The Making of Operator8 and the Vision of Aligned Games

26/10/2024

Let us go deeper into game development with Johannes from Aligned Games. 'Operator8' is set to launch on November 12, marking a significant milestone for his studio. Looking ahead, 2025 promises to be a bustling year for him, from delivering top-notch games to producing an array of essential assets. With a multitude of innovative projects and new technologies on the horizon, Johannes is gearing up to make a significant impact on the indie gaming scene.

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Operator8

Developer/Publisher: Aligned Games (Single Developer - Johannes Nienaber)

Genres: Action, Shooter, FPS, Sci-Fi, Horror

Inspired By: Doom 3, Dead Space

Platforms: PC - Steam (Might release on consoles later)

Release Date/Window: 12 November 2024

An unparalleled alien invasion has overwhelmed the Mining Block Facility on the moon Triton, leaving only death and horror in its wake. You are a mercenary known as Operator8, and you alone have been called in to bring a stop to this fierce attack. Destroy the hive mind at all costs!

Links:


Johannes's passion for game development is fueled by his extensive background as a gamer and a developer, and his creative vision that effortlessly crosses the boundaries of genre and medium. With the full release of "Operator8" scheduled for November 12, we will examine the game's development process, the distinctive challenges faced by an indie developer, and the exciting future projects slated for Aligned Games. Join us as we uncover the creative processes, technical hurdles, and pioneering solutions that define Johannes's unique approach to crafting games.


Background and Motivation: 

Johannes, what sparked your passion for game development, and what continues to drive your creativity in this evolving industry? 

"For me, it's all about passion. I have been a gamer for 30 years and a game developer for almost half of that. The world around us can be tough and hard, but with games, we can make what we want—horror, love, action, guns, dinosaurs, darkness, light, zombies, war, space, cars, aliens, nothing is off limits. I can and have done all of this and will continue to!"

Creative and Design Process: 

Could you walk us through your process from the spark of an idea to the final release of a game? How do you ensure each game remains unique and engaging? 

"Getting an idea isn't hard; that isn't the issue. The issue is filtering which ideas are actually good and more importantly, doable. If I decide to make a racing game where you play as the pit crew that has to change the tires, that's doable. If I decide to make Need for Speed... not so much. It's all about scope and management, but this is something I'm still working on. Set a scope, give yourself a timeframe, and stick to it. It takes a lot of work to see an idea through, so you better be damned sure you love the idea!"

Technical Challenges: 

What are some of the most formidable technical hurdles you've faced in your development career, and what strategies have you employed to overcome them? 

"Honestly, for me, mostly the financial aspect. Learning to do things or being motivated isn't an issue I've ever had. My issue has been how long it takes to complete games. After two or three years of development, it becomes a struggle to pay yourself for your time because you know your game will only earn a small amount of money, being an indie project. Most of them earn almost nothing. So, I'd say the biggest issue is funding my time. If you are looking for a strictly technical issue, I'd say shader programming; getting shaders to act the way you want can be daunting... how do you overcome it? Well, you just keep trying! Eventually, it'll work, and you'll have learned a new trick!"

Collaboration on Audio: 

Audio design is crucial in game development. Can you describe your collaboration with your brother on sound design? How does his involvement enrich the gaming experience? 

"He is an audio engineer by trade and so he has much better tools and knowledge than myself on how to implement certain aspects of audio and music. I have the knowledge to use the audio within the engine; he has the skill to make it! Take a look at his soundtrack on the game I made called 'Death Rattle – Hell Unleashed.'"

Audio Sample Link:

Feedback and Community Engagement:

Community feedback can be pivotal. Can you share an instance where player input significantly influenced the development or modification of a game? 

"This has happened a few times, usually with streamers or someone approaching me on Discord. I am stunned at how much time some people are willing to put in to helping me with QA without me ever having to ask! Some people are awesome and want to see indies succeed!"


Marketing and Promotion: 

Marketing games can be as challenging as developing them. What promotional strategies have proven most effective for you, and how do you gauge their success? 

"Well, it's an ongoing struggle for me. I am not a marketer and I hate doing it. With that said, I have now learned a workflow that has served me relatively well, and that is having an effective email list. It can be hard to manage, but it is effectively a Wishlist secured to have an email. That's how I reached you! It works with potential clients, but also press. Other than that, I try all the standard social media stuff, but it doesn't work very well. Direct contact works best."

Future Projects:

What upcoming projects are you particularly excited about? Are there new game mechanics or technologies you are looking forward to exploring?

