Rockinâ Racket: Behind the Scenes (AKA â The Post Mortem)
By Gwen Hall, Lead Artist and Creative DirectorÂ
Who Are We?
Rockinâ Racket brings players into the world of talking animals, teenaged angst, and 2010s pop punk as Harvey, a semi-hopeless big brother-turned-manager to his kid siblingsâ summer project: a garage band. Help the rough-and-tumble raccoon start-up get through their concerts â and maybe even grab some cash (!) â as you find your purpose and headbang to stardom.
In this 2D, story-rich, band-management simulator, tend to the crowdâs needs and the needs of the bandâŚand make sure their instruments can actually play! Busk while you bond with the band, AND keep them from scratching your eyes out! From basements to band shells, and beyond, can you keep the crowd hoppinâ and the band rockinâ?
What Happened?
From one member to two, to five, to ten (!), our team saw all sorts of off-the-wall changes. With the core team comprised of two artists, two sound designers, one UI/UX designer, one narrative designer, and four programmers, we felt fairly well-rounded throughout the two years of development...besides minor teammate kerfuffles in the early stages⌠we grew and grew! I was pleasantly surprised at the flow of our team, keeping in touch and remaining on the same page. While we came into this project â some of us strangers and some of us friends â we quickly made friends of our new connections, which led to open communication and peaceful task allocation. I had so much fun while doing our best to make a fun experience for others, and while crunch took the better of us sometimes, I wouldnât trade this experience for the world.
What went right?Â
Communication:Â all in all because our team evolved from classmates to friends, I feel that communication was definitely one of our strong suits. I think that our communication skills carried a lot of our team, as I witnessed many other teams in our design program struggle from miscommunications, poor/lack of communication, or simply no communication at all. always communicate with your team, and you will find that there are some invaluable friendships to be made. connections are always valuable, but having a team that you can rely on both in and out of the workplace thanks for a great experience all around.
Deadlines: crunch is scary! However, having deadlines and keeping your teammates accountable for these deadlines keeps the pipeline rolling.
Scope flexibility: Many things changed across the scope of Rockinâ Racket, and one of the biggest things had to be how many levels, how expansive our character roster was, and how long are narrative scope was. However, because we were all very flexible and had an understanding of our timeline, especially of our deadlines and our ability to function as both full-time students with part-time jobs and other pressing life events, scoping down would be our best bet. because of our flexibility and scope, we managed the results of our game and released it on time.
Wearing multiple hats: One of our most valuable assets during our production has been the ability of our teammates to wear multiple hats. In this regard we've had programmers who are artists and artists who are writers and sound designers who aren't afraid to pick up Photoshop to help out our UI team. This has saved us primarily from some of our crunches when artists have too many tasks, and I had always recommended teammates who are willing to lend a helping hand to their drowning team members.
Asking for help and Contractor Work: In the same vein, wearing multiple hats can only go so far, and sometimes we cannot be afraid to ask for help. We all have weaknesses, and this is always crucial to admit to ourselves in order to keep things flowing. In my case, I'm an artist, and art takes a lot of time. A LOT of time. My weakness is not having enough hours in the day. I often bite the bullet and do my best to crunch or slam or fight to create more things. However, this is not always the best way to win the day, and asking for help can alwaysâŚ.wellâŚhelp!
Conclusions
Rockinâ Racket is, technically, a capstone project for the undergraduate Game Design Bachelor of Science degree program at Indiana University. However, over the past two years, it has become so much more. Starting as a brainstormed one-off exercise on a notecard at the beginning of the capstone sequence, to assorted projects across the program (narrative design, concept art), to now, a published game now available on Steam and Itch.io, I can only grow more excited about my and my teammates ability to create. I am so proud of what Rockinâ Racket has become, what I have learned I am capable of, and staying curious about what comes on the horizon.















