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We Happy Few - Welcome to Wellington Wells, you Saucy Minx

Created by Compulsion Games

A game of paranoia and survival, in a drugged-out, dystopian English city in 1964. From the studio that brought you Contrast.

Latest Updates from Our Project:

Update #118 - Build Lockdown
over 8 years ago – Fri, Jul 28, 2017 at 08:00:42 PM

Hi everyone,  

We are in content lockdown mode right now, as we have lots to do and prepare for the August update! This means we’re touching up all the final content issues (eg missing status effect icons, lighting changes, final features, and optimization.  

That being said, development is currently pretty crazy, because of the huge changes we made to AI and the streaming system that Guillaume will hopefully one day talk about. Eg, we’ll be testing an encounter, but discover that with the new system, every encounter in the game will break if you walk away and come back later. So that poses quite the challenge for testing the game. It is very common in game development to make a change to the game that breaks everything but it is (almost) always for the greater good - in this case, improved AI and reduced loading. In particular, the next version of the game you play will feel more different than the ones before it, because of major changes to conformity! It should be much easier to understand what’s going wrong in the next update.  

We also received some FANTASTIC pictures of a We Happy Few cosplay group this week. You can find the full set here. Here are some of our favorite pictures, aren’t they amazing?!

 

 

 

 

Design Team  

Eric aka Cap’n Handsome  

This week has been purely bug fixes for the next update. Old encounters, new encounters, old encounters again, new encounters again. Lots of bugs, lots of fixes. Fixed some stuff in Mystery Chest, Where’s the Power, It’s a Terrible Life, and some other stuff that will come out for 1.0. Lots of AI fixes and updates too now that we have new tech to handle this stuff better.  

Adam (a bit less handsome)  

I fixed quite a lot of bugs this week. Some on old encounters, some on new encounters. I also worked on a major location for a story character.  

I also tweaked Teslas a bit. Some of the ranges for detection got bigger, some got smaller. Some (ok all) do more damage, but most important… there is more leeway time between each zap. Also, there is a 5 second “charge up” delay after 3 zaps from the tesla TV before it starts zapping again. This should hopefully remedy the annoyance of getting caught in a stream of electricity and never being able to get out.

Animation Team  

Rémi  

Hello everyone, this week was another bug fixes and rigging week. I finally got most of the props and character rigging done. Only a few left (for the whole game!) where I’m waiting on the art team to send me the mesh. I also worked on the rigging of the Female NPC in the Parade district! I skinned, rigged and imported her into the engine, but unfortunately, my home power supply broke... I was almost done and ready to make a video to show it to you guys, but it is a bit harder when the files are on a PC that I can’t open anymore :(  

For the rest of the week, I generated all the FaceFX animations I could get! This is a priority that shifted a bit earlier, since our programming team will be optimizing the game in the upcoming weeks. They needed to have all the facial animations and audio to do their work properly with the “real” data. If they optimize the game missing a big chunk of data, they’ll most likely have to redo it a second time to take the new amount in consideration. Our programming resources are quite precious and wasting their time is not a good idea :)  

Oh, and one last thing. I brought Leo in the office today! He certainly brings lots of love and fluffiness to the office. Have a good week!  

Mike (Little less new guy #2)  

Hey there folks! So it’s been a great week here and pretty productive on my end. Worked on some encounters that made me laugh, and hopefully will make you laugh too and started on a thrilling (story) cinematic sequence. There are thrills, chills and a rough landing. I’m hoping it’ll get your heart pumping and the keep action going, John Woo style. Can’t wait for you guys to experience it. That’s it for me, catch you next time, same bat time, same bat channel!  

Jules  

Hi! This week I tackled a lot of different tasks. Mainly fixing animation bugs in Faraday and other quests, and improving future interactions with constables for maximum immersion. Also I made some death animation, which is always kinda funny!

Programming Team  

Michael  

As we get closer to the next update the bugs are rolling in, and they all need fixing. Sooo, it's a busy time, but bug fixing can be very therapeutic, especially when you’re laying bugs to rest that you’ve had to look at for ages, while working on new features. Now they’re off to the big JIRA in the sky. I added in a new status effect logo to let you know how much time you have before you die, once you go into the critical state. It’s been a morbid week.  

