image: art for Will&Reason / the game's official VKontakte group

Under such conditions, it is impossible to avoid staff turnover among specialists. This is because a lack of opportunities for professional growth and development, as well as unfavorable working conditions, can lead to decreased motivation and, as a result, employee turnover. Companies should focus on creating a comfortable work environment and offering competitive terms to retain qualified personnel and minimize turnover.

Artem Kopyl: This is indeed true. Many people have passed through Will&Reason, and the exact number is difficult to determine, but it is probably around fifty. The reasons for leaving are varied: some cannot cope with the tasks assigned, others have changed life priorities, such as family, work, or studies. There are cases where an individual cannot handle the scale of the project. Some participants left us forever, while others returned. However, we have formed a stable team of five or six people who have been with us from the very beginning and continue to make significant contributions to the project's development.

To resolve the problem of unfinished business left behind by an employee who has left the project, it is important to establish a clear process for handing over responsibilities. First, it's important to create a documentation system that records the current status of tasks and their priorities. This will help the team quickly assess what remains unfinished and what actions need to be taken.

Second, it's worth assigning someone responsible for monitoring task progress to ensure their completion on time. A team approach is also important: involving other project participants in discussing outstanding tasks can lead to more effective solutions and speed up the process.

Furthermore, regular team meetings will help track progress and identify potential problems early. Thus, a systematic approach to managing unfinished tasks helps maintain the team's productivity and efficiency, even in the event of the departure of key employees.

Artem Kopyl: Our team focuses primarily on the art direction, where both 3D modelers and 2D artists work. They always complete their projects before leaving. Regarding programming, there was a period when the varying levels of experience among programmers slowed down the workflow. For example, when I first started working as a Senior Specialist, we were joined by newcomers just starting out in their careers. This naturally impacted the quality of the code. However, over time, some of them achieved significant success. In particular, our programmer Vitaly, who came to us with minimal experience, is now at a level close to Middle and Senior.

Developers often develop their skills while working on projects, but some are not always successful, which leads to unfinished tasks. Initially, the project code was highly coupled, but I refactored approximately 95% of the code and divided the project into modules, which allows us to disable individual components for testing. I'm not currently looking for programmers, as finding a qualified and enthusiastic specialist is challenging, and in other cases, it requires a significant financial investment. Working with beginners requires significant effort, as I need to spend more time explaining the process than actually completing the tasks. Sometimes, I find it easier to solve a problem myself. However, I also don't always have the time, as I'm also teaching Unity classes. When funding appears, we will be able to attract additional personnel, which will significantly simplify the work process and increase the team's efficiency.

Screenshot: Artem Kopyl's personal archive

At the moment, we are actively developing plans for the development of the studio. We strive to expand our services and improve the quality of the solutions we provide. Our goal is to create unique and effective projects that meet our clients' requirements and expectations. We research new industry trends and explore opportunities to collaborate with talented professionals. This will allow us to strengthen our market position and ensure sustainable growth.

Artem Kopyl: Speaking about the prospects for growing into a full-fledged company, we plan to continue working remotely and open an office. I have teaching experience, and we can develop in this direction by training programmers and involving them in work on current games and future projects. Remarkably, many aspiring developers who participated in our project have already found work. I have received feedback from them about how completing development tasks contributed to their employment. This is very encouraging. Participation in the Will&Reason project serves as an excellent incentive for newcomers to game development, giving them the opportunity to gain practical skills and confidence in their abilities.

Vyacheslav Banshchikov: I joined the project with a specific goal. I had no experience, but I had a strong interest in game development. I found a group on VKontakte and approached Artem with a question about whether such an inexperienced person was needed, and he replied, "Let's give it a try." Even though I had to rewrite the same text many times, it was a rewarding experience.

