Cellar Vault Games: Not Your Role Models

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Originally Published: 27th March 2021 on eGG Network

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Not Door Sellers

To most of you out there, Cellar Vault Games is probably a name you haven’t heard of before, and that’s okay – we’re here to change that. With a current permanent workforce of only two strapping young lads; game designer Benny Chan, and artist Eshan Jayatilaka, the capable duo is best known for their award-winning horror game, Short Creepy Tales: 7PM.

Originally intended to be called “Cellar Door Games” – after the most beautiful sounding phrase in the English language, they had to change its name when they were getting it registered. “When we went to the government agency to register our company, they told us if you’re not selling doors, you can’t have ‘door’ in the name!” shared Benny (a fortunate decision that prevents any possible confusion with another indie game developer, Cellar Door Games of Rogue Legacy fame).

Since he was alone, he texted his teammates in a group chat for suggestions, and they settled on Cellar Vault Games. “They were okay with ‘vault’ and we don’t even sell vaults!” Benny Chan laughed, recounting the experience.

They weren’t really bothered by the name change, and after some time, it stuck with them. “It also gives us some nice imagery to work with,” said Eshan. “Games in a vault, and vaults in a cellar…”

The duo met when they were in KDU University, enrolled in the same game development course. Benny was initially interested in technical aspects of programming and coding software, and it was only the final year of his diploma where somebody pointed out that he was suitable for game design, and so he made the decision to major in it. Apparently, whoever told him that was right as he found his calling and aced the course.

“When I played games, I was always curious about how developers achieved these kinds of standards and experiences in the games I was playing. I was a kid with bad results, I didn’t get As for SPM, my parents said you should go try it and see how it goes. If it doesn’t work out you can always do something else.”

Eshan was just a kid who after playing Beyond Good & Evil (a classic action-adventure), realized that games could be used as an effective medium to tell good stories. His interest in the medium grew, and so did his dream of wanting to tell stories through visuals. When he was picking his major, he was advised to give game development a shot, and that’s how he ended up studying it – and that’s how the two met and started working together.

The story behind their final year project was an interesting one – a classmate asked Benny if they wanted to work on a horror game together, and he agreed despite not having touched a horror game in many years. He thought it would be a good challenge to go in blind, but that year it seems that the stars aligned for his team.

P.T. – one of the scariest games of all time was released (despite being a mere teaser) and gave the team something to draw inspiration from. Gary Napper, the lead designer of Alien Isolation, gave a talk at their campus. And Red Barrels, developer of Outlast, one of the inspirations for their project, were very helpful in answering his questions about game and level design. It was like the universe wanted them to make a horror game – and that’s how The Plight was born.

State of Emergency

When they graduated from university, Benny worked with some friends on Ejen Ali: MATA Training Academyafter they won the Ejen Ali Game Jam and Eshan found work elsewhere as an artist. Initially, they wanted to continue making games together, doing it on the side but after six months they realized that they weren’t making any progress. When Benny became tired of making games for other people and Eshan felt his job was going nowhere, they decided to quit their jobs to focus on Cellar Vault Games. Because they led relatively affordable and low-maintenance lifestyles, it wasn’t too difficult for the duo to commit to what could only be described as an uncertain future.

“Why do you want to join game development as a business when you can join other businesses? There are so many other careers out there,” said Benny on the topic of working in the industry. “The grind is part of the game industry. What brings people into the game development industry is passion – but don’t let other people abuse the passion you have. You can have passion, but be aware of people who abuse it. When they do, you have to stand up.”

Regarding the state of game development in the country, the duo was very vocal about big companies taking advantage of its people. “We are in a critical state right now. Just because big companies decide to set up shop in Malaysia, it doesn’t mean it’s good. They’re just taking advantage of our weak currency,” said Benny. “If you want to work at a reputable company right now, chances are you’ll be at a company that mainly works on outsourced projects because they have incredibly talented directors and leaders. Of course, you’ll want to go there but they don’t have their workers at heart.”

