main

ContributionsDevelopmentGame DevelopmentIndie

A Look into the Indie Lifestyle

October 22, 2013 — by Mariia Lototska

feature15.jpg

Living as an indie developer for more than five years and currently doing a weekly podcast with other indie developers, George Zarkua has created a summary of his experience in QA mode.

Working as an Indie

I believe the life of an independent developer is the choice for people who understand that in a company, they do not get what indie work could give them. He may be a loner who feels that he can grow stronger, can release a more independent product, make more money, or make better use of his time. After separating from a company, he gets all the freedoms and limitations that are inherent for indie.

The first thing you have to think about, unfortunately, is time and money. You must honestly ask yourself how much time you can share with your PC. Then multiply this figure by two. At this time, we need some minimum cash cushion, big enough to cover sickness (paid health insurance and gyms are not included in an indie life package), fun (very few people can be productive in a state of depression), and contingencies. This amount is the budget of your game. Of course, these issues are only for a full-time indie. If you are developing parallel to your main work, then it is simply impossible to calculate time.

Work
You must honestly ask yourself how much time you can share with your PC.

When you becoming an indie, you become free. There is the freedom to choose a convenient schedule, programs, and partners. But almost immediately, it becomes apparent that indies can’t compete with the big companies. They must either create a studio with suitable rules or otherwise cheat. You are competing with studios that specialize in having spent a lot of time creating animation and content, and with a lot of people who are doing essentially the same job. In my opinion, indies should surprise the competition with ideas, unique style, and atmosphere. The ability to look to the future is the best quality for the companies; the ability to surprise is the best quality for an indie.

Making a Game

Experience helps avoid errors that you will understand only while making games.

Certainly, an indie’s first game could be a great game (Beginner’s Luck), but that does not guarantee that it will hit the top. However, the experience provides a broader view on the development of a variety of tools, working schedule, and a sense of the market. Experience helps avoid errors that you will understand only while making games. For example, you might forget to add a button of turning on sound and run into the crowd of disgruntled users who will write angry reviews and put a minus wherever possible. Or make an active area for ​​a button on the screen, and not the button entirely. Even if your game has super cool music, particularly harmful players will not forgive you for these blunders. Welcome to the Internet! But through the experience of making ten buttons correctly, the eleventh will be done automatically. This will help you avoid a hit from a foolish fail and polishes your creation.

It is possible to gain experience without making games, but for me, this attempt turned into a failure. A long time ago, I found a great resource with a stupendous number of articles for indies. There was an incredible collection of articles on game design, development, sales as a whole, free graphics and music, and more. Almost everything was very interesting, and I read through it, trying to apply all in one game. But the negative of such articles is that they are designed for people who have some experience, and therefore were not dismantling the problematic issues that may arise for beginners. That’s because the layers are important in the experience. Layer by layer, we create an understanding of development. Reading articles about behaviorism in MMO without experience is like having a second-grader read Kafka.

In my opinion, the first game should be small and test-like. Even if you have a super idea for a super game, you still have no budget, nor the sense of the market and the audience. Postpone that idea for a while, and take up a small test project instead. When working on a small game, it is now incredibly easy to make a prototype of the game. In a worst case scenario, it could take three days.

Often, there is a sense to do it all from scratch as we learn a new technique of painting or read a book about the architecture of the code. Small games are good so that we have time to finish the game before we come to destroyable thoughts. And even if you decide to remake the game or after the remarks on the unprecedented lag of it even on the most powerful computers, you don’t rewrite as much. However, a small game does not have time to change ideologically. In any game, even the great games, it is important to keep the idea, the rod of the game. We can add features, change the appearance, but the idea of ​​it should remain unchanged.

Partners
If you want new ideas to the game, or a second head, which will criticize you, look for a partner.

Increasing the quality of the game and leaving the level of “small games”, you will be competing with the big companies and studios. If you start to feel that you can not make a competitive game - look for an assistant. The type of the assistant should depend on your confidence in the game. If you feel the game itself is lame or you poorly see the idea, it is better to find a partner. If you want new ideas to the game, or a second head, which will criticize you, look for a partner. The only difference between an assistant and a partner is that the partner is involved in the development of the game, not just doing the job, but that difference is huge. Choosing a partner for a long project is like choosing a partner for a flight into space. If something goes wrong after six months of work, replacing will be very expensive.