I’ve also started working on a telemetry system, which we can hopefully get into the build soon, to help us start balancing the game for the final release. Basically this means we’ll be tracking stats in the game (eg how many people you killed, how many people play on Birdwatcher vs Downer, etc), which is information we don’t have right now. But don’t worry - we won’t be collecting any personal information.  

Lionel  

I am exploring a way to make the urban areas more organic, more natural. This week, I have a new city layout where blocks are added as needed, each block stay rectangular (for now) but the overall shape of the city feels “built” over time, instead of being just born fully shaped from the skull of a developer.  

Chris  

Not much to show this week unfortunately. I've spent the bulk of the week working on optimizations, some successful but many attempts not making much of a difference. The goal is to improve the Xbox One's framerate with as few compromises as I can. I'm currently in the process of reworking the texture streaming code. If I'm successful, everything should behave the same but the game will be running faster! If I fail... well, I'll just revert the code and pretend it never happened. Have a good weekend!

Art Team  

Carylitz  

Crazy productive week doing again a little bit of everything. Finish another encounter (see below) and helped Antonio with thousands of little and big story props. Heavy week for everyone in the team, but it's nice to see that everything is going somewhere.

 

 

Marc-André  

Although I haven’t posted in a while, I have been very productive. This past month, I’ve been working on a very big encounter for the new (final) biome, the Parade District. Creating such big locations in the allowed timeframe can be very challenging because there is a lot of work to be done to ensure that everything looks - and functions right. When I lay out a level, I look forward to creating interesting compositions and a meaningful story. It is important to me that the environment feels believable and to always bring something new to the game. And no, I still can’t show it yet! We’re keeping this encounter a secret from you guys until the very end.  

Thanks for tuning in!  

Compulsion Games

Update #117 - August update approaching and more...
over 8 years ago – Fri, Jul 21, 2017 at 02:38:13 PM

Hey all,  

We are getting closer to August and to the next update! Things are very busy in the office in every department getting ready for the release and you know...we may or may not have some surprises coming up too ;)  

Today’s weekly is not a big one because a lot of the team members are working on story content which as you know will be revealed in the final release! But we do have a new dev update video from one of our animators on our rigging process!

Animation Team

Rémi  

Hello people! That was my video, hope you liked it!  

This week was once again a busy week. I spent some time with Clara to make the timelapse video of some rigging and explain to you a bit more about it. It’s a very short video and couldn’t explain in full details, but I hope it’s a bit clearer for some of you. Apart from the video, I got to do more rigging and bug fixes. Some issues with the facial animations of our beloved Johnny Bolton and a scripted animation for an upcoming encounter.

Mike P  

Hey folks! This week I animated some NPC reactions and am working on some stuff to make Wellington Wells feel more inhabited and make the overall experience more immersive. Don’t think I can say much more than that. Overall a productive week :D

Jules  

This week I made some gameplay animation for a very cool character who is going to kill you many times! But if you are victorious, I think you will enjoy watching him suffer and die (If my job was done right haha). I made a couple of other animations to give him more personality. It was a very productive week with very cool stuff to do. You’ll meet our new friend in the next update.

Design Team

Eric the Red  

Soooo, bug fixes for old and new encounters. Fixed a few issues inside of the Tree House. In regards to characters giving each other things, and facial animations being wonky. Well Rémi fixed the facial animations, I just took credit for them by hooking up the VO. Still working on my bug fixes for “It’s a Terrible Life”. So in the near future that one should be fully operational.  

Roxanne  

This week I refactored Cult of Jack and Mushroom Log quests. Some content integration on Lovebirds as well.  

Adam  

Just got back this week from paternity. Anyways. I added a few new barks to the beginning of the game to set the mood of the garden district, and guide the player just a bit. I also worked on Jubilator Attacks. It’s pretty awesome to see a massive Jubilator come after your soul.  

All bridges used to be gated behind a hard load screen. I got rid of that now that we have a more elegant streaming solution. Lastly, I worked on some variations of some sections for story mode.