“Like any creative industry, the game industry is complicated – sourcing things and talent is never going to be straightforward or ethical. What we’re doing now is not sustainable. People from and outside Malaysia – we’ve got good people working here, and because of the exchange rate, it’s cheaper. That’s how outsourcing companies are competing – we can match the quality of western studios for the price or less. Combined with the Southeast Asian mentality of ‘hard work is king’, it leads to a very toxic environment where people are undervalued and they expect it. It’s problematic in a region like Southeast Asia – it makes unionization difficult. People are exploited and nobody fights back. This problem has been brought up by People Make Games – an informative video breaking down how outsourcing in game development works,” said Eshan.

“People who are talented and passionate now – they have this idea that they have to be in a large company to make something beautiful – and all that passion gets burned away when they enter it if they are not prepared. For example, take a look at Cyberpunk 2077‘s disastrous launch. How many people got hurt, burned, ruined friendships while working on the game? They come out feeling – screw this, I don’t want to do this anymore. This is not my happy place. I’m going to do something else and leave the industry. What else could that person have made if they had stayed on? We’ll never know because they’re never going to make games anymore. That thought is really disappointing to me.”

“Big companies need to do better. It’s hard to listen to everyone – you have to listen to the community, your investors, any source of income, and clients. But you also have to listen to the people who work for you. When people are happy because you treat them well and listen to them, they become happier. If they become happier, they’ll deliver better work,” said Benny. “There needs to be a bridge of communication for employees to voice out, and for employers to listen. I know these things are easier said than done but I hope to see results two to three years later. If I don’t see it, I will be disappointed.”

They mentioned that if Cellar Vault Games gets big enough, they would love to focus on the health of their employees to take care of them. They would try to be successful on their own grounds and set a good example for others to follow.

“If I’m ever at the point where I abuse my employees, I have an agreement with a friend that gives her the right to slap me,” said Eshan. “We have to rethink our priorities. We have an unhealthy definition of what it is to be successful or happy. Some people might be happy with money, while money does make the world go round, it isn’t something that makes everybody happy. Nobody knows what makes every single person satisfied or happy. The problem is we’re not acknowledging what we don’t know. If we don’t know, we need to start asking, we need to start reshaping the industry to cater to that. The whole point of being a company is to make a good thing but in the process of making a good thing you make four bad things (i.e. you stress out your employees), it would be considered a failure to me. If companies feel that a toxic environment is not something that they want, they need to take concrete steps to stop it.”

“You can’t stop selfish people from being selfish. How do these big companies want to help the Malaysian industry? Let me see balance. Create more options for people working at your companies. We’re in a critical transition period right now. If things get worse, we’re screwed. We always get screwed in the same way. It’s one-sided. If it keeps going, it will be impossible to change.”

The pair also mentioned that they would like to see developers make more games set in Malaysia – there aren’t enough of them. There’s a lot to be explored, yet nobody is doing it, and they are puzzled as to why that is the case. It was one of the reasons why they decided to create Short Creepy Tales: 7PM.

The Twilight Moment

When 7PM was made, it received quite a bit of buzz, but the game tanked in terms of sales. They weren’t able to recoup the investment spent on the game. “It was like throwing money into the sea,” said Benny. Despite the game being made on a shoestring budget and being priced at a very fair RM15 ($4.99 in the US), it didn’t sell enough. However, the duo didn’t take it as a sign to give up.

The feedback they received from the few people who played the game, was encouraging. The multiple SEA Games Awards they won last year validated the decisions they made when making the game. All they need is to get the game into more hands and are looking for a suitable publisher to help with that.

“It would be a waste to throw away something just because it didn’t make money. We have something good going on, we just have to work on it a little more,” said Eshan.

They learned a lot from the experience of making 7PM – which was completed in less than a year by a team of four (two of them and two contracted staff). One of the challenges they encountered was knowing when to stop adding content in order to focus on polishing the game. This led to a higher-quality and more focused experience instead of a larger and less-polished one. It’s something the studio wishes to continue doing: putting out premium games.