Surviving as an Indie

I think an indie’s significance is hard to overestimate. Now is the era of indie developers. Indie games are no longer for hipsters. Steam introduced an indie games section where you can buy them on a par with the games from bigger campaigns. Apple Store gives indie games the same privileges as games of big companies. Sony and Microsoft are also looking for indie cooperation. The market does not reject that talent. There are sites for people looking for a direct link with the customer, such as Kickstarter, as well as conferences and meetings.

Now is the era of indie developers.

The issue of earnings is always painful. Each platform has their own rules and profits. There is practically no limit. For example, Minecraft earned about 100 million for 2012. But not all situations are so smooth. According to the well-known statistics of mobile applications, the top 25 developers received half of all profits in 2012. 80 percent of developers get three percent profit. 19 percent of apps earn $24k, and for the 80 percent, $300. Even if your mobile game will earn 100k on iOS, 30 percent of it you give Apple, 30 percent to your publishers, and then you have to divide the rest with your partner and tax.(source: The Game Bakers)

To start receiving more than you would have received in office and still do it all the time, you have to be strategic. I’ve learned to think about games in terms of categories. The first category are the games with new ideas, mechanics, and games with the new features of the devices. These are usually hits. Next on the list are quality sequels of old hits, complete with a bunch of fans and games that can be headed by a certain niche of the market. Finally, there are the games that cover some deficiencies of hits with new features. After that are the clones and trash.

To succeed, you must either make a game out of the first category (like Minecraft and Journey), or make one or two games from the second category (like Shank 2, the successful continuation of the epic Shank, and Limbo), or make lots of games from the third category. Surprisingly, some studios are ready to cope with it. For example, Berzerk Studio, a group of six people, provides great games month after month, almost always on the old mechanics. They have over 20 games. Berzerk Ball 2 went for 100k , and their new one went for 50k, so we can assume that the guys with such strategies have success.

Games
I’ve learned to think about games in terms of categories.

However, I think everything in a game shouldn’t be unique. What should be exclusive is the idea and style. Freedom of game elements is a vise, and there is the possibility of being misunderstood. The human brain is based on past experience, so to enhance the audience’s understanding of the game, you should use images with recognizable patterns. Choose a technique for illustrations, so that it strengthens the idea inherent in the game and matches the audience. If you want to reach the maximum audience, then you need to learn from movies/cartoons with a maximum audience (Shrek, Pirates of the Caribbean, Cut the Rope). Use recognizable patterns and be moderately predictable. In the case of niche games, rules are dictated by the specific audience. Use references for the drawing and screenshots of successful games for the understanding of the principles of drawing, but do not copy.

Games are remembered for their distinctive features: Ideas, graphics, music, and easter eggs. In Alien Anarchy, I did a lot of content, but almost all the comments were about the Easter eggs from the movies that I left. When the player is done with the game, he remembers what can be shared with others: a tough situation, a high score, and funny stories.

6
Use recognizable patterns and be moderately predictable.

Food for Thought

Indies should remember that an end product is expected. Without a good product, no one cares how much effort and energy was put into the game. The game is above the developer; this is important. If you want everyone to know your story, then place it in the game. Independent developers are asking questions and answers themselves, rather than just doing tasks. This gives them the opportunity to show off their own look. But be prepared for the fact that your opinion is not shared by all, and your game will not be the second Minecraft .

Before you finish the game, it is best to show it to a test group - your friends, family, and colleagues. Do not ask them what needs to be changed in the game. This is the number one mistake. Never ask them. You need to watch how they play. Just watch.

Creating a successful game is consistently making the right decisions, from the selection of the engine and the platform to the last pixel. The secret to being a successful indie is to do what you like. Otherwise, what is the sense of been indie? Make your strong brands stronger and new games cooler.

Alien Anarchy

Currently, George is working on a mobile version of his strong brand, Alien Anarchy, Jim’s Dream, and the new version of Dream Symphony, which will be available to play at Casual Connect Kyiv 2013‘s Indie Prize Showcase.

Exclusive Interviews

PlayStation Mobile’s Sarah Thomson on Bringing Meaningful Gaming Experiences to Mobile Platforms

July 14, 2013 — by Emanuel Maiberg

sarahthomsonAs the mobile games market matures, smart phone and tablet players are searching for a deeper, more meaningful experience. During her lecture at Casual Connect, Sarah Thomson, Mobile Content Acquisition, PlayStation Mobile, will discuss how console companies can deliver that experience while leveraging the features of those devices.

At Sony, Thomson Oversees and executes PlayStation Mobile’s content strategy and platform. She started her career in the mobile games space over five and a half years ago in Vancouver, Canada, working for indie mobile games developer IUGO Entertainment, back when “mobile was totally unglamorous, and not the exciting growth space that it is right now,” she said. From there she left for San Francisco and Japanese mobile gaming giant GREE.