Art Team  

Carylitz  

This week I did a lot of different tasks such as kit bashing new props, had some meetings for some new props and awesome machines but mostly I kept working on a location and now it is in Antonio’s hands to make all the final adjustments! It was a really awesome location to work on, I can't wait to be able to share with you guys some renders of the place, and the props! :O

Programming Team

Rob and Chris (SnowedIn)  

This week we've continued to tweak and improve our HDR integration on the XBox. HDR support on UWP has also begun, and we will be getting some support from Nvidia for this effort. We are also in the process of switching the movie player over from WmfMedia to VpxMedia on all platforms to play VP9 encoded WEBM files instead of MP4s. This has been working for the intro video and we have also been changing the between-level static loadscreens to play video during those loads as well. This is somewhat functional now, but just tracking down an occasional related crash. The good news about this change of video systems is that the previous (WmfMedia) system was not compatible with UWP, but the new one is.

Evan (SnowedIn)  

I did some tweaks and fix ups to the crafting screen that Clara was asking for, and I finished the placeholder version of the map screen legend. I'm currently working on the new UI for the fast travel, and I have the placeholder location selection mostly done.

Thanks for tuning in!  

Compulsion

Update #116 - Tutorials, UI progress and Uncle Jack
over 8 years ago – Fri, Jul 14, 2017 at 04:07:43 PM

Hey everyone,  

Another week, another journal! Things are advancing very well over here. Did you happen to see the Uncle Jack takeover on our twitter this week? Sometimes Uncle Jack pays us a visit and decides to answer some questions on twitter. He changes our name for his and even our profile picture; at this point he should probably just open his own account.

It turns out, Uncle Jack likes:  

  • Strawberry Joy 
  • Hansel and Gretel by the Grimm Brothers 

 And does not like: 

  • Downers 
  • Cold tea 

No surprises there, then.

Narrative Team  

Alex  

This week we had our beloved Uncle Jack into the studio, Julian Casey himself. However, no Uncle Jack did he record! Instead he added to his already sizable cache of Bobby barks. And, he gave his grave voice to a ... character that you will meet at the end of the game.  

And so, I was able to edit the last cutscene of the game. I hope you dig it.

Over the weekend I finished up writing lines for the creepy doctor convention. Hayden gave me a bunch of lines to rewrite for two encounters in the Parade District. Much of the time, I’m writing lines for an encounter before it’s finished blocking, so I’m guessing what lines it will need, after consulting with David and the LD. It’s much easier when the LDs can give me, line by line, a rough draft of each line they need. However, when I’m guessing, sometimes I notice logic issues, and sometimes I go off on an interesting toot. So one is easier, and the other is more creative.

In other news, Lisa and I will be giving a talk at the Montreal International Game Summit in November about creating the world of Wellington Wells. Come on up!

Audio Team  

Valentino  

Hey, I'm Valentino and I'm a Sound Designer! Wait what? An audio department?? After all these years? I know, I know... it's the first weekly from us...well... it's better late than never right?  

This week I imported a lot of lines (Give the lines to the LDs from Wwise (our audio middleware) to Unreal): 672 lines for the Parade district and 265 lines for a main character. Usually, I import 300-400 lines each week after 3-4 sessions with the actors. After that, I had to mix each lines in the game (to make sure all lines are audible).  

At the same time, I worked on the "crash effect". I wanted to create a new, very creepy atmosphere. For example, I added a "demon effect" for the VO on this state. I hope you will like it :)

Design Team  

Eric-ric-a-ric-arick-rolled  

Well, fixed a bunch of schtuff this week. Biggest thing was blocking in a new quest for the Parade District. A big rube goldberg type puzzle or monstrosity if you are Guillaume. The rest of the week has been polishing tons of bugs in old encounters so the next update should bring in some good stability to those old encounters.  

But most importantly Adam comes back on Monday!!! I miss you papa bear! 

 

 

Hayden  

Hello folks, This week I had the opportunity to revisit some of our older encounters and fix bugs, which also means I had the opportunity to go back through those same blueprints and clean up any boneheaded decisions I made previously—I’m probably the weird-o in the pack that actually enjoys this; there’s something about iteration that makes me feel all warm and fuzzy inside.  

