BehindtheScenesofSasu'sMysticalQuest-HighPerformanceGamingArea

Behind the Scenes of Sasu's Mystical Quest - High Performance Gaming Area

After winning an FWA Of The Day for Sasu's Mystical Quest - the gaming area we created for Royal Caribbean International - we provided insight into what happened behind the scenes.

What did you aim to achieve with the project?

We always wanted to develop a video game - but at the same time, we wanted to offer a tangible product that allows users of all ages to easily get started and immediately begin playing. Additionally, we wanted to create a dynamic gaming experience embedded in a mystical and colorful world that cannot be associated with any specific cultural background, to pursue a completely neutral approach.

What technical challenges did you encounter and how did you solve them?

The balance board was probably the biggest challenge of the project. We had to consider construction and development, and it took several rounds of testing and iteration before we finally arrived at the best long-term solution for us. This naturally influenced the entire game concept and mechanics - so it was important for us to continually adapt accordingly.

The board's sensor plates are designed to measure a sudden weight difference, which means the result in the game is delayed after jumping. This behavior, contrary to the user's expectation, left our interaction designers with the challenging task of overcoming the technical delay with an interface that proactively adapts to it.

What did winning the FWA award mean to you?

It's such a great boost and spreads good vibes within the team... We are so happy for everyone involved in this project and are sure they are just as happy and proud to have won. We fell in love with the world of Sasu, and it's something very special to know that others share this feeling!

Tools:

Wow! We used a range of 3D software for modeling, texturing, and animating - including Akeytsu, C4D, Zbrush, Substance Painter / Designer, and almost every single Adobe Suite for concept and animation. In the end, Unity was the final pivot point that brought everything together and got us to where we are now!

Three hot facts:
  1. Sasu was specifically developed as a gender-neutral character.
  2. We decided not to use any form of text during the game; everything must therefore be visually understandable.
  3. It was important for us to include users of all ages, genders, and disabilities. Therefore, we added a small additional control that allows people with disabilities to control the game by leaning right and left while seated and jumping with an extended physical control.