Maxime Lebel told us about the production behind his survival game Last Whisper, discussed how he decided to switch to UE5, and spoke about his work with a publisher.
Introduction
Hello, my name is Maxime. I'm a solo indie game developer. I used to work as a network administrator, but I've been learning game development on my own for a long time.
I started learning and experimenting with Unity about seven years ago. I have worked on projects such as creating video games for children's hospitals, and I have also been working on an MMORPG called Immortal Struggle. I've always had a strong desire to create an open-world survival RPG game, but it has been difficult due to financial constraints. A few months ago, I lost my job, and I realized that it was the perfect time to pursue my dream.
The Decision to Switch to Unreal Engine
I decided to switch to Unreal Engine because Unreal Engine 5 was released and I was impressed with its features. I spent six months learning Unreal Engine through YouTube tutorials, particularly from channels like Matt Aspland's. Learning the Unreal interface and Blueprints was much easier compared to Unity, in my opinion.
Last Whisper
Initially, I planned for my game, Last Whisper, to be a low-poly game similar to SurrounDead, but without the online component. I wanted to incorporate RPG elements, creating an awesome survival RPG game like DayZ. The game is set in a post-apocalyptic world where, after spending 30 years in a sewer (bunker), players emerge onto the surface to discover a new world shaped by the absence of humans.
Leveraging MetaHuman Characters and Unreal Technologies
As I delved deeper into Unreal Engine, I became fascinated with new features such as Nanite and MetaHuman. I decided to make my game more realistic, and it was incredibly satisfying to see the visual quality it could achieve. I took advantage of all the Unreal technologies, especially MetaHuman, which is remarkably user-friendly. Unreal Engine provides an online editor for MetaHuman creation, and it allows you to generate all the MetaHumans you need. As for clothing, there are software options available for a free trial, or you can purchase them from the Unreal Marketplace.
Production of Landscapes and Environments
For the environment, I utilized procedural scripts along with some assets. I also purchased 3D models and textures from talented artists like Kimmo Kaunela, whose work you can find on ArtStation. Although I asked him to create some models for me, he was unfortunately too busy. However, I was able to seek his advice and ideas, and he was very friendly and supportive. I will be launching a small Kickstarter campaign soon, offering special rewards for those who contribute. The funds raised will primarily be used for obtaining unique 3D models, which can be quite expensive.
Coding
As for the coding aspect, I handled it myself, but I am fortunate to have a supportive network of people around me. Dreamrise Studios, who create Blueprints for the Unreal Marketplace, have been incredibly helpful and supportive. They provide the best coding support I have ever experienced. I use ChatGPT every day, a tool that assists me with both French and English. Writing for the community is not my strong suit, and I only completed a high school grade of 3 out of 5 in Canada, so you can understand my limitations. However, I managed to continue my education in college and focus on IT-related subjects. ChatGPT has been instrumental in various aspects of my life.
Finding a Publisher
After showcasing my work on platforms like Facebook and creating my Steam page, a publisher approached me. Initially, I was hesitant about working with a publisher, but after hearing positive experiences from others, I reconsidered. One developer even mentioned feeling like part of a supportive dev family. That resonated with me, so I decide to accept the offer of publisher ROCKGAME.
ROCKGAME is in Poland, and I'm in Canada. But this publisher's team works 24/7. Sometimes, even when Daniel was on vacation outside his country, he contacted me because he was working on the marketing of my game. I felt really, really happy. I've never seen people working like that to help me. They have a QA team, testers, and more for marketing, etc. The team is awesome, and it feels like a developer family now.
Maxime's Roadmap
As for the roadmap, the game will be released next year in March. It will feature crafting, finding loot, quest, and skills, fighting bosses in special places like old bunkers, and getting better loot to fight the next big boss you want to defeat. It's an RPG where you make choices by exploring the world as a Last Whisper, one of the last rebels fighting for the old world that the world's elite people destroyed.
You know, this game is a love story. My girlfriend and I found each other in a game called Diablo Immortal. Now we live together, and she is a Lead Artist for Marvel. She helps me with the design and the game style. Together, we really want to show people that if you want something, you can achieve it. It may be a long journey alone, but if you have people around you to make your goals possible, you will be able to make it.
I wish for everyone love because sometimes people need it.