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6 Million Plays in 30 Days — Vortelli’s Pizza Delivery Devortel · Follow Published in

Poki · 11 min read · Nov 8, 2024 -- Listen Share

The Downtown region in Vortelli’s

Pizza Delivery

Intro

Vortelli’s Pizza Delivery is a 3D open-world driving game that you

can play in your browser. It launched on Poki on September 20, 2024, and so far has

been played over 8 million times, 6 million of which were in the first 30 days. Players

from 227 countries and territories have collectively spent around 1.2 million hours

in-game. During development, I had no idea the game would reach so many people. Its

performance has exceeded our wildest expectations and it has made us very optimistic

about the future of web games.

Gameplay stats for the first 30 days

Background

I’ve

been developing 3D web games for a little over two years now. My first game, Vortelli’s

Pizza, was released on Poki in mid-2024. Its launch was a crazy story which you can

read here. Since then, it has been played over 40 million times. Following its success,

I’ve been joined part-time by my partner, Kelsey. She is a talented UX designer and 3D

artist, and together we’ve been supporting Vortelli’s Pizza with content and UI

updates.

When reading feedback left by the Vortelli’s Pizza players, we noticed many of

them wanted to explore the city beyond the limits of the pizza restaurant. When I was a

kid, I loved playing open world driving games like Grand Theft Auto and I remember how

exciting it was to explore the seemingly endless game world. We thought it would be an

interesting challenge to see if we could bring a similar game to the web browser for

the Vortelli’s Pizza fans.

Building the Game World

The foundation for this entire

project is the PlayCanvas Vehicle Physics demo project. If you’re thinking about

building a driving game in PlayCanvas, this is the perfect place to start. It’s a very

simple project, but it has excellent performance and it’ll run on nearly any device and

browser.

Gameplay screenshot of PlayCanvas’ vehicle physics demo project

The first step

was to replace the default terrain with something that resembled a city. I quickly

threw together a little road network, consisting of a few blocks with some low-poly

buildings. Here’s my early proof of concept — but something about it just didn’t feel

right.

Gameplay screenshot of an early proof of concept

Eventually, I realized the map

scale was wrong. When working with a 3D world, it’s critically important to scale all

the game objects correctly in relation to each other, or it can disrupt the player’s

immersion. Because we were designing a game that needed to feel like a real-world

place, we had to make the 3D model proportions resemble their real-world counterparts

as closely as possible.

To get accurate data to build from, I used Google Maps’ measure

distance tool. Inspired by GTA: Vice City, I looked up satellite pictures of Miami,

Florida, and started measuring sidewalks, parking lots, road lanes, and

intersections.

Google Maps’ Measure distance tool in action

Even though we weren’t

setting out to create a perfect, one-to-one scale replica of Miami, these measurements

gave us real-world benchmarks that we could use to make sure our game felt

authentic.

With these new dimensions to guide our scale, the game started to feel more

realistic. With that in place, I worked on expanding the road network and adding more

neighborhoods for players to explore.

A hand-drawn sketch of an early design of the

city layout

The map was starting to take shape, but the driving gameplay still didn’t

feel right — it just felt boring. At first I wasn’t sure why, but after studying the

maps from Grand Theft Auto, I noticed their map was designed to have mostly curved

roads. Check out the map of GTA: Vice City:

Map of GTA:Vice City

The road network is a

spaghetti-like formation of windy roads; there’s hardly any grid-like sections. I spent

hours and hours driving around that city and never noticed it, but as a game dev I now

appreciate how much thought must have been put into the design. A road network like

this requires constant steering and navigational input from the player, which makes for

a more engaging experience than the basic grid system we started with.

From a 3D

modeling standpoint, straight roads require minimal effort to slap together — it’s

literally a single plane. Curved roads, on the other hand, require a lot more work.

