Moving Out - Lauren_Team17
Hey Movers,

Today we thought we’d talk about… YOU, the players! User testing is such a big part of what we do here at SMG that we try not to make a final call unless it’s passed the ‘people test’. It’s pretty great how many ideas have come from watching the playthroughs and we love being inspired by our players. With ideas being shared so organically, it’s a far cry from an isolated development experience!

One of the standout game mechanics that was born through user testing was the co-throw. In one of the playtests, the players tried to chuck a photocopier over the side of a balcony. At this stage, we’d only really let users throw smaller objects, but these testers opened us up to the idea that we could try a cooperative throw! By working together to swing big ticket items and releasing at just the right moment, we could allow players to throw hefty objects over balconies, pools and into fully loaded trucks. This simple idea changed the game so quickly!



Another cool element that came from watching the playthroughs was to do with the animals. One time a player was chasing after a goose, trying to catch it to give it a hug. We thought this was such a cute idea that we added this functionality to the game and now you can grab and hold all the animals. It seems so obvious now, but without user testing we may never have gotten there.



As for the actual user testing process, we recorded gameplay footage and captured tester audio which gave us unfiltered, on-the-spot, contextual user feedback. It was this sort of immediate sharing of ideas that led us to ‘the macaroni.’

We’d seen that there was a hole in the gameplay, so we added a large, curved item to our list of movables. We weren’t sure what this would be art-wise, so we just dropped it into the game as a big, yellow tube. One of our play testers was so excited at the sight of what they called the ‘giant macaroni’ and their enthusiasm was so infectious, that despite it being a large, curved sofa in game now, it is and always will be known to us internally as ‘the macaroni.’



User testing played a huge role in the development of Moving Out. From early versions of levels to suggestions and bugs, our players really helped guide our decisions by showing us so quickly what did and didn’t work.

We’d like to thank everyone that was kind enough to play the game throughout the development. Games are such a collaborative process and good ideas can come from everywhere. So thank you to all of our testers for being so enthusiastic and for helping to make the game what it is today.

See you next Monday!
Moving Out - Lauren_Team17
Hey Movers!

Just thought we’d share with you some shots of the early game development so you can see where the levels start and where they wrap up!





Here’s an idea we had for a slippery slope - something we tested super early on, before we had any real characters at all.





Rotating platforms were the core element of this level.





The idea of moving through a traffic jam was also super fun.

Greyboxing is where we really get to play and try things out but it’s also really exciting to see how far we’ve come once the art is complete!



'Til next Monday!
Moving Out - Lauren_Team17
Grab your co-op buddies, we’ll be Moving Out on April 28th!



In Moving Out, you’ll be relocating furnishings in increasingly bizarre locations in a fast-paced furniture moving simulator that brings a whole new meaning to ‘couch co-op’!

Features
Character Customisation. Choose from a roster of movers and style them to suit you.



Assist Mode. Increased time limits, skippable levels and removal of dangers are just some of the options available in assist mode.



Accessibility Options. Dyslexia friendly mode, scalable user interface, multiple controller mappings (Steam has fully remappable controls) and subtitles have all been implemented in game to make the experience as inclusive as possible.



Local co-op. Players can either take on Moving Out solo or enlist the help of up to three friends as they figure out the quickest way to get a CRT TV to the bottom of a double-storey building without breaking it. Steam players will also be able to utilise the Steam Remote Play Together features to play with their friends over the internet!

Location, location, location. No move is too big, too small, or too weird. Move through sleepy suburbs, frenzied farms, haunted houses and even head into space to keep customers happy!



Physics. Need to get a large item of furniture down some steps? Gravity is your friend! Glass door in your way? Smash right through it! Throwing things over railings will always be quicker than carrying them the long way around.



Moving Out comes to Steam on April 28th 2020!

Keep up to date with the latest Moving Out news:
Moving Out on Twitter
Moving Out on Facebook


Moving Out - Lauren_Team17
Hey there Movers!

Today we’re jumping right into the Moving Out world of….PHYSICS!



Who doesn’t love physics?! We couldn’t have the best couch co-op moving game full of mayhem and chaos without talking about the physicality of the world.

So much of the game is about how you interact with the objects. Smashing through windows, soaring through the air, stacking items into your delivery truck with the utmost precision: all worthy goals!

From a gameplay perspective, we wanted you to have the chance to be creative in hitting your delivery quotas – moving is serious business, but life is too short to handle things with delicacy and care! So go on: throw that box out the window. Drag that couch out the door. Playing with someone else? Bend those knees, steady yourself and hurl that coffee table through that window right into your truck! Your clients probably won’t thank you, but you’ll sure get the job done quickly.

If speed is your thing, why not get creative - and efficient – and load that bed up with deliverables? You’ll get done in one trip what would have taken another moving company at least three times as long.