On the topic of free to play vs premium games, they believe that there is no better model – it boils down to what a developer is trying to achieve. “Premium games should be contained, and complete experiences. People who spend money know what they are looking for and are willing to pay for it. Free to play games are meant to go on and on and change over time,” said Benny. “Deciding which model to use will boil down to the direction of the game. How long does a developer want to spend recouping their costs? A year? Two? Three?”

“Neither one is better than the other. However, it restricts what kind of games you can make. If you want premium, people expect a complete and packaged experience. When it’s free to play, there’s no feeling of ‘oh I spent money on this’ it’s more ‘let’s see what’s going on here?’” said Eshan. “At the end of the day – it’s still the games industry. People are there to make money. If it’s not profitable or sustainable, you won’t see game developers making such games anymore. They need income to survive too.”

At the moment, Cellar Vault Games won’t be creating any free to play titles – they prefer narrative experiences and don’t want to interrupt stories or gameplay with ads. “If you like what we did, you can expect this. When you pay for this game, you know what you’re going to be getting,” said Benny.

“If we make a free to play game, it would mean that we’re already established for some time and want to experiment,” said Eshan. The duo also mentioned that they will explore other genres eventually – they have been focusing on horror because they are comfortable with the genre.

The Long Road Ahead

Even though every month of operating expenses come out of their own pocket (the duo work from home at the moment – no offices for them any time soon), there’s still a lot of fight left in Benny and Eshan. In fact, they’re hard at work on their next title while you read this. It’s going to be part of the 7PM anthology – and that’s as much as they’re willing to reveal. Perhaps we’ll see some familiar faces or locations. As for long term goals, Benny claimed that he has enough game ideas for games to last a lifetime, while Eshan expressed his wish of returning to one of his University projects or trying out Augmented Reality. They also hope to return to The Plight one day.

I asked them if they had any advice for people who were looking to join the industry, Benny had this to say, “there’s no magic formula. Play more games – the opposite of what your parents tell you to do. Games are your study materials. Know a game inside out. Why did a developer do this or that? Why did they make those changes? If you understand why developers do what they do, you’ll be able to make games. Being a designer is not a simple task. I will always ask designers why they think their design will work. I will make them prove it to me. If they think it doesn’t work, then why will I think it can work? What would consumers think? The majority of consumers will say how they feel about a game and not try to understand why. If it’s good or bad, they move on. But as a developer, you have to think of such things.”

“In terms of art and design, before you decide that game development is something you want to do, join as many game jams and attempt as many small projects as you can. There’s a scholastic environment to learn those technical skills, but when you get your hands dirty, you will learn more than by just attending classes. And make sure you find and know your value. Don’t be exploited. It would be great for people to interact with those who have been exploited before, and learn from their mistakes,” advised Eshan. “You need a tiny shot glass of cynicism with an understanding of how much your work is valued at and a lot of practical experimentation.”

Check out Cellar Vault Games on Steamitch.io and Facebook.


Stay tuned to eGG Network for a detailed feature of Short Creepy Tales: 7PM and more behind-the-scenes features on the Malaysian game development industry!

Kurechii: Reaching For The Stars

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Originally Published: 10th March 2021 on eGG Network

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“I told my dad, I was only going to play games, I didn’t feel like creating them.”

That was how P’ng Yiwei responded to his father’s suggestion many years ago when he noticed his son spending many hours in front of the computer. Funny how life turned out for the 30-something Penangnite, who founded his own video games company, Kurechii.

Climbing To The Top

Yiwei was just like most other people who ended up in the games development industry – a kid with a fondness and passion for video games that stuck with him until adulthood. His interest in creating games started when he was obsessed with Hanshilu, a Chinese RPG (role-playing game). After playing the game, he found himself making his own RPGs and characters for his friends with pen and paper. Though he didn’t think of it as a career back then, it sowed the seeds for his eventual journey down that road.

