Hey everyone, hope you’re doing well!
We wanted to take a bit of time to talk to you about Bodycam and the studio, to share with you the reality of what these past six months have been like, and everything we’ve been working on. This is going to be a longer message that touches on a lot of different topics, but we think it’s worth it. It’s something we will do more often: giving you an inside look at the problems we’ve faced, how we solved them, how we’re planning the future of the game and the studio, and what our ambitions are.
On the technical side, we’ve been through a lot of heavy tasks that took time (and maybe the question is, why did they take so much time?). The biggest challenge, and probably the biggest issue for Bodycam right now, has been optimization. Even though Bodycam is a fairly recent project built on brand-new tech and tools that themselves aren’t always fully optimized yet, there’s still a huge amount of work we can do on our side, and we’ve been doing it. Optimization is never “done”, there’s always more to improve, but over the past months we’ve tackled some of the hardest and most time-consuming parts. We re-imported and reworked basically all of the game’s textures, we upgraded Unreal Engine through several versions to bring the project to the latest one, and we fixed everything that broke along the way (plugins, debug systems, features that suddenly stopped working). On top of that, we ran full audits, rewrote parts of the code that weren’t holding up, and solved a mountain of side issues created by these upgrades.
On the content side, we decided to use this time to focus on the bigger updates. Since the technical side was mainly being handled by our external partners, we focused on the most time-consuming features. And the truth is, with Bodycam, we can’t just cut corners. Our rule is that whenever we release something, it has to be pushed to the maximum of realism and detail. That’s both the cool part and sometimes the painful part of working on this project. It means we often end up redoing things that technically already “worked fine,” simply because they weren’t good enough by our standards. And this will always be part of the DNA of Bodycam. There will be times when we’ll tell you: “yes, this system was working, nobody complained, but we rebuilt it anyway.” Because that’s how we make sure Bodycam always stays at the very top of what’s possible in terms of realism. A good example is the animation system. It was already solid. Nobody was asking for a change. But for us, it wasn’t enough. So we remade every single animation. We added a ton of new elements to make it more realistic, redesigned the whole system from the ground up, and even though you’ve seen a glimpse of it in the devlog, there’s still a lot more you haven’t seen yet.