Derek Yu Shares His Vision for a Games Industry Driven by Human Connection

The release of UFO 50, a collection of 50 games with 80s-inspired roots and modern design sensibilities, has left many in awe. To understand the development process of this massive project, we spoke with Derek Yu, the renowned indie developer behind Spelunky and Spelunky 2. Yu worked with a team of five other indie developers for over eight years to bring UFO 50 to life. The team consisted of Jon Perry, a childhood friend and board game designer; Eirik Suhrke, a composer who collaborated with Yu on previous projects; Paul Hubans, a pixel artist and indie game developer; Ojiro Fumoto, the creator of the mobile hit Downwell; and Tyriq Plummer, a pixel artist and animator. When asked about managing the scope and perspective of such a massive project, Yu emphasized the importance of regularly zooming out to ensure the team wasn't getting too lost in individual game development. Setting regular deadlines to bring each game to a certain level of completeness helped the team stay on track. The team prioritized making each game unique and fun, while also looking for opportunities to connect the games together. This approach allowed them to create a cohesive collection while maintaining individuality within each game. According to Yu, the team's collaborative efforts were structured around setting expectations and respecting each other's ideas. With multiple team members contributing to various aspects of the games, the team was able to leverage their unique skills and strengths. The development process was not without its challenges, with several projects being scrapped along the way. However, Yu highlights the flexibility of indie game development as a major advantage, allowing the team to efficiently implement or cut ideas without significant consequences. The team's decision to base UFO 50's lore on a fictional video game company from the 80s was driven by a desire to capture the DIY spirit and creativity of that era. Yu believes that the technical limitations of the time often bred creativity and led to innovative gameplay and interfaces. Despite the initial plan to launch the game in 2018, UFO 50 took longer than expected to develop. Yu attributes this to underestimating the scope of the project and the need to focus on Spelunky 2's release in 2020. However, he wouldn't change a thing, as both games received positive reception and allowed the team to put things into perspective. Playtesters played a crucial role in the game's development, providing valuable feedback on how to make the game feel like a cohesive experience. Yu notes that the team validated the core principles behind UFO 50, and the overall concept resonated with players, especially as they engaged with the fictional history. Yu cautions new indie developers against taking on such a massive project, instead advising them to focus on smaller games and treat game development as an iterative learning experience. He believes that this approach minimizes risk and allows developers to hone their craft over time. As for the future of UFO 50, the team plans to focus on supporting the community and fixing any issues that may arise, rather than releasing significant updates or changes. Yu views the game as a work of art that should stand on its own, and the team is enjoying watching players experience the game together. When asked about his philosophy on game development, Yu emphasizes the importance of people and relationships in the industry. He believes that games are made by people, not just skill sets, and that finding people you trust and enjoy working with is essential. Yu's approach to game development is centered around empathy, creativity, and the joy of providing meaningful experiences for players. In conclusion, Derek Yu's vision for the games industry is one driven by human connection, creativity, and a passion for game development. The story of UFO 50's development serves as a testament to the power of collaboration, flexibility, and a willingness to take risks and learn from experiences.