Blog
How we make the game, and why we make it this way.

Writing short: cutting 317 scenes to 202
We cut the first season of Hayat Dosyası, infancy and the first two years, from 317 scene records to 202. The average scene went from 41 words to 21. Here is what we cut and what we could not.
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Building a life with choices, not dice
In Hayat Dosyası you do not pick a job from a menu. You arrive at one: through a teacher noticing you, a high-school choice, an exam year. Here is how the system works, and what it costs.
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The decade you were born in
The first decision in Hayat Dosyası comes before you play anything: which decade were you born in? That choice changes the home, the objects and the events in every scene.
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Translating a game into 11 languages
The story of Hayat Dosyası now exists in eleven languages. Here is how the translation memory works, what placeholders do to a translator, and what happens when a sentence goes wrong.
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Balancing a life simulation with bots
Playing hundreds of Hayat Dosyası lives by hand is hard. So we wrote two kinds of bot, ran 1,200 lives, and caught a skew in where adult lives end up.
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How to draw a life
How we turn nearly fifteen hundred written scenes into frames set in four different decades.
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