Maybe you’re a very precise person? We’ve designed the physics so you’ll be really challenged if you try to create order out of the unpredictable chaos. Objects have their own mass; some are heavy, some are light, some are somewhere in between. Throw a box and it will fly through the air but the fridge will only rock ominously from side-to-side. Your best bet, my very particular friend, is to place your heavy objects in first and then stack your other deliverables inside the truck in a very Tetris-like fashion. Or you could just chuck the lighter objects in after your heavy ticket items if that feels more satisfying. Either way, you do you.

Now, the physics aren’t just limited to the objectives in the game either. Our level designers really went to town with game play elements so you could hover in the air and be pushed from side to side!



Or you could slide down slippery slopes and try to right yourself just in time…



The art team also got to play with physics for character customisation and accessories. There is nothing as satisfying as the jiggle and swish from hair and tails.

At the end of the day, the physics in Moving Out are a blend of humour and destruction. We wanted success in the game to be unruly. On the one hand, you totally nailed getting those deliverables in the truck but it’s questionable as to whether or not you actually helped anyone. You moved those objects out for sure but just like a tornado, you cleared the space of all its stuff whilst leaving behind a major mess to clean up. It’s not your mess to clean up though so… WIN!

See you next week!
Moving Out - Lauren_Team17
What’s up movers?

Last week we broke down the process of creating a level. Delving a little deeper, once the level is grey boxed, the Art Team get to weave their magic.

The first Art Pass starts with some annotated paint-overs. The artists then build the structures and any other custom elements necessary for gameplay.



After the first Art Pass is complete, it gets handed back to the level designers to check that the level still functions as it should.

With the all clear, the artists iterate on the look and feel. In this phase, we’re mostly working on making the level feel distinct, whilst making sure it’s still stylistically true to the game. This is also where we get to add some quirkiness and humour!



Once the final Art Pass is complete and the team have worked their magic, it’s back to being checked by designers and then sent off for QA.



There are so many wonderful levels in Moving Out, we can’t wait for you to discover them all!

Don’t forget to add Moving Out to your Steam wishlist and follow to keep up to date with news.

See you next Monday!


Moving Out - Lauren_Team17
Welcome to another Moving Out Monday!

This week, we wanted to share some info on how we go about creating a level for Moving Out!

Hoop House
The Hoop House was a fun level to make. The inspiration for the Hoop House was one of the level designer’s childhood homes (shown below) with some tweaks to cater to the gameplay.



Here’s a screenshot of the greyboxed level…



There are several steps involved in the process for creating a Moving Out level…

1. Research
2. Pencil sketch of idea
3. Prototype in probuilder
4. Playtest
5. Feedback and fixes
6. Art Pass (Art team makes it look nice while working with designers to make sure they don’t break gameplay).
7. Final Design Pass (Once art is finished the level is passed back to designers so they can implement colliders and check gameplay.)
8. QA Level

…Once that’s all done, we have a lovely finished level ready to play!



Come back next week for some more dev chat! ːsteamhappyː
Moving Out - Lauren_Team17
Welcome to Moving Out Mondays!

Here we'll be updating you with news and insights into the development of Moving Out!

We look forward to sharing a series of posts covering topics such as game features, level designs, the mechanics of moving, art processes, funny development stories and of course, giraffes.

To kick off the first blog we thought we would share what the game looked like after the very first day of development...



We’ve come a long way and can’t wait to show you more!

See you next monday! ːsteamhappyː
Dec 24, 2019
Moving Out - Lauren_Team17


From all of us here on the Moving Out team, we'd like to wish you a very 'HAPPY HOLIDAYS!'

See you in 2020 for the launch of Moving Out!



Don't forget to add Moving Out to your wishlist and follow to stay up to date with the latest news!

https://store.steampowered.com/app/996770/Moving_Out/

Moving Out - Lauren_Team17


Flex those thumbs, it's time to try Moving Out!

Have you got what it takes to become a certified removals master? Find out now!

We're thrilled to share that a free demo is available right now on Steam as part of The Game Festival by The Game Awards!

The free demo will be available here on Steam for the next 48 hours.

https://store.steampowered.com/app/996770/Moving_Out/


PS. Don't forget to add Moving Out to your Steam wishlist! ːsteamhappyː
Moving Out - Lauren_Team17
We're incredibly excited to announce that Moving Out will be playable at EGX 2019 next month!

This will be the first ever UK hands-on of the game! So if you and your friends want to give it a go, head over to the Team17 booth by The Leftfield Collection on the show floor - more info here!




Keep up to date with the latest Moving Out news:
Sign-up to the Team17 newsletter
Moving Out on Twitter
Moving Out on Facebook
Team17 on Twitter
Team17 on Facebook
Team17 Discord
...