Portaplay / Bird Island
Gerda & Gerda DLC
The project includes all parts of the process from early design to the finished product.
Concept
The Production Plan
The development of Gerda: A Flame in Winter, the narrative-driven WWII RPG by PortaPlay, followed a lean but carefully structured production cycle. The core game was built over approximately 23 months by a small team of developers, writers, and artists, prioritizing emotional storytelling and meaningful player choices. Using Unity as their engine, the team focused on a hand-painted art style and a branching dialogue system, ensuring each decision carried weight.
After the base game’s release in 2022, the team shifted focus to a DLC expansion, aiming to deepen Gerda’s story while addressing player feedback. Pre-production for the DLC took two months, with writers expanding on side characters and refining narrative arcs. The design team introduced subtle gameplay tweaks, including new interactive objects and expanded dialogue options, to enhance immersion without disrupting the original experience.
Production lasted around 12 months, with artists creating additional hand-drawn backgrounds while programmers integrated new choice-driven mechanics. QA testing was critical—playtesters ensured the DLC’s choices felt organic within the existing story. The final phase included localization updates and performance optimizations before launch.
Post-release, the team monitored player reactions closely, issuing patches for minor bugs and considering future content. The entire process exemplified a balance between indie creativity and structured production, proving that even small teams can deliver rich, emotionally resonant experiences.
Development
The Team
The development of Gerda: A Flame in Winter and its DLC was a tightly knit effort, driven by a small but versatile team of writers, artists, programmers, and designers. With a core group of around 15 people, communication was key—daily stand-ups, shared task boards, and collaborative design sprints kept everyone aligned. The team embraced a flexible yet structured approach, blending indie creativity with clear production pipelines to ensure narrative depth and technical polish.
As part of the production and QA management, my role involved coordinating between disciplines, ensuring milestones were met without compromising the game’s emotional impact. I facilitated regular syncs between writers and programmers to maintain consistency in branching dialogue, while also overseeing QA pipelines to catch narrative bugs and choice inconsistencies early. During the DLC’s development, I helped prioritize feedback from players of the base game, integrating meaningful improvements into the expansion without over-scoping.
QA was a shared effort—testers, developers, and even narrative designers played through builds to validate choices and flag pacing issues. We used a mix of automated testing for technical checks and manual playthroughs for narrative coherence, ensuring every decision path felt intentional. Post-launch, I helped organize player feedback into actionable updates, balancing quick fixes with long-term refinements.
The project thrived on trust and adaptability, with each team member wearing multiple hats. My contributions in production and QA helped maintain focus on what mattered most: telling Gerda’s story with the care and precision it deserved.
Team planning
The team followed a structured yet adaptive approach, beginning with the narrative and design leads defining the DLC’s expanded story arcs and player-choice mechanics. PortaPlay’s writers and artists collaborated closely in pre-production to ensure new content aligned with the base game’s emotional tone, while programmers prototyped gameplay tweaks in parallel.
QA and production management synchronized testing phases with development milestones—early narrative playthroughs caught branching inconsistencies, while later stress tests focused on technical stability. Regular cross-discipline syncs ensured art, code, and dialogue merged seamlessly, with player feedback directly informing final refinements. The team maintained a balance between creative iteration and deadline discipline, allowing the DLC to enhance Gerda’s world without disrupting its core experience.
Release
Final production
Main Game Launch:
PortaPlay treated Gerda: A Flame in Winter as a narrative-focused indie gem, emphasizing its emotional depth and historical authenticity. In the final production phase, the team conducted intensive QA—testing every dialogue branch, moral choice consequence, and localization string to ensure a polished, bug-free experience. A curated pre-launch campaign included:
A poignant live-action teaser blending WWII archival footage with in-game art.
Developer blogs dissecting the game’s choice-driven design.
Strategic outreach to narrative-focused streamers and critics.
The game launched simultaneously on PC and Switch, with a 10% discount for the first week. Post-launch, the team released small patches to address player-reported inconsistencies, while community managers fostered discussions about the game’s moral dilemmas.
DLC Expansion:
The DLC, Gerda: Embers of Memory, was positioned as a narrative epilogue, released 8 months later to reignite interest. Final production focused on:
Seamless integration with the base game’s save files and endings.
Expanded QA for new branching paths (including playtesters from the original fanbase).
A minimalist marketing push—leaning on organic word-of-mouth with a heartfelt trailer and a free “trial” prologue chapter.
Launch coincided with a base game sale, and the DLC was priced accessibly to reward existing players. Post-release, a final patch addressed minor bugs, and the team shared a retrospective dev diary, formally closing the book on Gerda’s story.