Since we wanted a big city map to explore with a lot of road networks, this was a

process I wanted to optimize as much as possible. After trawling through half of

YouTube looking for a solution, I learned about using Bevel Objects along curves in

Blender. This allowed us to simply draw a line and Blender would automatically create a

road with our predefined geometry — way easier than extruding each curve

manually.

Performance Optimization

One of the most important things (maybe the most

important thing) when developing web games is to keep the initial download size as

small as possible. Players want to get into the game immediately and they aren’t going

to wait 30+ seconds for the game to finish downloading. This is especially important

when you consider many players have slow or unstable internet connections. (For

example, Venezuela has an average download speed of 3.9Mbps. That player isn’t going to

wait for a 50MB game to load.) We watched a recent talk by Kasper Mol from Poki and he

mentioned that if your game is under 5MB, you’re doing an amazing job, so we set

ourselves a hard upper limit of 5MB.

We learned early on that a map of this size would

mean a hefty initial download. Most modern devices would be fine, but low-end

smartphones would struggle. Our solution was to split the map up into chunks — islands

that are connected to neighboring islands via bridges.

A map showing each of the map

chunks as individual islands

I set up Trigger Volumes that the player’s car passes

through as they’re crossing bridges. When entering a trigger volume, the map chunk

ahead of the player is loaded and the previous one is unloaded. On some devices, this

will drop a couple of frames, but it doesn’t significantly impact gameplay.

A new map

chunk loading ahead of the player

Splitting the map into chunks also allows us to

separate the 3D model files into different downloadable asset files in PlayCanvas. We

can then limit the initial download to only include assets needed for the starting

region. The files needed for all the other regions aren’t downloaded until the player

unlocks them. This keeps the initial download as small as possible, and speeds up

loading time. In the end, we managed to get the initial download size to just 58

requests at 2.14MB, coming in far below our goal of 5MB.

A screenshot of Chrome Dev

Tools showing the game’s download size

If you’re looking for a quick way to reduce the

size of your model files, Draco Mesh compression allowed us to shrink our download size

by nearly 70%. It’s supported by PlayCanvas out of the box and you can install it with

one click, making it ridiculously easy to shrink the overall project size.

Gameplay

Design

My initial idea was to copy the game loop from GTA: Vice City’s pizza delivery

mini game. It’s a very simple 10-stage minigame where players deliver pizzas to

customers within the time limit. Stage one starts with one customer and the game adds

one additional customer after each stage. It’s a simple and fun game, but I couldn’t

help but feel that it lacked replayability.

I wanted to create a game that put more

control into the player’s hands. Oddly enough, my inspiration came from the Truck

Simulator games. Say what you will about the Truck Simulators, they’ve sold tens of

millions of copies, their games are adored by their fanbase, and their simple game loop

is extremely versatile and battle-tested. Players can drive around and explore the

world on their own. At any given time, they can choose a job from a list that they feel

like doing, giving an element of autonomy and control. Adding a similar game loop to

our game was very simple: we generate a list of jobs, display them in a table, and let

the user pick one. After deciding on this direction, our game really started to feel

like an open-world driving game that gives the players much more freedom.

A screenshot

of the job selection page

During the development process we were frequently sending

builds to the Poki team to play. They gave a lot of suggestions, almost all of which

were added to the game. One of the best suggestions was to have the game award coins

for driving skills — players can earn coins by driving fast, completing jumps, using

boosts, and drifting (in addition to delivering pizzas, of course). As soon as I added

this feature, I immediately felt like the driving experience was more fun and

rewarding. The goal wasn’t just reaching the customer; it was the jumps, boosts, and

drifts along the way.

Score is awarded for completing jumps

Player

Onboarding

Personally, when learning new games, I’m very impatient and I’ll find myself

skimming the text in tutorials — sometimes not even reading the text at all. I prefer

it when games show me how to play as I’m playing it without making me read what feels

like an instruction booklet. Web game players often only have a few spare minutes

during a school or work day, so they don’t want to be forced to study a complex

tutorial as soon as they pick up a new game.

