Title: Making small free indie games
1Making 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)
2Lets start with a joke,
3So who is this guy?
4So who is this guy?
Michael Todd
5So who is this guy?
Michael Todd
6So who is this guy?
Michael Todd
7(No Transcript)
8(No Transcript)
9(No Transcript)
10(No Transcript)
11Ive 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,
17What is a game in 7 days?
18What 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.
-
19What 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.
-
20What 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).
-
21I 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.
22I am going to talk about
23I am going to talk about
24I am going to talk about
- Working Solo!
- Benefits of 7-day games.
25I am going to talk about
- Working Solo!
- Benefits of 7-day games.
- Rapid development methods
26I am going to talk about
- Working Solo!
- Benefits of 7-day games.
- Rapid development methods
- Misc. good things.
27I am going to talk about
- Working Solo!
- Benefits of 7-day games.
- Rapid development methods
- Misc. good things.
- Q A time.
28Working solo!
- Pro
- - Perfect team communication high efficiency
29Working solo!
- Pro
- - Perfect team communication high efficiency
- - Passion (idea, method, style)
30Working solo!
- Pro
- - Perfect team communication high efficiency
- - Passion (idea, method, style)
- - You get all (most) of the money
31Working solo!
- Pro
- - Perfect team communication high efficiency
- - Passion (idea, method, style)
- - You get all (most) of the money
- - Doing whatever you want
32Working 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
33Working 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.
34Working 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
35Working 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
36Working 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
37Working solo is a great way to make very small
games. The labor shortage other problems are
minimized, the efficiency benefit other
benefits are maximized.
38Lots of games grew out of small games
39Benefits of 7-day games
- (But first, the one major penalty)
40Benefits of 7-day games
- Practice (vs. natural talent)
41Benefits of 7-day games
- Practice (vs. natural talent)
- Risk vs Reward (so what, its only a game in a
week)
42Benefits of 7-day games
- Practice (vs. natural talent)
- Risk vs Reward (so what, its only a game in a
week) - Finishing stuff
43Benefits 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)
44Benefits 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)
45Benefits 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
46Benefits 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)
47Benefits 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
48Benefits 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
49Benefits 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
50Benefits 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
51Rapid development methods
52Rapid development methods
- Wearing all the hats. Learn other skills. (Not as
hard as youd think)
53Rapid development methods
- Wearing all the hats. Learn other skills. (Not as
hard as youd think) - Colour theory
54Rapid 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
55Rapid 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
56Librarians Silence in the library by Michael
Todd (me!)
57Rapid 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
58Minubeat by Jonatan Cactus Söderström
59Rapid 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
60Clean Asia by Jonatan Cactus Söderström
61Rapid 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)
62Shotgun Ninja by Jonatan Cactus Söderström
63Note Pixel art can look amazing!
Superbrothers.ca
64Rapid 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)
66Rapid 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
67Rapid 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
68Rapid 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
69Rapid 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)
70Misc. good things.
71Misc. good things.
- You cant cheat at game design (but you can be an
asshole).
72Misc. good things.
- You cant cheat at game design (but you can be an
asshole). - Demos
73Misc. 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)
74Misc. 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
75Misc. 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
76Misc. 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
77Misc. 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)
78Misc. 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)
81Obligatory funny ending