The Origin of the Idea and Innovation in the Genre

Artem Kopyl, developer of Will&Reason, presents his unique approach to creating a 4X strategy game. Despite his attachment to classic games, he aims to introduce innovation to the genre, allowing his project to stand out from the numerous clones. Kopyl focuses on original mechanics and deep storylines, which contribute to an engaging gameplay experience. Will & Reason offers players new opportunities for strategic thinking and interaction, making it one of the most anticipated projects in the world of 4X games. Artem shares his passion for fantasy, which extends beyond literature and film to historical reenactment. His goal is to create a unique universe that harmoniously blends traditional fantasy elements with modern technologies and concepts. The team has compiled content from various sources to give players the opportunity to interact with new situations previously unseen in games, but which many have dreamed of. This approach not only expands the boundaries of the genre, but also draws attention to the gameplay, offering users unforgettable experiences and new challenges.

A still from the film "The Chronicles of Predatory Entities," which inspired the new technologies in Will & Reason.

The question of how to begin project development plays a key role: "Why did you decide to start with the map editor instead of world development?" Artem explains his choice: "There are numerous examples of developers taking on large-scale concepts only to encounter difficulties along the way. I chose the technical part as a starting point to check if I could maintain the pace and whether the idea had a real basis. As soon as I noticed that the project attracted interest not only from me but also from other people and companies, I realized it was worth continuing to develop the concept." This approach allows not only to test the idea but also to create a solid foundation for further work on the project, which is an important aspect of successful game development.

Artem shares his thoughts on the uniqueness of the characters in the game. He emphasizes that from the very beginning, he wanted each unit to have its own unique skills and stats, as well as the ability to develop in any direction. This opens up the possibility for players to create individual armies or job classes. During development, the idea of ​​introducing artificial intelligence to shape the personalities of each inhabitant was discussed, which seemed quite ambitious at the time. Although some of the initial concepts were changed, the ability to customize units with unique skills and inventory remains a key aspect of the game.

The World and Mechanics of Will&Reason

In Will&Reason, each user has a unique opportunity to choose their own development path, which makes the gameplay exciting and varied. This game features various mechanics that allow players to tailor their experience depending on their preferences and playstyle. This creates an atmosphere of freedom of choice and promotes deep immersion in the game world. Let's take a closer look at how exactly these features are implemented.

Artem Kopyl: The world of Will&Reason is built on the basis of an analogy with our world, where peoples are divided into southerners, northerners, and residents of the central zone. Currently, the focus is solely on the human race, but other species are planned for the future, expanding the variety of gameplay and deepening the interactions between characters.

Game units differ depending on the territory. Image: Will&Reason concept / official game group on VKontakte

The player begins their journey in the early Middle Ages, exploring the settlements of various tribes that show no desire for development. However, the encounter with anomalies and disasters makes them realize the importance of technological progress for survival. This opens up new opportunities for research and innovation, which becomes a key element in their quest for survival and development. The player's journey is filled with challenges that require resourcefulness and strategic thinking to adapt to changing conditions.

There are three key development areas. Each of them plays an important role in the formation of a successful strategy. The first area is related to innovation, which contributes to the creation of new products and services. The second area covers the optimization of business processes, which allows for increased efficiency and cost reduction. The third area is the development of human capital, including the training and professional development of employees to achieve better results. These areas are interconnected and contribute to sustainable growth and competitiveness.

Territorial location has a significant impact on character development. For example, characters from northern regions become Northern Mages, which is reflected in both their appearance and gameplay mechanics. This highlights the importance of geographic context in shaping the characters' unique characteristics and abilities, making the game richer and more varied.

Hero concepts in different areas of the map. Image: Will&Reason concept / official VKontakte group

Will&Reason features a technology tree that offers players the opportunity to develop various elements. Technocrats have access to a variety of platforms and energy sources, including coal, toxic fuel, electricity, and mechanical components. This diversity of technologies opens up wide prospects for individual progression and strategic choice in gameplay. Players can adapt their strategies by choosing the most appropriate energy sources and technological solutions, which makes the game more engaging and multifaceted.

The game plans to introduce hybrid factions, including Technocratic Mages. These factions will combine magical and technological elements, creating unique game mechanics and strategies. Players will be able to explore the interplay between magic and technology, which will add depth to the gameplay and variety in faction selection. Hybrid factions like the Technocratic Mages promise to bring interesting aspects to the game, allowing players to adapt their approaches to combat and interactions with the world around them. This decision is aimed at creating a richer gaming experience and attracting a wider audience.

