Making small free indie games This talk used to be called: Designing indie games with a team of one. DON’T PANIC! (It’s still more or less the same talk)

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Presentation transcript:

Making small free indie games This talk used to be called: Designing indie games with a team of one. DON’T PANIC! (It’s still more or less the same talk)

Let’s start with a joke,

So who is this guy?

Michael Todd

So who is this guy? Michael Todd

So who is this guy? Michael Todd

I’ve been using a new method to make games while working solo.

This new method is… Making games in 7 days

Working solo is not well suited to long-term projects, but works very well with short term projects.

This new method is… Making games in 7 days Working solo is not well suited to long-term projects, but works very well with short term projects. Accepting this, we can then use small games to increase our ability to make large games & to increase the chances of a large game to becoming a success.

This new method is… Making games in 7 days Working solo is not well suited to long-term projects, but works very well with short term projects. Accepting this, we can then use small games to increase our ability to make large games & to increase the chances of a large game to becoming a success. I do this by making a game in under 7 days. Rinse. Repeat.

I’m not the first one with this idea, Kyle Gabler & Petri Purho both do this, as do a whole bunch of other indie game designers. But it’s still new on the scene,

What is ‘a game in 7 days’?

The idea is to make a game in under a week, thus forcing you to adapt to the harsh time limit.

What is ‘a game in 7 days’? The idea is to make a game in under a week, thus forcing you to adapt to the harsh time limit. It forces simple choices, and creates a clear success/failure feedback loop.

What is ‘a game in 7 days’? The idea is to make a game in under a week, thus forcing you to adapt to the harsh time limit. It forces simple choices, and creates a clear success/failure feedback loop. In doing this, a lot of good things result (more on these later).

I know, I know… The problem is that small free indie games do not make any money. But working on a large project on your own is prone to failure. Making games in a week for a few months is a great way to increase your ability to properly design, build, and finish a large project.

I am going to talk about…

Working Solo!

I am going to talk about… Working Solo! Benefits of 7-day games.

I am going to talk about… Working Solo! Benefits of 7-day games. Rapid development methods

I am going to talk about… Working Solo! Benefits of 7-day games. Rapid development methods Misc. good things.

I am going to talk about… Working Solo! Benefits of 7-day games. Rapid development methods Misc. good things. Q & A time.

Working solo! Pro - Perfect team communication & high efficiency

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style)

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own.

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own. - Prone to failure over long time periods

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own. - Prone to failure over long time periods - You pay for everything

Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own. - Prone to failure over long time periods - You pay for everything - Doing whatever you want

Working solo is a great way to make very small games. The labor shortage & other problems are minimized, the efficiency benefit & other benefits are maximized.

Lots of games grew out of small games

Benefits of 7-day games (But first, the one major penalty)

Benefits of 7-day games -Practice (vs. natural talent)

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week)

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs)

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES)

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both)

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do -Conceptualizing, better foresight & understanding of a project/idea

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do -Conceptualizing, better foresight & understanding of a project/idea -Developing a game design style

Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do -Conceptualizing, better foresight & understanding of a project/idea -Developing a game design style -Rapid feedback loop of projects

Rapid development methods

-Wearing all the hats. Learn other skills. (Not as hard as you’d think)

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles

Librarians: Silence in the library by Michael Todd (me!)

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces

Minubeat by Jonatan “Cactus” Söderström

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes

Clean Asia by Jonatan “Cactus” Söderström

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art)

Shotgun Ninja by Jonatan “Cactus” Söderström

Note: Pixel art can look amazing! Superbrothers.ca

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices -Don’t get ground down into making a dull game

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices -Don’t get ground down into making a dull game -Consider jury rigging, instead of properly fixing

Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices -Don’t get ground down into making a dull game -Consider jury rigging, instead of properly fixing -Ignoring programmer OCD (perfect spacing, no goto’s, comments)

Misc. good things.

-You can’t cheat at game design (but you can be an asshole).

Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos

Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games)

Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard

Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few

Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few -Don’t listen to everyone

Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few -Don’t listen to everyone -Don’t let yourself be ground down to making a dull game (make crazy weird amazing fun stuff instead)

Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few -Don’t listen to everyone -Don’t let yourself be ground down to making a dull game (make crazy weird amazing fun stuff instead) -If you do what you love, you’ll work 16 hours and wish the day was longer.

So, to sum up, if you intend to: - Work on a project for a long time, solo. - Make & sell a game on your own. - Build that huge game idea you’ve always had. - Increase your skill at game design. - Get a job as a game designer. Then making games in 7 days could be good.

Obligatory funny ending: