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Unsung Escape
» Platformer | Arcade | Vertical Runner
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Unsung Escape is a vertical action-platformer where you outrun an ever-rising Void. Use Energy Orbs to gain movement abilities like double-jumps and dashes. No enemies—just pure platforming, exploration, and survival.
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Intro
Sasha here! 👋
ENEME INC recently released a game on Steam called Unsung Escape. In it you play Proto a robot trying to escape from an ever encroaching void. You must climb up to the top or face deletion.
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Interview
I was nearby when this game was being made. It'd come up in conversations I'd have with Kade Deckard, ENEME INC's Studio Director. He often had some insights to share about what he has learnt about managing a team.
So for today's newsletter I figured I'd do an interview and sent Kade some questions.
The questions were primarily answered by Kade and Taq, the studio's Art Director, with input from the other team members.
Since these types of emails are typically long we'll just jump right to it.
Why Unsung Escape? How did you and your team come to this concept?
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"Originally, we were discussing a game idea we could whip out fairly quickly and easily to prove that we could produce a game as a team, in order to include it in the CMF funding application. We exchanged various ideas and collectively came up with the concept: a platformer where you keep going up. We decided to treat it almost like a game jam project… but we ended up spending a few months putting everything together. lol"
— Taq
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Were there any concepts that you wanted but had to cut from the game?
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"We actually had a plan to have the player not only control the character as they platformed up a procedurally generated vertical level… but to in essence wrap that level around a central pillar almost like a helix and using the top trigger buttons allow the pillar and the platforms to be rotated completely independently from the character. So the early goal was to have Proto rapidly ascend these levels using traditional platforming techniques but then also add in some Fez style level manipulation to spice things up.
We prototyped some of this in Unreal and after playtesting just felt like it wasn’t quite as fun as we thought it would be. There were also technical hurdles with stuff like lining up the platforms for Proto to land on which proved challenging with a 2.5d camera but the addition of a 3d element meant there was depth you had to take into consideration. And in the fast paced game that we envisioned it just didn’t quite feel right."
— Kade
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What was the primary goal you and the team had during the development of Unsung Escape? Where do you see this IP going in the future?
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"As discussed above, the biggest purpose was to prove ourselves as a team. However, as we went through the development process, we knew we wanted to achieve a certain quality—visually and mechanically. The game presentation had to look appealing, taking full advantage of Unreal Engine 5, and the character controls needed to feel great as you leap up each level at a fast pace. In the end, even though the game is small, we’re proud of what we’ve achieved. Despite the game’s origins, we came to love it—especially the characters we created: Proto and Eye. We’re planning their appearance in our next main project, so stay tuned!"
— Taq
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Still on the topic of team management. What role does trust have in team management?
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"I think trust and belief in each other is hugely important. As this was our first project as this core team we had to figure out how each of us works and communicates, and what each of us brings to the table and how that fits with everyone on the team. Seeing that trust and belief grow within the team as we solved problems together was very empowering and a huge confidence booster. Especially as we move onto a much bigger game now, the trust we have in each other is going to be a huge part in our belief that we can deliver something truly next level."
— Kade
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Were there any technical challenges? Was there one in particular that made finalizing the game difficult?
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"I don’t think it was so much a technical challenge but nearing the end we did run into that thing where we kept saying “what if we add this?” and then “what if we add that?” and that can sometimes become a difficult thing to just know when to say no we’re good. All of those little wish list things take time or have the chance of maybe affecting something that was working adversely. We had this cute little game that was fun and worked and relatively issue free. So we started to have a hard time actually finalizing the game and submitting it to Steam because we kept trying to add little things."
— Kade
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Tyler Carr, a radio host, voices one of the characters. What was the motivation behind this decision?
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"I listen to ENERGY 106 on the radio pretty much every morning on my way to work and I hear Tyler talking passionately and lovingly about games every single morning. HE LOVES GAMES. That joy and passion for them inspires me and makes me remember how I felt as a kid about games. One of my goals with ENEME was to create a place where anyone that wanted to work in games… where it was their DREAM… could maybe have that opportunity to do so. I remember when making games was just a dream for me and sometimes it felt like a very hard thing to realize. I want to work with people that dream like that and have that same passion and love for it that I do.
So I sent an email to Tyler who I didn’t know yet and said exactly what I just said above…”You love games and that’s clear every time I hear you talk about them, and I’d love to work with you and have you be involved in some way with what we're doing!”
He said Yes and I feel like for him it was a really meaningful experience and for us it gave the game so much character, heart, and sass. Tyler is Eye and after hearing him voice the character I don’t know if anyone else could have instilled so much character and fun into a little floating robot eye with no actual mouth. He killed it! Personally for me it meant a lot as we became really good friends, it was fun, I loved his excitement and energy and as a direct result of adding Tyler to our team we met his childhood friend Warren who also had that dream of making games… So he did our awesome music and sfx for the game and now both Tyler and Warren are part of ENEME for our next game."
— Kade
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Lastly, is there anything you'd like to share with the newsletter folks? Knowledge drops? Inspirational quote?
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"I’d say that it was a lot of fun making Unsung Escape with this team. It bonded us and brought us closer together and showed just a taste of what’s possible from this team. We realized how good we work together and kind of became this close knit family in a lot of ways. We’re working on something much larger now and much more ambitious but we now know that we can achieve it realistically together."
— Kade
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Closing Thoughts
Kade's passion for what he's making is infectious. The process of building a team is such a difficult thing to do. Finding the right people can be hard. It is a journey that is well worth it because once you find the people with the right complementing passions, it's just something else.
There's trust involved in that process and it's awesome ENEME has found that together as a team.
Unsung Escape has a 20-30 minute playtime.
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Coming Up...
We had to take our time with July's YouTube Video. It's up now. We're looking to the end of August and early September for the next one.
As for the next newsletter, it'll be a much shorter itch pick. :)
Talk soon, Sasha
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