Artem Kopyl stated that the original plan was to create unique skill trees for different classes. However, the team has now decided to focus on developing universal skill trees that will be available to all players. For example, animal taming and alchemy skills are available to both mages and technocrats. In the future, with increased funding, these capabilities are planned to be expanded, allowing players to diversify their gaming experience and interactions with the world.

The transition between time periods is a complex and multifaceted process. It involves both social and cultural changes that occur over a long period of time. To understand how this transition occurs, it is necessary to consider several key factors. First, technological advances play a significant role, as they can radically alter a society's way of life. Second, changes in the political system and economy also contribute to transformations in the social structure. Finally, cultural aspects, including art, philosophy, and worldview, shape a new understanding of time and space. Thus, the transition between time periods requires a comprehensive approach and analysis of the various elements influencing the development of society.

Artem Kopyl: During the campaign, players accumulate points in various categories, including war points for military factions. Upon reaching a certain number of points, players are given the opportunity to choose a development direction. However, they can choose not to choose and focus on developing a specific branch to reach their desired level. The first two eras are characterized by general development, but from the third era onward, a division into three main directions begins, adding strategic depth and variety to the gameplay.

Screenshot of the game in the starting phase. Source: Artem Kopyl's personal archive.

The pantheon of gods plays a key role in the game, defining not only the storylines but also the system of character interactions. Each god personifies certain aspects of human life, such as love, war, wisdom, and fate. This creates a deep connection between the gameplay and real-world mythology, allowing players to immerse themselves in a rich world of myths and legends.

Real-world mythological elements, such as stories about the gods, their conflicts, and alliances, are used to create unique quests and interactions, making the gaming experience more rich. Players can explore various aspects of mythology, which not only entertains but also contributes to the educational component, introducing the cultural characteristics and beliefs of different peoples.

Thus, the pantheon of gods not only serves as a backdrop for adventures but is also an important element linking the game universe to real mythology, creating a unique atmosphere and deepening understanding of mythological stories.

Artem Kopyl: The religious movements in Will&Reason are based on real mythologies, which makes the game world more captivating and rich. For example, the religion of the Norsemen draws inspiration from Norse mythology, where gods such as Forseti serve as the basis for creating characters with unique abilities. Each deity has its own character and influence on players, which significantly deepens interaction and makes the gameplay more interactive. Thus, mythological elements not only enrich the plot but also give the game a special atmosphere, allowing players to more deeply immerse themselves in the world of Will&Reason.

Various cataclysms occur in the game, which can significantly affect the gameplay and the player's strategy. Cataclysms include natural disasters such as earthquakes, floods, hurricanes, and other natural calamities. These events can destroy infrastructure, damage characters, and alter the game landscape.

To cope with cataclysms, players need to plan ahead. It's important to develop defenses and strengthen resources to minimize damage. It's also important to study forecasts and warnings about possible cataclysms to prepare for them in advance. Using special items and skills that can aid in post-disaster recovery also plays a crucial role in successful play.

Knowing the specifics of each cataclysm and developing a strategy for when they occur will help players not only survive but also adapt to changing conditions and take advantage of them.

Artem Kopyl: Global cataclysms, including warming and cooling, are reflected in texture changes on the game map. Players can counter these challenges by using their technology or religious practices. For example, Technocrats have the ability to move their cities, while Mages can levitate them. These mechanics add depth to gameplay and open up new strategic possibilities for players seeking to adapt to a changing world.

The full list of Cataclysms is still being finalized. These include monster invasions and mental illnesses that affect players. These elements add variety and create unique challenges, similar to those found in Stellaris.

Cataclysms occur periodically and can impact not only the player but also the surrounding world. These events can dramatically alter gameplay, creating new challenges and opportunities. Players should be prepared for the fact that Cataclysms can affect resources, terrain, and interactions with NPCs. Therefore, it is important to monitor their occurrences and adapt to changing conditions to successfully cope with the challenges they bring.

