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Behind the Scenes: How IEYTD Tech Evolved from Cardboard Boxes to Giant Security Squids

By John Kolencheryl, Principal Engineer @ Schell Games

July 17, 2026 · insights

  • Puzzles: Once the cardboard layout felt right, engineers manually coded every single piece of branching logic. As the levels grew and became wilder (like Operation First Class), the code turned into a tangled "spaghetti mess" of redundancy.
  • Interactables: To make items like the cigar immersive, we created an attribute system. Adding a "flammable" attribute meant you could suddenly set it on fire, and adding a "wearable" attribute let you put it in your mouth!
  • Cutscenes: We didn't have custom tools for cinematic moments. Everything—including the entire opening intro sequence—was meticulously hand-coded and animated using standard Unity timelines.

  • More Complex Puzzles: Visual scripting opened the floodgates for richer design. It allowed us to easily create complex, three-act structures for levels and introduce cool features like the dynamic, evolving music tracks in Operation Eaves.
  • Action-Reaction Triggers: We completely rebuilt how objects functioned using "interactable primitives". Everything became modular. For example, a button had a "press action" which triggered a "fade reaction" and a "load mission reaction".
  • The Mimic Mask: This new flexibility directly enabled some of our favorite sequences in the sequel, like the dramatic Mimic Mask reveal!

  • Dividing the World: Our biggest tech shift was separating scenes. We put all static environment art into one file, and all dynamic, interactive objects into another. This meant artists could fiddle with beautiful lighting effects at the exact same time designers were tweaking a puzzle trap, drastically speeding up development.
  • Robot AI Graphs: Because the third installment featured way more robots and characters, we built custom graph types explicitly designed to handle robot AI logic. This allowed us to orchestrate chaotic vehicular combat sequences like the one in Operation Blind Spot.
  • The Cinematic Upgrade: We fully leaned into Unity's Timeline system, giving us the ability to preview, scrub, and time cinematic sequences perfectly without even needing to press play. This massive iteration upgrade helped us easily pull off grand set pieces—like the terrifying encounter with Zor's giant security squid!

GAMECODETECH
IEYTDHeavy reliance on pure codeRigid state machines, manual animation logic
IEYTD 2Codebase rewritten from scratchVisual scripting, introduction of Timeline for intro sequences
IEYTD 3Massive reduction in pure code linesSeparate gameplay/art scenes, heavy usage of testable Timelines

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