20 Sep 2024

This project is facilitated by the Games and Innovation Nexus (GAIN), a £2.3m programme led by the University for the Creative Arts, the University of Surrey, and the University of Warwick.

Team Skera has made impressive strides in the gaming industry, thanks to their innovative game Skera VR. The team, which consists of Max Portergill, Anastasiia Voronina, and Horace Dann-Atkin, began their journey in September 2021 at the incubator facility of the University for the Creative Arts (UCA) and completed their residency in May 2022. Since then, their progress has been marked by significant milestones and achievements.

 

Meet The Team

Max Portergill, the Team Lead, Programmer, and Lead 3D Artist, is the mastermind behind Skera VR. Originally conceptualized as part of his BA Games Art graduate project at University for the Creative Arts, Max is responsible for all coding in Unity and defining the visual style of the game. "Max is our Team Lead, Programmer and Lead 3D Artist. He is the one who came up with the game idea as his graduate project at UCA. He does all the coding in Unity and sets the looks of any assets we make," explains Anastasiia Voronina.

Anastasiia Voronina serves as the Producer and Art Generalist. Her role encompasses supporting 3D art, designing 2D assets, and managing exhibitions and networking opportunities to promote the game. "Anastasiia is the team's Producer and Art Generalist. She supports 3D Art, designs 2D assets and looks out for exhibiting and networking opportunities," says Max Portergill.

Horace Dann-Atkin is the Audio Lead, handling everything related to music and sound. He writes and implements the music and sound effects, sets up activation conditions, and conducts build testing to ensure a polished auditory experience. "Horace is our Audio Lead. He does everything music and sound related: writes and implements music and sounds, sets up proper activation conditions and also does build testing," notes Max.

 

The Birth of Skera VR

Initially, Skera VR was envisioned as a third-person hack-and-slash PC game with a vibrant, hacker-inspired aesthetic. However, as development progressed, the team decided to pivot to a VR format. "One of the major pivot points was taking the game into VR," Max reveals. This transition was influenced by inspiration from games like Zelda, Halo, and Metroid, which helped refine the game's theme.

In Skera VR, players find themselves on a desolate planet, searching for salvation in a towering, ancient structure. The game combines intense climbing challenges, combat, and the uncovering of lost civilizations, all set in a barren desert landscape.

Incubator Game: Skera Play Testing
Max and Anastasiia at Barclay's Game Frenzy

Preparing for the Incubator

Before joining the incubator, Team Skera's idea was still in its nascent stages. Max’s graduate project laid the groundwork, but the team had to refine the concept and adapt it for VR. Preparing for the incubator pitch involved studying pitch decks online and focusing on key points like unique selling propositions (USPs), target demographics, and development goals. "We looked at pitch decks that were available online and tried to mention key points on our own such as USP features, target demographics, and our development goals," Max explains. The team practiced extensively to deliver a compelling presentation.

 

Goals and Achievements for the Incubator

During their time at the incubator, Team Skera set three primary goals: solidifying the core mechanics of the game, building a demo area, and establishing a cohesive art direction. "Our team’s top three goals were to solidify the core mechanics of the game (Mesh slicing, Enemy AI, Puzzles), build a demo area showcasing main puzzle and combat mechanics, and cultivate a core Art direction for the game," recounts Anastasiia.

They found the incubator's support invaluable, particularly in terms of providing necessary hardware and software for VR development. "The biggest help for us was software and hardware. To work on a VR game, one requires a strong PC that can carry the load. Without the incubator's support, we’d be unable to cover the costs and continue working on Skera VR," Max notes.

The team faced challenges, particularly with technical aspects such as Unity versions and efficient file sharing. "There were many uncertainties on the technical side: what version of Unity / render pipeline to use and how to share our files most efficiently when working remotely," Max recalls. They overcame these hurdles through trial and error and by experimenting with different tools and workflows.

A highlight of their incubator experience was receiving positive feedback from playtests conducted with students and at open days. "We were extremely encouraged when we did some playtests with students and at open days for the first time. This helped us solidify what features are working well and what needs to be changed," Anastasiia shares.

Incubator Game: Skera Play Testing
User testing at Medway Rapture

Post Incubator Developments

Since leaving the incubator, Team Skera has achieved several milestones. They participated in the Tranzfuser 2022 competition, secured a UKGF grant, and officially incorporated as a company. Their game now has a Steam page, and they have showcased their work at various conventions, including WASD ’23 & ’24, EGX ’22, and Guildford Games Fest ’23 & ’24.

Looking ahead, the team aims to release a demo on Steam, focusing on refining essential features and ensuring ease of navigation for players. "The next big step for us is to have a demo out on Steam. We’ve been working for a long time to understand which features are essential to be in the demo and how we can make it easier for players to navigate Skera as a VR game without the assistance of us there to guide them," Max explains.

They are actively seeking funding and showcasing opportunities to support their part-time development efforts and expedite progress. "We’re actively looking for funding and showcasing opportunities. Our team is working on Skera VR on a part-time basis and funding would be great to speed up development," Max adds.

 

Impact of the Incubator

The incubator residency was pivotal in bringing Team Skera’s vision to fruition. "We were given essential time to have the vision for our project fully fledged and experiment while also building the base for Skera VR," Max reflects. The experience also helped them transition from a project to a fully-fledged game development company, setting them on a path for future success.

Team Skera’s journey from their initial concept to their current achievements highlights the value of dedicated support and resources in the game development process. As they continue to develop Skera VR and explore new opportunities, their experience at the incubator remains a crucial part of their story.

 

Incubator Game: Skera Play Testing
Horace with a game play user at Barclays Game Frenzy

Skera VR is available now to wishlist on Steam, and you can keep up with their progress via their socials here:
Twitter / X: @Skera_VR
Youtube: @Skera-VR
Linked In: Team Skera