Q&A with Tom Baas: The making of 'Atan’

Q&A with Tom Baas: The making of 'Atan’

06/10/2024 - 14:02

Meet Tom Baas, a third-year Games student at Breda University of Applied Sciences (BUas), specialising in Design & Production. We sat down with Tom to discuss his involvement in the year-long project where he worked on the game ‘Atan'. This ambitious project has been an exciting journey for Tom and his team.
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What was the assignment for this project? 

Tom: ‘This entire year has been dedicated to a single project. At the beginning, we chose from several creative briefs provided by our lecturers. I joined a team working on the Colossus brief, which involved creating a game centred around a colossus.’ 

‘Throughout the year, we have gone through all stages of game development. The first block was about concepting, figuring out what kind of game we wanted to make and how to make it fun. In the second block, we focused on pre-production, testing ideas, and ensuring feasibility. By the third block, we had 37 people in our team, and the challenge was managing such a large group and coordinating all the different tasks.’ 

Tell us about the game, Atan 

Tom: ‘Our game, Atan, is an adventure game where you play as a small boy climbing and interacting with the colossus on which he lives. It features climbing, archery, and puzzle-solving across multiple levels. What's unique about our project is that we managed to create a fully functional game with 37 team members, without any dedicated managers or producers. The game itself is a solid response to the brief, considering the resources and constraints we had.’ 

Find the game Atan on Steam: https://store.steampowered.com/app/2707360/Atan/  

Can you walk us through the process of creating this project? 

Tom: ‘Initially, I was a backup team lead, focusing mainly on technical design, developing systems in collaboration with programmers and designers. Early on, I had to step up as the team lead due to some unforeseen circumstances. This wasn’t a role I initially aimed for, but nobody else wanted to take on the management responsibilities.’  

‘Our biggest technical challenge was dealing with C++ for the backend. We had programmers who initially wanted to work with it but later changed their minds, leaving us with limited manpower. Despite these setbacks, we pushed through and managed to solve the problems.’ 

How did you like working on this project? 

Tom: ‘It was a challenging yet rewarding experience. There were times when things didn’t go as planned, especially with technical issues and the size of the team. But working with such a large group taught me the importance of trust and collaboration.’  

‘I do wish we had taken more risks; we played it safe a lot due to the project's scale. However, I’m proud of what we accomplished and believe we made something truly impressive.’ 

What are your future plans? 

Tom: ‘Next year, I will start a work placement at NeoBards Entertainment, focusing on technical design. I aim to improve my skills and eventually start my own company. I am passionate about both the technical and design aspects of game development, and I think gaining more industry experience will be crucial for my future ambitions.’ 

For more insights into Tom's work, visit his LinkedIn profile and portfolio website.  

How does this project reflect the way CMGT students think and work? 

Fabian Akker (design & production lecturer at BUas): ‘This project showcases the complexity and self-sufficiency our students develop. They learn to organise themselves and handle all aspects of game production from start to finish. We emphasise making students self-reliant because that's essential for their future careers in the dynamic game industry.’  

‘Working with different disciplines, such as artists, programmers, and producers, gives them a rich and valuable experience. It prepares them for the varied teams and technologies they will encounter in their professional lives.’