I'm part of what is known as the Game Workers Guild. We don't have a website (yet) but the initiative that we are part of can be found here. The short version is that we work together with the Danish unions PROSA, HK, FAF and DM to better the game's industry and further unionisation in that sector. Today, PROSA was putting on an event for the Cuture Night 2025 and let Game Workers Guild have a space all about the Game Making Process.
If you live in Denmark and wish to be informed of our events and support the unionisation of the games industry or maybe even get involved join our Discord Server or follow us on Facebook and LinkedIn.
Various companies had graciously decided to show a part of making games that you don't normally get to see. There are many facets to making games from ideation, through design, funding, pre-production, production and finally release and maintenance as well as further development. It's an incredible amalgamation of passionate work from designers, artists, programmers, producers, project leads and more coming from all walks of life.
The VR focused company Bolverk Games had provided us with a lot of material that showed the process almost from start to finish. Starting with ideation and concepts on the left, going more and more towrads what we got in production to the right from their game Genotype which you can get for Meta Quest headsets and PSVR2.
The world of games has kind of gone away from game Mascots like Rachet from Rachet and Clank, Daxter from Jak and Daxter and Crash from Crash Bandicoot but the Danish company FlatPonies is bringing it back with their character Scratch in their currently work in progress title Scratch the Cat. A charming and cool cat DJ who is out to save the world from bad vibes. They brought with them various images of what their level prototyping used to look like so they could point to those parts in their game and talk about what was removed or added since those prototypes as a lot of things get cut or changed during development of games.
FlatPonies have also made other titles such as ReBots and #AkiRobots.
With games like Real Vampires, Cosmic Top Secret and Mouse & Crane it was quite something to see what the company Those Eyes would bring. They brought a massive 4 metres long museum piece for Cosmic Top Secret which showcased their recognisable art style in real life! All of their characters and art look like newspaper clippings that were glued together and animated which they brought to life here at PROSA. The game itself is an autobiographical telling from Trine Laier's perspective about her parents as they used to be secret agents in the Danish government and she had no idea as a child and decided to make a game about it as an adult.
One of the most successful Danish game developers, Ghost Ship Games, had sent over early concept art, sketches and design documents for the development of their hit game Deep Rock Galactic a game about dwarves digging for minerals in deep space while having to contend with the local wildlife (read: angry alien bugs). One of the fun quirks we learned about their game is that during development they were experimenting with certain artstyles to get the right look for their game but couldn't quite get it right and one day by accident they made a very sharp looking artstyle which they decided to just completely lean into and refine. This kind of "discovery" or "accident" is something that happens in game development more often than you'd think as the process have a lot of experimentation, intentional or not, to get a desired outcome. But some times you get something you didn't expect and that might actually be better than what you were aiming for anyway.
Ghost Ship Games also published a Vampire Survivors inspired game called Deep Rock Galactic: Survivor made by Funday Games where you must keep digging through ever increasingly harder levels and fight off monsters to get minerals before you reach a boss level very similar to Vampire Survivors. It's surprisingly addictive!
Lately Ghost Ship Games are working on Deep Rock Galactic: Rogue Core which is currently in alpha.
This is a company I have written about multiple times before and they also had a presence at today's culture event! Their game, Sea of Rifts, is close to getting a demo out and release hopefully follows soon after. You get to sail the endlessly procedurally generated oceans as you decide what the goals are. Do you wanna be a pirate? Deliver goods? Be a monster hunter? Find hidden treasure? All of the above? It's up to you! Out of Bounds brought us some concept art showcasing some currently unused floral enemies, many different iterations for nordic inspired key locations, what the game has looked like over the years from 2020 to 2025 and of course they let people set sails and play around with their immersive ship sailing.
Games are hard to make and today we illustrated to a lot of inquisitive kids and adults that there are many facets to the process. Many considerations, variables, stakeholders and of course; people. Because at the end of the day, games are hard labours of love from people to people. Games take many shapes and they all differ in their jouney from idea to finished game that you get to play and experience while you craft unique experiences by yourself and with loved ones.
If you came by, I hope you enjoyed the exhibit. If you didn't get the chance I still hope you got some appreciation for the process!