After graduating from The One Academy in Multimedia Design (because he wanted to make websites), he secured his first job at the college itself. Fun fact: Wan Hazmer, the founder of Metronomik, was his lecturer. He was the one who taught Yiwei that Flash’s powerful scripting language, ActionScript could be used to create games as well.

Armed with this knowledge, Yiwei spent his nights coding Flash games for the world to play on their web browsers. That’s when Reachin’Pichin, Kurechii’s first game, was born. Featuring the work of his former-classmates, Zyen Tee and Lydia Ho, the game was pitched at IPCC 2009, where it won the Best Casual Game category. The game went on to be a hit that was eventually picked up by King for distribution.

After his first taste of success, Yiwei knew that he wanted more. Realizing that he didn’t have enough hours in a day to focus on game development, he quit his teaching job to make it work. Initially, he thought of joining another company to realize his dream but back then there weren’t any companies in Malaysia making their own games – they were primarily functioning as production studios for external clients. Since it wasn’t what he wanted, he decided to create his own company. This way, future generations of game developers in the same predicament would have a place to go to.

He asked his former teammates to join him in this adventure, but they had to decline as they were tied to their own full-time jobs. Not missing a beat, Yiwei kicked things off by himself. He spent the next 7 months developing The King’s League on his own, no easy feat as he had to handle everything from art to coding.

Fortunately, the game was a success. After being picked up by Armor Games for distribution, it did extremely well, surpassing a million players in a couple of weeks. With that accomplishment, Yiwei was finally able to convince his former teammate to join him on his quest.

Competing For Glory

As the company was getting its feet off the ground, the world changed. Smartphones were becoming the norm and mobile games the next big thing. Though Flash would remain relevant for many years to come, everybody’s eyes were on the newly created market of apps.

Kurechii knew this but didn’t have the expertise to develop games for mobile devices. They had to hire coders to help them create mobile games. Unfortunately, for the small company, their first mobile game, Diggonaut, was a failure.

“The game had less than 30 downloads!” recalls Yiwei. “It was so bad, we took it down.” They went back to making Flash games and then porting them over to mobile devices. Kurechii began to see more success with this workflow.

“Think big, start small, one step at a time.” While the quote goes against what some success gurus who recommend long-term planning, might preach, it’s how Yiwei has been handling the challenges thrown at him.

From a skeleton crew with no office and working out of restaurants and cafes, to an 18-person strong team with their own studio, with multiple award-winning titles under his belt, he’s come a long way from his humble beginnings.

Yiwei used to handle all the non-game development activities on his own. But as the company was tasked with more and bigger projects, it was necessary to expand. He couldn’t wear all the hats at once anymore – there needed to be other people in charge of player support, maintaining and updating existing games, PR, marketing, administrative duties and more.

“When I started basically, it was very simple. I just wanted to make games. It wasn’t about managing people, growing the company and so on. So when it came to a point where we really needed more hands to do things, then we unlearned, learned new things, changed our mindsets and moved forward.”

Despite being a leader, he still takes the time to get involved in the games his studio produces. While he doesn’t have to code or draw anymore, he’s still a big part of the game design process. However, he does find himself getting lost in the moment every now and then and has to remind himself to take a step back into his leadership role.

“I do realize that now our teams have more people, we need people to give proper directions, oversee things, solve problems, optimize the workflow and so on. I try to get involved as much as possible, after all, it’s why I started Kurechii – I wanted to make games, not because I wanted to run a company!”

The Changing of Times

Kurechii has seen its fair share of success, but not without going through hardships and hurdles. One of the most recent challenges has been working from home during the pandemic. For a team that was used to constant communication while working, not being in the same space introduced some problems.

“The way that we make games in Kurechii is by talking a lot. We are always looking for ways to make things better, so we throw out a lot of ideas and have discussions. However, since we’re not in the same office, we never know who’s busy or free for discussion. When sending messages, it can be hard to explain what you’re trying to say. This led to fewer discussions within the team, which made development very linear. It was just ‘get this done’ and the team would get it done.”

