
![]() | Game | Proyecto Utopia |
| Developer | Equipo Utopia | |
| Publisher | None | |
| Platform | PC (Windows) | |
| Release date | None | |
| Reviews | None | |
| Our work areas | Research & Development Synchronized Music |
This project was originally planned by Antonio Arteaga, founder of Spanish developers association Stratos. He gathered a team of very talented game developers that would work on this big game project. The team was great, but we hadn't any game design or idea to work with. David Bravo, one of the scriptwriters, became the project manager and started organizing the team. He established the hierarchical structure and started working on the first game drafts. We also contributed many ideas to the script and soon joined him in his project management role. We soon had the first design drafts and game plan and everyone started working.
Our first milestone became a working demo to show at the new Spanish expo S2e, that would be held for the first time in Madrid. However, we recently introduced a new lead programmer who decided to make a new own game engine after having discarded other engines we took in consideration before, so we couldn't have a working demo. So, we decided to make a short demo reel using some of the models and animations our artist made to date. There wasn't much stuff to show and we couldn't render many scenes being so close to S2e opening day either. Renders needed quite time and computational resources and we had very few time and just our own computers to work with. We made a montage using previews of the scenes and Eugeni Martinez did the music that would be used in the video shown at S2e.
SYNCHRONIZED MUSIC
After that, we kept working on the game. We had to change Eugeni's music due to some licensing issues and made a new soundtrack to release the demo reel. Development still went on for some years. Many changes in the original team happened during this time. Most of us were offered good jobs in some Spanish companies and finally left the team. Alejandro Guerrero, a very talented scriptwriter that recently joined the team, took care of project management since we left. 4 years after we started, the project was finally cancelled. Here's the demo reel with the music we made:
RESEARCH & DEVELOPMENT
During thing project, we coded an advanced sound engine using DirectSound with many unseen features and supporting many (by then newer) formats like OGG Vorbis and Speex. Unfortunately we lost all source code and documentation due to a hard disk failure. It wasn't so bad, as we got quite experience by then and found many problems in its original design. We gathered much experience working on this project and knew many interesting people, so we wouldn't say it was a big failure but a very rich experience.




