Nostalgia is a powerful thing. The mix of emotions and memories brought on by certain experiences, including listening to music, often carry us back to better days and simpler times when the world seemed a little less lame.
But exactly when or how nostalgia is formed remains a mystery, with the trick being to try and embrace the “good old days” before they become them.
Mixtape goes on a journey to capture the essence of nostalgia and explore the mystery of creating it.
Based in Australia, developer Beethoven & Dinosaur has stuck with Unreal Engine after producing the award-winning 2021 title The Artful Escape and now brings its signature style of uncompromising creativity to life with Unreal Engine 5 in Mixtape.
We recently caught up with Beethoven & Dinosaur’s Technical Director Roman Maksymyschyn, and Creative Director Johnny Galvatron to learn more about the small indie team’s use of UE5 for animating in-engine with Control Rig, accessing source code to extend the engine, quickly iterating on ideas via Blueprints, and, as one might expect, getting extensive use out of MetaSounds to bring the game’s all-important audio experience to the forefront.
Want to hear what they had to say? Check out our interview below.
Thanks for joining us! Mixtape looks like a nostalgia-filled trip down memory lane. Could you please tell us what the game is all about?
Roman Maksymyschyn, Technical Director and Johnny Galvatron, Creative Director: Mixtape is the story of three high school friends spending their last day together before they leave their home town forever. It’s a surreal collection of music, memories, and eras set to the soundtrack of a generation.
Where did the concept of creating a coming-of-age story set to an iconic soundtrack come from?
JG: We’ve always been inspired by coming-of-age films, hangout films, and media centered around transitional periods—like John Hughes films—where the characters know they stand upon a great precipice of change. The feeling of “things will never be the same,” is a wonderful core to build your story around. It’s timeless, romantic, and most of us can see our reflections in there somewhere.
Which UE5 feature(s) had the largest quantifiable impact on cross-discipline workflows? How did these features help the team reduce iteration time, improve team collaboration, and/or lower production costs throughout the development process?
RM: There are plenty of features that help cross-discipline workflows—for example, being able to create montages so the animation team can adjust blend timings independently of our tech team, or the built-in Perforce integrations preventing us from accidentally working on binary assets at the same time and causing conflicts. But what has accelerated our development the most is the ability to extend the editor and create custom tooling that is very specific to our needs—for example, debug menus that allow you to play in editor from a specific point in the game.
Were you able to leverage C++ and Blueprints in tandem to streamline development across teams?
RM: Yes, both have served a crucial role during the development of Mixtape. It’s great to have the option to write performant code in C++ and choose what to expose to Blueprint for designers, and having a means to do more visual things like position mesh components and set materials in Blueprint.