“It was obviously a shift from being on one side of the table to the other,” She said. I’ve come to work for a platform where I started reaching out to the indie community that I had been friends with and have been immersed in previously and began to facilitate and get them on board with GREE’s new platform at the time.”

For the past year Thomson’s been doing similar work for Sony, helping the company on-board AAA games from developers like EA Mobile, as well as independent developers with more casual games like Rymdkapsel, though the difference between the two is not as clear as it used to be.

We’re seeing a lot of gamers that had never previously self-identified as gamers developing daily gaming habits.

“The lines are blurring between definitions of casual, mid-core and hardcore gaming,” Thomson said. “We’re seeing a lot of gamers that had never previously self-identified as gamers developing daily gaming habits. Mobile games inherently tend to be more casual because they’re smaller in size, scope and experience, but I really think that casual can mean a lot of different things whether that be a lighter, less in-depth game, or easier controls. It’s a very broad term but the idea is that casual gaming makes games a lot more accessible to a broader audience, and mobile really helps break down those barriers.”

Thomson’s background is indicative of Sony’s new-found commitment to smaller, independent games, many of which are a natural fit for the PlayStation Mobile platform. “It is a big focus for us and it’s something that is really carried through to all of our platforms. We’re doing it on console, we’re doing it on Vita and it’s a focus for PlayStation Mobile. We do it because of a genuine passion and belief in that community and the kind of really cool, unique, quirky experiences we’re getting from indies.”

rymdkapsel

The games on display at Sony’s both at E3 2013, the line-up of independent games the company chose to highlight during its press conference, and the fact that indie games icon Jonathan Blow (Braid) was one of the select few developers who took the stage when Sony unveiled its PlayStation 4, are all evidence that the indie community is equally excited about the opportunities at PlayStation. “We’ve been able to support them, facilitate their success and get their games out there,” she said. “A lot of these developers never developed for PlayStation before, so it’s a pretty new, exciting world for them to enter into. The feedback has been resoundingly positive.”

For PlayStation Mobile, it is an important means by which they can bring meaningful experiences to mobile platforms. To find out more on that subject, attend Thomson’s lecture at Casual Connect, which you read about here.

Video Coverage

David Worle on Not Giving Up Too Early | Casual Connect Video

July 1, 2013 — by Catherine Quinton

DOWNLOAD SLIDES

“Each week, these millions come to us looking to have fun. That’s an awesome responsibility that we take very seriously.”

Sony_XperiaDavid Worle is VP of Content Acquisition with WildTangent. He and his team source games for the WildTangent Game Service and work directly with developers to license and publish their games. David continues to be impressed with the scale of this business, in awe of the huge numbers of people playing the games on their service. He says, “Each week, these millions come to us looking to have fun. That’s an awesome responsibility that we take very seriously.”

Be Yourself

David has had many milestones in his career, including his first multi-million purchase order from Costco, his first retail game launch, and the first time he produced a game. He says these were all fantastic moments, but what really excites him is the next moment. He insists, “My current list of goals is what really gets my blood pumping when I get drive to work in the morning. How many people get to work in the game industry doing what they enjoy? It’s a privilege I never lose sight of.”

But David’s career has also included challenges. One that stands out to him occurred when he was Director of Sales for a retail software company. His boss wanted him to place a title in a particular store in the US. “I had tried several times with my practiced and somewhat formal sales pitch and had been turned down each time,” he says. “My boss/mentor simply would not accept ‘No’. He just said I had to get it placed. It became a daily point of contention between us. I became desperate and very stressed out. Either I had to give up and quit this job I really loved, or I had to find another way to achieve this objective.”

“Focus on what you want to achieve and make it happen. Kick the door down, climb through the window, do what it takes to reach the objective.”

Running out of ideas, David decided to ditch the formal pitch and try to act more natural. “I called the buyer up, and believe me, she was not eager to hear from me, but after five minutes we were both laughing, and finally, she said ‘Yes,'” he says. “What I realized was that I gave up on myself too early. When I told my boss it was placed, he simply said, ‘I knew you would get it done.’” From then on, David has always focused on the result as more important, rather than the steps taken to get there. “Focus on what you want to achieve and make it happen,” he says. “Kick the door down, climb through the window, do what it takes to reach the objective.”

Additional advice for developers is to take the extra time to polish your game. He tells us, “Nine out of ten titles we see lacks the final effort to make it as good as it should be. That last effort separates the good titles on our service. Also, the monetary performance of a well-polished game versus a game not polished can be one hundred times better. Literally.”