Since then, they have set up many group chats, scheduled weekly calls, and ensured multiple points for communication to take place. Though it’s not ideal, they’re doing the best they can in the current situation.

Other obstacles include adapting to the needs of consumers in addition to the platform and marketplace for games. Yiwei had a few things to say about the pros and cons of the different gaming platforms:

“Making games in 2009 was very different back then. It used to be an accomplishment just to finish a game. These days, with the plethora of tools available to the public cheaply or for free, it’s not that difficult anymore. But now, the challenge has shifted making your game stand out from the millions of other titles out there.”

“Security issues aside, Flash is a very open platform where everyone can make games and keep them updated very easily. People can also play Flash games for free and very easily, all they have to do is load up a browser, click on a game and they’re there. Making Flash games, there are fewer concerns or considerations when putting a game out. These days you have to worry about the processes to get your game out onto Steam or a mobile app store. People on app stores also have higher expectations for games when compared to people who left comments on Flash game websites.”

“It’s also not just about making the best game with the most beautiful graphics – these days you’ve got to worry about things like battery drain on a player’s phone! Sometimes people might just want to play a simple game that won’t drain their phone completely. So it’s a balancing act between making things look as good as possible while also making sure it’s optimized.”

He also laments about the fact that his studio only became recognized as “legit” after they successfully released a mobile game. Before that, people didn’t see Kurechii as a real game development studio!

Since the company’s success, many doors have opened up, but the main benefit has been the boost to their own confidence. Knowing that they were capable of making good games gave them the tenacity they needed when tackling new projects. That meant much more to him than any other business opportunities that came their way.

In addition to the transition of game platforms, Yiwei had to change his mindset about premium vs free to play games. As a PC gamer, he was of the camp of paying premium prices for complete games – but over the years he has realized that there are benefits to both Free to Play and Premium game models.

“Premium is like a movie – players pay upfront, go in and enjoy everything, and that’s it. Free to play is like drama, there are a lot of episodes, ads, merchandise, and so on. Initially, we wanted to stick with one business model, but over the years, I’ve learned that it depends on your game. If your game needs to have one solid experience, you’ll need to go with the premium business model, where it will help you to sell the game to deliver the experience you intend it to. However, if your game needs a lot of players, you might want to try free to play. That way a lot of people can get in and you can slowly get them to see value in your game so they’ll invest money into it. I determine which model we go with based on the game idea, and we’ll pick the best one that works for it and its audience. Premium is not better than free to play or vice versa, it depends on what we want to accomplish.”

Trusty Delivery

Yiwei considers himself in a very fortunate position. Since the company is small and doesn’t have any financial investors who have a say in what they get to do, Kurechii has the luxury to put out what they want and take as much time as they need.

While it is a blessing, he realizes that there are also drawbacks to functioning this way. “Players are waiting for your games, and if you take too long, it might not be relevant anymore in terms of content, gameplay or visuals. Art and assets that look amazing a few years ago aren’t going to be impressive now.” He constantly thinks about whether a game is ready to be released to the public.

He also has high hopes for the scene and industry in the country. “Malaysia’s game development scene is maturing. We now have a better ecosystem compared to when we started back in 2009. If we can have more Malaysians recognize and appreciate games, the game industry will be able to attract more talents. This will result in better games that can be made, and level up the game industry in Malaysia.”

To those interested in working in game development, he stressed the importance of communication skills. “You will need to know how to communicate your game idea to your teammates, to get the idea to be accepted or implemented. You also need the skill to pitch your game to the public, to sell it, or to get investment. Oh ya! Communication is not just talking, but listening too!”

As for the company’s ultimate goal – he hopes to retain this freedom and creativity while still making games for the years to come. The company would also like to expand its horizons by combining 2D and 3D for its next project, but first – it has to release Postknight 2.


Stay tuned to eGG Network for a detailed feature of Kurechii’s upcoming game and more behind-the-scenes features on the Malaysian game development industry!