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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 on theme: "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)"— Presentation transcript:

1 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)

2 Let’s start with a joke,

3 So who is this guy?

4 Michael Todd

5 So who is this guy? Michael Todd

6 So who is this guy? Michael Todd

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

12 This new method is… Making games in 7 days

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

14 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.

15 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.

16 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,

17 What is ‘a game in 7 days’?

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

19 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.

20 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).

21 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.

22 I am going to talk about…

23 Working Solo!

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

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

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

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

28 Working solo! Pro - Perfect team communication & high efficiency

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

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

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

32 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

33 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.

34 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

35 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

36 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

37 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.

38 Lots of games grew out of small games

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

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

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

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

43 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)

44 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)

45 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

46 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)

47 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

48 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

49 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

50 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

51 Rapid development methods

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

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

54 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

55 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

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

57 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

58 Minubeat by Jonatan “Cactus” Söderström

59 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

60 Clean Asia by Jonatan “Cactus” Söderström

61 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)

62 Shotgun Ninja by Jonatan “Cactus” Söderström

63 Note: Pixel art can look amazing! Superbrothers.ca

64 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

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66 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

67 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

68 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

69 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)

70 Misc. good things.

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

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

73 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)

74 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

75 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

76 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

77 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)

78 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.

79 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.

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81 Obligatory funny ending:


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