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Making small free indie games

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A couple of easy-ish cool art styles. Doodles ... Clean Asia by Jonatan 'Cactus' S derstr m. Rapid development methods. Wearing all the hats. ... – PowerPoint PPT presentation

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Title: Making small free indie games


1
Making small free indie games
  • This talk used to be called Designing indie
    games with a team of one.
  • DONT PANIC!
  • (Its still more or less the same talk)

2
Lets start with a joke,
3
So who is this guy?
4
So who is this guy?
Michael Todd
5
So who is this guy?
Michael Todd
6
So who is this guy?
Michael Todd
7
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8
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9
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10
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11
Ive been using a new method to make games while
working solo.
12
  • This new method isMaking games in 7 days

13
  • This new method isMaking games in 7 days
  • Working solo is not well suited to long-term
    projects, but works very well with short term
    projects.

14
  • This new method isMaking 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 isMaking 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
  • Im 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 its still new on the scene,

17
What is a game in 7 days?

18
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.

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
I am going to talk about
  • 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, its only a game in a
    week)

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

43
Benefits of 7-day games
  • Practice (vs. natural talent)
  • Risk vs Reward (so what, its 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, its 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, its 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, its 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, its 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)
  • Its fun to do

48
Benefits of 7-day games
  • Practice (vs. natural talent)
  • Risk vs Reward (so what, its 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)
  • Its 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, its 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)
  • Its 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, its 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)
  • Its 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
Rapid development methods
  • Wearing all the hats. Learn other skills. (Not as
    hard as youd think)

53
Rapid development methods
  • Wearing all the hats. Learn other skills. (Not as
    hard as youd think)
  • Colour theory

54
Rapid development methods
  • Wearing all the hats. Learn other skills. (Not as
    hard as youd 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 youd 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 youd 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 youd 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 youd 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 youd think)
  • Colour theory
  • A couple of easy-ish cool art styles
  • Doodles
  • Pieces
  • Shapes
  • Tiny (Not pixal art)
  • Dioramas

65
(No Transcript)
66
Rapid development methods
  • Wearing all the hats. Learn other skills. (Not as
    hard as youd 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 youd think)
  • Colour theory
  • A couple of easy-ish cool art styles
  • Doodles
  • Pieces
  • Shapes
  • Tiny (Not pixal art)
  • Dioramas
  • Make simple choices
  • Dont get ground down into making a dull game

68
Rapid development methods
  • Wearing all the hats. Learn other skills. (Not as
    hard as youd think)
  • Colour theory
  • A couple of easy-ish cool art styles
  • Doodles
  • Pieces
  • Shapes
  • Tiny (Not pixal art)
  • Dioramas
  • Make simple choices
  • Dont 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 youd think)
  • Colour theory
  • A couple of easy-ish cool art styles
  • Doodles
  • Pieces
  • Shapes
  • Tiny (Not pixal art)
  • Dioramas
  • Make simple choices
  • Dont get ground down into making a dull game
  • Consider jury rigging, instead of properly fixing
  • Ignoring programmer OCD (perfect spacing, no
    gotos, comments)

70
Misc. good things.
71
Misc. good things.
  • You cant cheat at game design (but you can be an
    asshole).

72
Misc. good things.
  • You cant cheat at game design (but you can be an
    asshole).
  • Demos

73
Misc. good things.
  • You cant cheat at game design (but you can be an
    asshole).
  • Demos
  • DRM (I am for it, but I dont use it in my games)

74
Misc. good things.
  • You cant cheat at game design (but you can be an
    asshole).
  • Demos
  • DRM (I am for it, but I dont use it in my games)
  • Ideas are easy, great ideas are very very hard

75
Misc. good things.
  • You cant cheat at game design (but you can be an
    asshole).
  • Demos
  • DRM (I am for it, but I dont 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 cant cheat at game design (but you can be an
    asshole).
  • Demos
  • DRM (I am for it, but I dont use it in my games)
  • Ideas are easy, great ideas are very very hard
  • 90 of everything is crap, make lots, choose the
    few
  • Dont listen to everyone

77
Misc. good things.
  • You cant cheat at game design (but you can be an
    asshole).
  • Demos
  • DRM (I am for it, but I dont use it in my games)
  • Ideas are easy, great ideas are very very hard
  • 90 of everything is crap, make lots, choose the
    few
  • Dont listen to everyone
  • Dont let yourself be ground down to making a
    dull game (make crazy weird amazing fun stuff
    instead)

78
Misc. good things.
  • You cant cheat at game design (but you can be an
    asshole).
  • Demos
  • DRM (I am for it, but I dont use it in my games)
  • Ideas are easy, great ideas are very very hard
  • 90 of everything is crap, make lots, choose the
    few
  • Dont listen to everyone
  • Dont let yourself be ground down to making a
    dull game (make crazy weird amazing fun stuff
    instead)
  • If you do what you love, youll 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 youve always had.
  • - Increase your skill at game design.
  • - Get a job as a game designer.
  • Then making games in 7 days could be good.

80
(No Transcript)
81
Obligatory funny ending
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