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Showing posts with label prototype. Show all posts
Showing posts with label prototype. Show all posts

Thursday, 3 April 2014

Something EGX This Way Comes...

EGX tickets went on sale yesterday morning. The four day event will host the cream of the crop of the world gaming industry from big publishers and developers to smaller indie teams and solo devs. You'll be able to play new releases, future releases, hear from industry industry insiders and mingle with people who love the thing you love and do the thing you do. Last years event saw 70 000 gamers come together and this years event is expected to be even bigger. Get your day or weekend tickets from the site and perhaps I'll see you there! I'll be there with the SU Productions team, taking notes as they interview some awesome people! It's a little ways away but best to get those tickets early, don't wana be late to the party.

It will be better than this. I think...

In other news, I have begun the planning stages of a new game that will be exhibited around June at my University for the final year exhibition. I don't want to say too much about it now but I would like to point to the IGCCGD conference that I attended recently. Simply being in that environment, hearing people talk about their ideas and learning about one's trade is such a valuable resource. I strongly urge any and all who are interested in becoming part of the industry, in whatever capacity (I mean you voice actors, PR people and producers), attend events! Aside from the obvious networking opportunities it is unbelievably helpful for your grey matter to be in that environment, and you'll learn more about your tools and new tools you might want to use too.

No! Bad reader! Not those kind of tools!

Even if you think you're anti-social and hate crowds, go to smaller events and talks. You don't have to run around shaking everybody's hand. Just listen and absorb. I'm not the most social penguin but by attending stuff like this I've learned so much and it's sparked so many ideas. If there aren't any events near you, have a go organising some. Meet in a local pub, talk about your latest efforts, issues with design and development, future projects, whatever! Twitter is another great tool for this stuff but you'll get so many more Twitter contacts by attending events as well as digital networking.

He's not sad because he's lonely, he's sad because he missed EGX.

So do it! Get out there, show your games, discuss your trade, hear others and develop your own ideas further. The best thing you can do is be there for this stuff. Whether you want to create something fresh, new and unique or improve on something you think can be done better these events can be key to your success, whatever your view of that is.

Saturday, 22 March 2014

IGCCGD: A PR man in a suit isn't always 'the Man'

Sadly I was unable to attend the second day of the IGCCGD event due to a few factors but I found the first day very enlightening and wanted to note some points of consideration gleaned from the discussions and talks.

Danny Goodayle, co-founder of Just a Pixel discussed the events surrounding the development and pending release of his studio's game Light, their first effort. The game was a hit on Steam Greenlight and the developers, a small team of 2, excitedly decided to begin a Kickstarter campaign to fund their game. During the course of the campaign they were contacted by Team17 who wished to publish their game and were also Greenlit. They cancelled their Kickstarter, finished up their contracts and have been building the game since late 2013, to be shown at REZZED later this month. Goodayle discussed the difficulties and stresses of building the complex AI they had devised and his thankfulness to people they had hired into the project, even commenting that the visual design of the game was altered due to some music written by Gavin Harrison. Team17 were also given praise for their hands-off approach to their involvement, offering help where it was needed but otherwise allowing the developers to work to the beat of their own drum (with deadlines of course).

Light looking all gorgeously volumetric

Hearing of their highs and lows was an extremely interesting insight into their development cycle and Goodayle says he learned much from the experience; the value of delegating tasks and not being too untrustworthy with handing your work off to others, the fish-out-of-water feeling of suddenly being introduced to deadlines, QA tests, concerns about optimising the game for a range of systems. The game is currently in a prototyping stage and has no release date as of yet but follow the guys on their twitter feeds and check back on their site for updates.

Steve Iles gave his perspective from the PR side of things, one rarely considered and often considered too late by many designers. He stressed the importance of PR in a successful game, even an independent once. While PR doesn't guarantee success, nor does a lack of actively presenting a work deny its success, Iles discussed what a publisher can bring to the table, including expertise, contacts, experience and an existing market position in many cases. Publishers and producers can really take a lot of the work load of presenting, advertising and spreading news of your game, freeing you up to build; they know the business and will do their best to make your game a commercial success if that is your goal. He also discussed the importance of knowing your target market, knowing what they respond to and knowing how to market to them, noting the Asian mobile market as one of particular importance at the moment. Finally Iles discussed the future of games as a medium, using a term close to my heart, transmedia worlds. These are narrative universes spanning over various media, not simply retelling the narrative of the original but expanding it. Iles considers these transmedia worlds as a large part of the future of games as a medium and I am inclined to agree.

I've already talked a little about Louise James but I'll happily discuss her again. James, the young director of Generic Evil Business Inc., gave her reasons for loving Twitter as a social tool but also as a tool for finding work and making contacts. She discussed the Twitter conversations that led her to work with Dan Marshall of Size Five Games on their game Gun Monkeys and led to a collaborative relationship that they still maintain. Through Twitter James was also able to secure work with other teams, studios and developers and was able to aid others in finding opportunities. The social networking site also enabled her to boost sales of tools she had built by getting the word out of their existence across a network of individuals with similar interests and careers. These relationships built on Twitter have provided a network of contacts and client base that is invaluable and exhaustive, so give her a follow because she's a great contact to have!

Monkeys... with guns... Gun Monkeys!