That’s all I got, have a good weekend!

Animation Team  

Rémi  

Hello world! Last week, this week and next week are rigging weeks! I was quite productive and got to finish lots of rigs so far. I’ll be able to show you some screenshots this week, but I’ve also been recording ALL of my work, so Clara and I will be working together to make a nice time lapse video and hopefully share it with you guys sometime next week. Also got to rig and implement the first person arms for our 2 additional player characters! Before that, we were simply using Arthur’s arms with a material override. It feels waaayyyy better with the real arms now :)  

In the meantime, here are some screenshots of the rigs we’ll be showcasing next week!

Mike (New guy #2)  

Hey folks! I spent this week learning the ropes and banging out my workflow in MOBU. Made my first gameplay animation for some NPC’s (Yay!) that is very dramatic! One might even say overly dramatic. Going to keep chipping away at some NPC animations for the next week.  

That’s it for me, see you next week, same Bat time, same Bat channel!

Jules  

Hi everybody, This week I mainly focused on conversation animations. Bringing characters alive during hilarious dialogue. I hope you’re going to enjoy it as much as I.

Ninja Team

Clara Clara bo Bara Banana Nana fo Fara me mi mo mara Clara!  

Hello all!  

I spent my week balancing between Unreal and After Effects, working on the User Interface and loading screens for the next update. With Evan, one of our Snowed-In programmer friends, we are focusing on the crafting screen right now. It's always satisfying to see the progression throughout the week, as it is slowly but surely coming together.

Meanwhile, I finished the new loading screen for the Garden District islands! Hurray! If someone had told me three years ago that I would go back to animation and motion design, I would have probably laughed and watched After Effects burns.  

But eh, here I am now, having a lot of fun making those cameras work.  

Onto to the Village now! And a happy Bastille Day to our French players!  

Cheers!

Programming Time  

Michael  

I spent a lot of the week putting new tips into the game. If you’ve played the prologue you can see how we tutorialise the movement mechanics, but when you reach the open-world area it becomes harder to do tutorials for the important survival elements of the game, as every player’s journey is different. In case you are having trouble keeping yourself alive we will have some new handy in-game tips for you.  

David and Morgan put together a document that listed a load of tips and when they should be displayed. After updating the data table that holds all the tips for the player, I then worked through the list looking for the place in the our code when we could detect that you were in a state that corresponded with the triggering event for the tip. If you’ve just left combat mode and your health is low, now would be a good time to give you the hint about healing items.  

It was an interesting task as it took me through a lot of different sections of the gameplay code, a real adventure.

Chris  

Hi all! Haven't given an update in a few weeks due to vacation, but I'm pretty excited to be back at work. Why? Because I received a nice big 4k/HDR TV this week. My desk is getting a bit crowded now with a giant TV and devkits, but it's definitely worthwhile. The best part is that I was able to get a first pass at HDR working on our PC build. We still need to do some tweaking, but I'm happy with the first pass. Unreal's SDR tonemapper is already excellent, so most of the changes are subtle. This is a good thing... we don't want the game to completely change when you enable HDR! The most noticeable differences are that there are more details within the very bright and very dark areas, especially when there are bright areas right next to dark areas.  

I think we still have some work to do on this feature and we also have to make sure that it's worth spending the extra computing power. I'd love to share some screenshots, but unfortunately, I don't have a good way to showcase HDR in a regular screenshot on a normal monitor. The best I could do was take pictures, but even that doesn't do it justice.  

Here's a simple example (you'll have to ignore the reflections from the window on the left side of the TV screen).

SDR
SDR

 

HDR
HDR

In the picture of the SDR game, the detail of the yellow filing cabinet gets washed out because the lighting is too bright. In the picture of the HDR game, we still see the details and - here's the part that doesn't really convey in the pictures - the cabinet is actually as bright as in the SDR picture. Unfortunately, we lose that information in the pictures and it just looks different. We can easily debate which picture looks better, but everybody at the office seeing the difference in person has said to me that the HDR version of the game looks better (at least for this simple test case).