"I have a lot planned. I'm someone that works on four projects at once. What I'm excited about is all of them, but of course, getting Operator8 to the finish line will be a big milestone for me. It's been a long journey. Apart from that, I have a game called 'Bubble Balance Bonanza' coming out next year as well as 'Grunt1991', which is an FPS shooter game. Working on many other things, but that's the plan. I am very much looking forward to taking a look at Unity 6 next year!"

Unity Asset Store Focus:

Your Unity Asset Store offers a wide range of development assets. What distinguishes your assets from others in the market, and what can developers expect when they visit your store?

"I think mostly the variety of assets I have. I try to create a wide variety of different things because I like making a variety of things; repetition can become quite boring, so I like to try new things. Developers can expect high-quality assets at a reasonable price. I have now officially started a Patreon, where I try to post free assets as often as I can, so developers should definitely check that out! I have literally hundreds of free assets to come over the next few years."

Visit Patreon

Asset Development Challenges: 

Developing and maintaining assets can be challenging. What are the key hurdles in this area, and how do you keep your assets cutting-edge and relevant? 

"It is challenging to keep up with engine updates and pipeline variety. But, I do what I can. I try to make sure that each of my assets are updated at least yearly, but it can be hard to keep up. Hopefully, in the future, the studio can grow enough for me to get some help."

Asset Store Customer Engagement: 

Engaging with customers is crucial for success. How do you interact with your asset store customers to ensure their needs are met, and how has their feedback shaped your offerings? 

"I have my email readily available as well as Discord. Sometimes customers will request a fix or addition to an asset; I then add that to my to-do list and as soon as I can, I will do the fix or add the addition, depending on what it is."

Vision for the Future: 

Johannes, as we look ahead, what new projects or developments are you excited about? Please enlighten us with upcoming games, technologies you're exploring, or expansions in your asset store offerings. 

"This year, on the 12th of November, my game 'Operator8' comes out. Next year, I have a game called 'Bubble Balance Bonanza', 'Zombuddies', and 'Grunt1991' coming out. The year after that, I am releasing three games: 'Fennec Fox and The Shattered Tribe', 'Grunt1914 Zombies', and I have a game called 'The Gravebane Curse' that will be released. This game is set in the same universe as 'Death Rattle – Hell Unleashed'. The year after that, the universe gets another two games: 'Death Rattle – Hell Unveiled' (Working title) and 'Eldritch Abyss'.

So, here is a list of the planned games:

Planned releases:

  • Operator8
  • Bubble Balance Bonanza
  • Zombuddies
  • Grunt1991
  • Grunt1914 Zombies
  • Grunt1991 Zombies
  • Fennec Fox and The Shattered Tribe
  • The Gravebane Curse
  • Death Rattle – Hell Unveiled (Working title)
  • Eldritch Abyss

Unplanned releases:

  • Random Rovers - Sanctum Scape
  • Winters Wake – Survive Together
  • Golfy Peaks
  • Skyland Builders – Will Of The Gods
  • General1914 (working title)
  • General1991 (working title)
  • Hazmat Heart
  • Operator Arena

Screenshots from the game Operator8:

These games are all developed to some degree already, with some of them more than 50% done. It might seem crazy to release this number of games, but many of them have been in hidden development for years. The timeline will probably change, but this is the current plan. I am also working on a book at the moment, but it is not yet revealed.

As for assets, as mentioned, I have started a Patreon where you can get free assets at least every week! I have many assets planned, some paid, some free. Support me to help me make more free assets and games!"


As 'Operator8' prepares for its imminent release, Johannes's dedication to his craft and his visionary approach to game development are more apparent than ever. Navigating through challenges with a blend of creativity and technical prowess, he continues to influence the indie game scene profoundly. The future holds exciting prospects for Aligned Games, with a slew of ambitious projects that promise to captivate and engage audiences worldwide.

Johannes's journey from a passionate gamer to a respected developer is a testament to his commitment to bringing new and exciting worlds to life through his games. With 'Operator8' set to mark a new chapter for Aligned Games, the gaming community eagerly anticipates what Johannes will craft next. Whether exploring new game mechanics, enhancing his asset library, or pushing the boundaries of indie gaming, Johannes's upcoming endeavors will undoubtedly be as innovative as they are inspiring.

As 2025 approaches, both players and developers alike will be watching closely, eager to experience the next wave of creativity from Johannes's studio. With his finger always on the pulse of game development, Johannes is not just making games; he's making history.

By Ronny Fiksdahl

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