James Parker of Opposable Games and Alastair Aitcheson, a solo indie developer, were both at odds in their design ideals. While Parker discussed Opposable's interest in second-screen or dual-screen games and networking players, Aitcheson was enthralled by the idea of large touchscreens with multiple players on the same device. Parker lamented the use of second-screens in gaming today, commenting that they are often gimicks that can detract from the play experience by removing vital tools from visible space and putting them on a phone. It is his studio's intent to create second-screen games that utilise both screens effectively but do not force the user to shift their focus when it is needed on another screen. In their upcoming title Salvage they aim to do this by limiting interactions to the second-screen and not forcing a user to use a mouse or keyboard or controller in addition to it. Parker also commented that though people understand the term second-screen and it is easy to use it does not mean the so-called 'second-screen' has to take second place to the 'first-screen'. They also know the audience for their game is a core audience, tech savvy and more able to set up and understand the technology. Catch the game and the guys at REZZED later in the month as well.


Second-screen? First-screen

Alistair Aitchison is a lover of the interactions between people and aims to make games that people have to be in the same room to play. He likes to foster cheating and sabotage, designing his titles to allow and encourage players to screw each other over to win. For him games are about the meta-narrative, the interactions between friends that produce fun and humour. In his latest offering, Tap Happy Sabotage, players must collect cards by tapping them while tapping other players' 'trap' cards, reducing their points. It is a mad rush of tapping and finger wrestling with some extra mechanics thrown in to make the game more competitive and fun. In order to achieve all this, larger screens are much more effective and Aitcheson said he has played his game with 10 players on a single screen. After discussing the ubiquity of touchscreen devices in the near future he went on to say that large screen games are a niche market at the moment and so designing for them now will place you ahead of the curve, though there are many ergonomic considerations for larger screens that must be considered like fidelity of movement in comparison to a smaller screen and fatigue from large, long, extended periods of movement and play.

They're certainly happy about... something

It seems the main points to take home throughout the talks was that accepting help when it's needed is never, ever a bad thing, and actively employing or seeking that help from someone who knows what they're doing is even better. Though you should try new things and make an attempt at something, even if it seems daunting, knowing when you're beat isn't a failure and neither is a helping hand, sometimes it's the difference between success and failure! But the main thing is exposure; follow up on leads, message the right people about your product and efforts, get the word out and have a presence online. People will want to search you and your game and the easier you make it for them to find that info and then buy your game when it releases, the more likely your game is to be a success. Think about marketing and press from the very start of your project and give yourself time to implement some PR. You can make your game a success and earn a living from what you do as a game designer or creator but you have to be active if that's your goal.

Friday, 21 March 2014

New Day's Resolution

Too long once more! It is my New Day's Resolution (New Year's was a little far...) that I will try to update this thing at least once a week. But onward, to content!

I've been to Prague and back for a short holiday to get away from the madness and had a great time just walking around and taking the city in.

There was so much to see this guy didn't even
live to see it all!

The astronomical clock, the Charles Bridge and so much more! I took a bunch of photos and got blisters I'm still recovering from due to all the walking on cobbled streets but being alone in a new place like that was something I had to do at least once. I'm glad I did and I'm glad I didn't die. I really want to go back in the summer one day though, visit Chapeau Rouge and take a stroll by the Vltava River and see some live music in the evening. But there are so many places I must visit, perhaps I'll save my return for another year.

I've also been working hard as hell on my dissertation and second term project. The dissertation is titled 'Narratology vs. Ludology: Rules, story and their impact on design' and was extremely interesting to research (and well worth the late fees from the library which I will totally pay off soon and return the books...). I had to delve into transmedia worlds, hypertext fiction, ludological definitions and tenets and more. I think it really helped me to solidify some of my ideas about design and forced me to look a little into the future and see where game design is going. An invaluable mad rush that I would repeat any day!

The project is a game prototype I've been working on for about 3 weeks. It was the third design iteration I'd been through and none of the three designs were anything alike. The first was uninspired and rushed, a side-scrolling platformer with little substance. The second was a good idea but too vast and the territory was too new for me to feel confident in successfully completing it in time. I won't discuss that one for now because it's an idea I'm still developing and may resume work on soon. But the third is a side-scrolling shoot 'em up, filled with goo monsters, French themes and the cutest darn cat you ever saw ^^ (Simple characters, simple game, simple*3). I didn't have much time after the re-design so I put together something that's scalable but simple and hopefully fun as heck! I'm not releasing anything for now but watch this space! I intend to develop it further although the project may be a little too large to focus on completely and the design needs to be fleshed out a lot too.


The start of something beautiful?

I was at the awesome Indie Games Collective Conference for Developers all day yesterday and will be heading back there for the second day later this morning. Day 1 was informative and all the talks were a really interesting perspective on game design, development and distribution from both an indie perspective and a PR perspective, an interesting side of the process rarely considered by many devs until it's too late. There was a particularly awesome speech from Louise Adams on why Twitter is so amazing for making contacts. She seemed nervous and not particularly willing to give the talk at first but as soon as she opened her mouth she had the whole room laughing and hanging on her every word, and rarely have I heard so endearing a phrase as "I was supposed to do some slides but I panicked and made a physics engine instead".

This is how all presentations should be given.

There was a great panel at the end and and Paul Marrable had us all cracking up. Some very interesting discussions about dual-screen vs. second-screen, developing games for large touchscreens and plenty of great advice for any indie developer, new or old to the scene.

A friend of mine is producing a web show based at his university and they will be joining me at the IGCCGD day 2 for interviews, filming and some more of that great advice from industry experts and indie devs alike! So keep your eyes peeled for the vid. In the meantime they have a few news videos and coverage from a couple of events with some killer interviews so check them out at SU Productions on Youtube and Facebook, subscribe and like and share and all that malarkey, help them make it great!

I shall be back to report on day 2 of the IGCCGD and will attempt to sort through all my notes to write something at least relatively informative for once :)