Guess you'll just have to see it for yourself!

Art Team  

Carylitz  

This week was again a rollercoaster of changes on the props I was working on, but all for the better! I did the last big machine, and the console to control them, so spent a lot of time bothering Eric :D. And for a change i'm working in a new location! It's been a while, so I will be working on this location and the props of the encounter! I don’t want to reveal what this is all about, so here’s a crafty image hinting at what is to come:

Thanks for tuning in!  

Compulsion Games

Update #114 - Sneak peeks of our next and last major content update
over 8 years ago – Sat, Jul 08, 2017 at 12:14:20 AM

[Disclaimer, we totally forgot to press publish last week so this week you have 2 updates!]

Hi everyone,  

Things are going well in the old Compulsion factory. We are working and planning the August update… and something else ;)  

As you know, the Joy related update will be the last major content update before the final release of the game. Some key features of that update are: new UI, new Joy effects, fast travel, AI overhaul and much more! But let’s not spoil it all, we need to keep some of it for the update release video :)  

Lately a lot of players have been asking us why we didn’t participate in the Steam sale, or in sales in general. The reason for this is because the game is currently already at a reduced price for Early Access, both because the game isn’t finished and also because we’re holding back the main story content of the game. We make a point to mention it periodically, but the price will go up as we get closer to the final release of the game. We also believe that discounting now would not be fair to the Early Access and Kickstarter players that have supported us so far, when the game had even less content than it has today.  

We want to be as open as possible with you guys about our decisions and always make a point to explain them. If you have any questions about why we do things, we are here ready to answer.

Art Team  

Guillaume  

Today I can proudly show you what I have been working on for the past week. Tree variants!  

I know, I kind of showed you some WIP in another weekly but this time I’ve finished the different leaf and bark textures and they are spawning in the world.  

This is gonna change the way the Garden District looks and hopefully will make the game feel better and more alive.

 

 

 

Marc-André  

These past two weeks, I’ve been doing the ground floor lobby of a very special upcoming encounter. It is my first time working with a brutalism interior and it’s been really fun to experiment with the architecture style! As we move into the new biome, buildings are much taller which allows us to create very nice shapes and composition. For the lobby, I created forty-five new custom meshes, including a new set of railing and new textures, such as marble for the floor.  

But… this location is so special I can’t show it to you guys. Be patient and one day you’ll get to discover it! Today I’m moving to the upper floors of said encounter. I have a good vibe about this! It will be one of a kind.

Whitney  

Hi everyone!  

I don't post very much because my days generally consist of meetings, spreadsheets, reviews, feedback, planning, collecting references, crudely painting over 3D locations, and hastily throwing together concepts collaged from random photo sources that are purely for internal reference and in no state for public viewing. That’s the sad truth about so much concept art. Either that or the concepts are for unreleased, super secret and exciting locations that we can't talk about :( So I apologize, but rest assured, we're very busy working hard to make the game beautiful!! And soon, I promise, we'll have beautiful concepts to show.

Sarah  

Well shucks, it's been a while since I've posted an update. I've been knee deep in UI mockups and meetings for what feels like an eternity now, but things are starting to take shape in a really sexy way. Here's the Map screen and Fast Travel screen Mock-ups I finalized not moments ago!  

I was featured with Michael in a video about the new Inventory Screen a couple of weeks ago, but what the video failed to include was Clara's heavy involvement in its development and realization. This is entirely due to the fact that Clara is the one making these videos, and is too camera-shy to take any credit for the great work she's doing, so shout out to Clara. You go, Glen Coco.  

Speaking of Clara, together we're juggling back and forth between the other UI screens AND some faaaaaaaancy fancy 2D animations (unrelated to the UI screens), so stay tuned!

 

 

Engineering Team  

Chris and Rob  

Hi all! So we've almost finished the work to get a UWP build to QA. Right now, we just have to rebuild a few third party libraries to fix some app certification errors. Good news is that this means that we've begun working on our next task: HDR! There's lots of math involved to get this working properly, but luckily we have lots of Unreal examples to work from. Personally, I think that the art and style of this game is very conducive to the increased colour range and contrast of HDR. So I'm really excited to see how this turns out! But first things first... math and shaders. We'll keep you posted on our progress in the next updates!