Artem Kopyl: These events cover the entire game map and gradually expand their area of ​​influence. Players begin to realize that the anomalies will only increase, and that a major event is expected by the end of the game that will impact everyone within the affected area. This creates a tense atmosphere and increases intrigue, forcing players to adapt to changing conditions and prepare for global consequences.

Concept art of a mutated animal caused by a cataclysm. Image: Will&Reason concept / the game's official VKontakte group

Procedural map generation in Will&Reason

Procedural terrain generation in Will&Reason is a key element that significantly impacts gameplay, respawns, and the overall perception of the map. This method allows for the creation of unique and varied game worlds, making each game session unique.

Procedural generation ensures dynamically changing environments, which helps increase player interest and engagement. Players encounter new landscapes, obstacles, and resources, requiring adaptation and strategic planning.

Furthermore, objects and enemies in procedurally generated worlds respawn in random locations, adding an element of surprise and making each game more exciting. This also impacts game balance, as players can't rely on familiar routes or tactics. The overall map experience becomes more interactive and lively, allowing players to explore a variety of options and find new strategies. Thus, procedural terrain generation in Will&Reason not only enriches gameplay but also creates a unique experience for each player. Artem Kopyl, the project's lead developer, emphasizes the importance of procedural generation in strategy games: "This approach is not new. Take, for example, the Civilization series, which actively uses procedural generation. It ensures replayability, which is key for players. Users want to feel like each game session takes place in a new and unique world. Without this, gameplay quickly loses its appeal. We've also created an infinite world, which hasn't been implemented into the game yet, but it's technically ready for use.»

In a recent nine-minute demo of landscape generation, viewers were impressed by the developers' ambitious approach. Kopyl noted that an infinite world is planned for the game in the future. Each time they start a new campaign, players are presented with a unique map with procedurally generated mountains, hills, and rivers. In addition, tribal settlements are automatically created and can be conquered. By exploring these diverse landscapes, players can assess the resources and traits of different peoples, adding depth and a strategic element to the gameplay. Procedural terrain generation not only provides variety but also makes each game session unique, allowing players to develop their own strategies and tactics.

Development of a new river system. Screenshot: Will&Reason game

Procedural generation, like any technology, has its drawbacks. Sometimes bugs arise that can lead to unexpected situations. Over the years of development, we've accumulated numerous screenshots illustrating such issues, notes Kopyl. However, he is confident that in strategy games, these flaws have less of an impact on gameplay. The main goal is to create a believable landscape. We strive to have all critical bugs fixed by release. It's important to understand that the time spent on fixes directly impacts the quality of the game.

Illustration on the theme of heroes. Image: Art by Will&Reason / the game's official VKontakte group

A Variety of Game Characters

Our game features a variety of unique heroes, each with their own unique role. Each hero has unique abilities and characteristics, allowing players to choose the right character depending on their playstyle. A variety of roles, such as tanks, mages, marksmen, and support, allows players to form effective teams and develop strategies for successfully completing levels. Getting to know each hero and their role will help players better understand the game's mechanics and achieve high results.

Artem Kopyl: Each hero in the game is a starting character, with whom your exciting adventure begins. After choosing a faction, players can recruit new heroes as they play. During battles, some of them may die, while others will join your squad. Currently, the game offers 12 different hero classes, each with unique characteristics and abilities. Classic archetypes such as warrior, mage, and hunter each have their own unique traits and skills. The game's lore is focused on the tribal culture of the early Middle Ages, which implies classes such as monster hunters but excludes later archetypes such as paladins. This creates a unique atmosphere and allows players to immerse themselves in a world where every choice matters.

In the game, each player chooses their own hero development path. They can actively participate in battles on the battlefield or focus on completing city quests, which provide peaceful bonuses similar to the blacksmith profession. The game offers a class combination system: each class has a card with nine unique skills, most of which are passive. Some combinations of passive skills can create active abilities, but their number is limited. In the future, we plan to introduce cross-card skills, allowing you to combine skills from two different cards to create unique active abilities. For example, by combining Thief and Hunter cards, a player can gain the Shadow Arrow active skill. This system adds variety to gameplay and opens up new tactical possibilities for players.