Arrows showing the tutorial path for the

players’ first job

With these limitations in mind, I came up with a series of simple

steps that walk players through their first three delivery jobs while guiding them

through the process of leveling up skills and unlocking new cars and map regions. It

has been mostly successful in getting players up to speed without putting too many

constraints on their gameplay. There’s still a number of players who just want to drive

around on their own terms and never end up completing the tutorial.

Launch

On September

20, 2024, Vortelli’s Pizza Delivery was released on Poki. For the first few days, I was

glued to the Poki Dashboard eagerly watching the stats and awaiting the latest player

feedback. The numbers were very encouraging. Conversion to play, session times, and

monetization all exceeded our expectations! Every time we checked the dashboard there

were more and more people playing.

Peak player count recorded

Just 10 days into launch,

the game had already crossed 2 million gameplays and by day 30, it had crossed 6

million.

Poki Dashboard stats for the first 30 days

Pain Points

Despite the strong

early numbers, players were encountering problems. Many players were struggling with

the time limits placed on jobs. For some, the game wasn’t giving them enough time to

complete jobs, causing them to fail the job over and over. For other players, they felt

the game gave them too much time and it wasn’t challenging enough. To cater to both,

we’ve since added a mix of both timed and untimed deliveries to the jobs list. The

timed jobs pay better, but the untimed ones are less stressful. This solution lets

players choose their own playstyle, giving them more freedom.

Another issue reported by

many players was how difficult it was to navigate the map. All the effort we put into

those lovely curved and complex roads actually disoriented and confused many players.

We had hoped the HUD minimap would provide enough directional information for players

to find their way, however, a large chunk of our audience was unfamiliar with how

GTA-style minimaps work. We’ve since added an arrow that pops up in front of the

player’s car which points at the position of the closest delivery.

The arrow directing

players to their closest delivery

The most complex issue we faced took weeks to solve.

For a small percentage of players, the game didn’t load correctly. They would see the

game HUD against a blue background with no map, vehicles, or buildings. I’ve done a

much more extensive writeup on the PlayCanvas forums if you’re interested in reading

more about this. Here is a screenshot of what the game looked like to players

experiencing this issue:

The Poki and PlayCanvas teams were very supportive and we

slowly worked through some potential solutions. Eventually another Poki game developer,

Cem Demir from OnRush Studio, suggested I disable real-time shadows, and this appears

to have finally fixed it. Frustratingly, despite extensive testing, I was never able to

recreate this bug locally and never identified the root cause. In a future update,

we’re going to re-add real-time shadows as an optional graphics setting.

Despite these

pain points, most of the players really enjoy the game and we’ve received lots of

encouraging feedback.

The Future

After an extremely promising and exciting launch, we

feel that Vortelli’s Pizza Delivery has a bright future ahead of it. In the near term,

we’re working on fixing bugs and adding more content. We only have a small number of

cars right now and many players have already reached the end-game and are looking for

more. Eventually, we’d also like to add a car customization paintshop. Players work

really hard to unlock new cars, so we want to give them the freedom to modify them to

their liking.

The garage page where players can manage their vehicles

Looking towards

the longer term, we want to add more businesses to the Vortelli’s world. The pizza

restaurant and the delivery games are just the beginning. A lot of players love that

the Vortelli’s Pizza restaurant is an actual building you can visit while you’re

driving around the city. We want to keep going with this trend and maintain the

continuity. As we release more Vortelli’s businesses, they’ll be added to the map. We

also want to make it easier for players to move between Vortelli’s games. Our dream is

to have an entire game world of different businesses, attractions, and experiences for

players to enjoy.

The exterior of the Vortelli’s Pizza restaurant is a place you can

visit in game

If you’re a fan of Vortelli’s or you’re interested in our work, please

feel free to reach out. You can find me on Twitter: //twitter/devortel You can

also find us on the Vortelli’s Pizza Discord: //discord.gg/tbZ3jtuQHx

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