Serge  

Not much to say this week, I focused mostly on bug fixing and iteration of conformity rules ... it doesn’t sound like much, and it’s a little boring to look at, but trust me... it’s interesting.  

Take the behavior around corpses left behind by the player; we had prototype where you can make them sleep (rather than kill them) so they can wake up at some point later in the game. While in theory it looks fun, the lack of feedback make it near impossible for the player to understand plus it conflict with other gameplay so I had to cut that out from the code!

Michael  

I’ve been working on improving the systems behind the different states of Joy. David had written up a design a long time ago, and we’re finally getting round to working on it. The idea is to get it so that you are more aware of whether you will crash, overdose or go into a withdrawal when you’re taking Joy, and to make those states more punishing gameplay-wise, because remember: Drugs are bad!  

Joy is a big part of the game, so you won't want to avoid it all together, but you’ll have to be smart about how and when you take it.  

I’ve started off by separating out each of the four states (Joy, overdose, withdrawal and crash) into separate Unreal blueprints, so that I can hand them over to Emmanuel to make the effects of each of them more distinct, beautiful, and scary.

Narrative Team  

Alex  

I’ve been editing a series of encounters for Miss Thigh Highs’ playthrough. She climbs a foggy crag to find a young woman, a middle-aged woman, and an old woman. They seem to know quite a bit about her present and her future. They use the word “hurly-burly.” Sometimes they speak in unison.  

An encounter hub is an encounter you keep coming back to for multiple missions, like Johnny Bolton, the lad in the treehouse.

One of the things I most enjoy about our game’s narrative is that we are in a town where everyone knows each other. Writers of games which start with the protagonist having amnesia don’t know what they’re missing. When people know each other, it’s easier to motivate quests. “I will give you this shiny new sword if you go to this dungeon and steal a goblet for me” becomes, “You owe me, you son of a bitch!” which makes for much more compelling television game writing, I think.

Design Team  

Adam  

Well, I have been on paternity for 3 weeks now, but I still manage to check in with the team on slack every day or so. It’s actually been very nice to chat with the team about theory and rules without the backlash of actually being there. It gives me a new perspective on the whole thing.

Eric  

Week 3 of Adam being out of the office. It’s been really good having him not be here. Jk. You know I love you Adam. This is essentially my weekly as I’ve been out of the office moving to Montreal most of the week. Either that or Quebec Holidays. I guess I did some bug fixing too, and I’m starting to work on a small boss fight.

Since Roxanne isn’t here I’ll mention what she was working on. While ramping up she was also working on an encounter called Love Birds that David has wanted in forever. There were already 2 other attempts at getting it in that just never made it. Roxanne has done a full block in pass on this and it looks pretty good. Once art/anim spread their love all over it, it’ll be pretty awesome.

Animation Team  

Vincent  

Ahoy! We spent some time this week doing some HR… Yup, we are going to welcome two new animators in our ranks… They’ll be presenting themselves in the coming weeks I’m sure. They will help us with all the animation needs for the next encounters, which will allow a part of the team to stay full time on cinematics.  

Speaking of cinematics, we are all three working on them at the moment, starting new ones and editing some on which the script has changed. To help with the latter, I worked a bit on a python script that allow to easily shift keyframes around on a whole scene and multiple animation layers… which is a pain to do by hand in Motionbuilder!

Thanks for tuning in!  

Compulsion Game

Update #115 - Fresh Meat
over 8 years ago – Fri, Jul 07, 2017 at 10:12:58 PM

Hey all,  

Another very busy week here at Compulsion. On the non-development side we are finalizing some very exciting marketing details for the future. It might sound odd, but there is a lot of fun in looking after marketing details - particularly pieces that will be seen by potentially millions of people. As you can imagine, something might work for someone but not for someone else, so which is best? Is it too artsy? Not artsy enough? What does this convey to someone who has never seen the game before? All that fun jazz.  