Innovations in Game Mechanics: Nodes, Seeds, and Game Preferences

In the gaming industry, especially in the turn-based strategy genre, the use of dynamic technologies is becoming increasingly important. In the Will&Reason project, we chose to implement a node system similar to blueprints in Unreal Engine 4. This solution gives players more flexible interaction with the technology tree, which improves strategic planning and increases the depth of gameplay. We strive to create a unique experience that will distinguish our project from traditional approaches and provide players with new opportunities for creativity and strategy.

Artem Kopyl, one of the developers, emphasizes that this is an experimental concept. In traditional systems, the technology tree is fixed, forcing the player to follow a predetermined path. In contrast, our approach introduces elements of randomness and choice, significantly enhancing the gameplay experience. This approach allows players to more actively engage with the game and make decisions, which can lead to unique game strategies and new experiences.

At Will&Reason, we focus on creating an innovative technology tree, where each new technology is represented as a card and integrated into an existing branch. This solution is aimed at deepening player interaction with the gameplay and expanding their strategic options. We believe this approach will allow players to make more informed decisions and increase the level of engagement.

Despite numerous advantages, there are certain challenges. Peaceful, industrial, and military nodes must be properly integrated for technologies to function effectively. For example, peaceful technologies should interact exclusively with peaceful ones, and military technologies should only interact with military ones. This separation is critical to ensuring the security and efficiency of systems.

Artem Kopyl discusses an important aspect of game design: "We developed a solution for situations where the player finds themselves in a dead end. Based on some key technologies, we implemented universal nodes that can be used in various contexts, as implemented, for example, in the game Civilization." This allows for a more flexible gameplay experience and improves user experience by providing them with more options to solve problems as they arise.

An example of visual scripting using Blueprints in Unreal Engine. Screenshot: PatientZero / Habr

If a player faces a difficult situation, they have the option to change certain nodes or combine peaceful and military technologies. For example, horse riding technology can be used for both peaceful and military purposes, creating new strategic opportunities. This combination of technologies allows players to adapt to various game situations and develop unique strategies, significantly increasing the chances of success.

The emergence of new nodes in technologies depends on the interrelationships between them. More advanced technologies cannot be developed without first mastering the basic ones. In this context, consider the mechanics of the game Stellaris, where technologies arise randomly during gameplay. Thus, players must approach the development of their technologies strategically, keeping in mind that each new discovery builds on what was previously learned.

During the development of the system, we recognize the possibility of errors. Therefore, we plan to conduct focus group testing, which will help us identify the most attractive aspects for players and improve the user experience.

Screenshot: Will&Reason game

The Will&Reason game will feature a unique "Memory" system. Each map has its own seed values, which determine its features. Each seed will store information about previous games, allowing players to analyze their mistakes and achievements. This feature will significantly improve the gameplay, allowing users to learn from experience and improve their skills.

Artem Kopyl emphasizes that if the memory mechanic attracts user interest, there is potential for its further development into more complex levels of interaction. This opens up new opportunities for creating an engaging user experience and improving interaction with the product.

The developers carefully consider details, including unit equipment and villager characteristics. This creates opportunities for different types of players: both hardcore and those who prefer automated features. For example, the presence of automatic equipment will significantly simplify the process of preparing for battles, allowing players to focus on strategy and tactics, rather than routine actions.

Weapon models for different nations in Will&Reason. Image: Illustrations from the Will&Reason artbook / the game's official VKontakte group.

Vyacheslav Banshchikov emphasizes: "Our goal is to satisfy different categories of players. Some prefer deep immersion in game details, while others choose a more easy-to-use and accessible gameplay. We will continue testing these aspects to achieve the optimal balance that will satisfy the needs of all players."

In the second part of our interview, we will continue discussing the Will&Reason project with the developers. We will focus on the artistic component of the game, the specifics of working with the Unity engine, aspects of the multiplayer mode, marketing strategies and plans for the future.

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