This week we also welcome 2 new animators to the team! Jules and Mike. The team has grown a lot in the past 2 years. When we first started this project we were 9 and now we are 30 employees! The game has also grown a lot thanks to your support and feedback. Rest assured that we will support you and the game back after we release the final version :)

Production Team  

Sam  

One of the less talked about topics in our weeklies is how we structure and organise tasks. Like many other teams, we use JIRA to help organise, plan and manage the thousands of tasks that we need to do to build the game.  

We’ve used JIRA since early 2016 (creating 7000 tasks in this time), but we’ve had a pretty loose structure - assign tasks, have a bit of chaos, and then try to tighten things up as we approach an update release. We also have only been writing up significant issues - eg cosmetic issues for AI, UI, world generation, etc weren’t worth bugging because those systems would change before release, and fixing them now would be a waste of dev time. However, now that those systems are reaching their final design, it’s time to record and fix these things… but this leads to information overload.  

I decided a couple of months ago that this wouldn’t work as we were trying to finish, polish and ship 1.0, so I have spent time in the last few weeks cleaning up the database, organizing, and doing all the OCD things that make me happy.  

Except the long weekend, where I spent Canada Day and its friends combing through our 1400 open tasks, prioritizing/questioning/chasing as necessary, and merging our story and Early Access databases to prepare for what is to come. I did not enjoy that so much. But, things are much better organized, and hopefully this will mean the next update will see a good increase in quality and in useability.   

I did have one great task I found though. The elusively named “sarah”, which had no description. I will ponder the meaning of this task forever.

Narrative Team  

Alex  

I spent much of the week writing up the creepiest medical convention you’ll ever willingly attend. Annnnnd we’re scheduling recording sessions for Arthur, Miss Thigh Highs, the Mad Scotsman, his Special Friend, and particularly creepy Doctor.

Design Team  

Eric  

This week has been stubbing in part of a mini boss fight before going back to working on the level I was working on before. It’s the big puzzle map from a week or two ago. The hard part (the puzzle) is done now, so I’m just stubbing in the rest of the quest itself, and working with Guillaume, Cary, and Whitney to art it up and create some custom machines for this puzzle.

Art Team  

Carylitz  

I can finally show some of the props I have been working on! YAY! So for this week I tried to go a little bit faster and not lose quality in the process (my brain is dying), but I think so far so good. I did 3 big machines made out of other props and some new pieces. I have been following some concepts from Whitney and checking with Eric to see if the asset will work in the scene and the functions for the gameplay. I also did some corrections on secret props for Remi, so he can rig them! I think that's all for me this week, have a nice weekend!

Animation Team  

Rémi  

Hello all! This week started off slowly as we began planning our upcoming weeks. We did a huge clean up in our tasks and rearranged them. We also welcomed 2 new junior animators! We helped them setup their PCs and had them play the game. A little bit more formation on our animation pipelines and they should be good to go! It’ll be fun to see what they can do.  

During the other half of the week, I got back to rigging. Sadly most of the props I rigged this week were Narrative/Story related. The only one thing I can show you is this magnificent Fire Extinguisher (Modelled by Marc-André):

I also took some time to fix some rigging bugs. Bugs that used to slow down our animation process. For example, the feet controller orientation on one of our Narrative Rigs was facing the wrong direction. Which obviously makes it more complicated to pose.  

That’s it! There’s more rigging to come in the upcoming weeks and I’ll try to keep you updated as much as possible.

Mike (*Whispers*One of the new guys)  

Hey folks! I’m Mike one of the new Junior Animators that joined the team this week. It’s been a great week full of getting to know the game, getting to know all my new teammates and getting settled in. Not much else to add right now other than I’m super stoked about joining the team and having had the chance to play the game a bit, let me assure you, you won’t be disappointed! I’ll be working hard to bring you the best animation I can muster! Have a good one!

Jules  

Hi everybody, I'm one of the new animators! I’m really happy to join Compulsion Games and this amazing team. This week I mainly met people and played the game. I didn't know We Happy Few before joining Compulsion, but now after playing many hours I'm totally addicted. At every new game I discover a new epic situation or dialogue that makes me laugh.

Thanks Pudge  

Compulsion Games