Asia and Beyond

David points out that Asia’s importance in the game market has become increasingly evident. It has become a great source of new games and new monetization models. Free-to-play games were pioneered in Asia, so anyone not paying attention to this area is going to miss out on important trends that will find their way into every market.

At Casual Connect Asia, David announced that WildTangent has new carrier and OEM distribution partnerships, adding AT&T, ASUS and Sony to their other partnerships. He believes the explosion of mobile gaming is the most disruptive opportunity of the past ten years. This opening led WildTangent to expand their game service from PC to Android and to extend mobile into their advertising products.

ContributionsPostmortem

Post-mortem: Playlogic’s Fairytale Fights (PS3 & Xbox 260)

March 18, 2013 — by Bart Eijk

Released in November 2009 for the Xbox360 and PS3, Fairytale Fights is an action hack-and-slash platform game supporting up to four players. The game combines cute looking fairytale characters with over-the-top slapstick violence. The game was developed by Playlogic Gamefactory, the in-house development studio of Playlogic. The studio previously had worked on titles like Xyanide (Xbox), Cyclone Circus (PS2) and Xyanide Resurrection (PSP, PS2). The studio also worked as first party developer for SCE London Studio on titles like Eye Pet, Mesmerize, Aqua Vita (Aquatopia in North America), Tori-Emaki and Pom Pom Party. In this post-mortem, Martin Janse tells the story of Playlogic’s game Fairytale Fights.

Instead of a making a game for children, we wanted to create a game that would appeal to an adult audience by using over the top slapstick violence and comical gore

The game started as concept for the PlayStation 2 Buzz controller party game. Gradually, the concept started to evolve into something bigger that could only be developed on the Xbox360 and PlayStation3 platforms. In Fairytale Fights, you play the part of a used-to-be-famous fairytale character on a personal mission to regain his/her lost fame by going on quests throughout the kingdom. A quest could be rescuing princesses (and princes), fighting wicked fairytale characters or finding magical treasures. The fairytale world consists of cute characters and vivid animations as seen in many 3D animation movies, but instead of a making a game for children, we wanted to create a game that would appeal to an adult audience by using over-the-top slapstick violence and comical gore that also can be seen in cartoons like Happy Tree Friends or Itsy and Scratchy from The Simpsons.

Since the game was targeted for Next Gen-consoles, we felt the game should include some unique features. One of the programmers had been working on a real-time fluid system and we wanted to incorporate this technology in the game, not just for creating all kinds of liquid effects, but also for the blood that would cover the whole scenery and drip from objects. Another idea we had was that the player should be able to slice enemies and objects dynamically so in theory, the player could slice everything he wanted in any direction he would choose.

In early 2006, a team was assembled. They started working on the high-level game design and creating a short animated movie showing some of the core gameplay mechanism and general visual style of the game. After a couple of months, the team of animators, visual designers, modelers and a game designer produced a stunning short animation that convinced everyone that this had the potential to become a fresh and fun game.

Development

Sony’s Deborah Mars On Producing For Life, Involving Players and PixelJunk Shooter 2

November 11, 2010 — by Gamesauce Staff

Deborah Mars has been managing the chaos of producing for 20 years in publishing, media, and entertainment industries, which has no doubt contributed to her expertise as Senior Producer of External Development at Sony Computer Entertainment America. She sat down with Gamesauce to talk about her life’s calling—producing games that are accessible to players of all backgrounds, including the forthcoming PixelJunk Shooter 2 on the PlayStation Network.

Producer from the start


Mars’ love tangle with games goes back much further than her role as a producer, to the age of playing games like Decathlon on Wang computers. “Back then it was all about who could repeatedly hit the keys back and forth faster,” she recalls. “I was only 4 years old, but I won a lot.”

”It shed light early on that I had potential as a producer since it required so much attention to detail and I made fewer mistakes than my brother.”

When the Mac launched, Mars spent countless hours copying lines of code from Mac magazines to create her own games. “Of course we were just inputting the code, but it was incredibly satisfying when it ran successfully. The kicker was that if we made an error, we had to backtrack each line. It shed light early on that I had potential as a producer since it required so much attention to detail and I made fewer mistakes than my brother.”

Producing with a passion

Mars’ passion for her projects has always stayed with her. “Having the opportunity to work on titles like Fat Princess and the PixelJunk series is fantastic and really fits well with my belief in developing games that are approachable and accessible to everyone—casual and hardcore gamers alike, male/female, young/old, you name it.”

For Mars, producing is as much about the players as it is about the game itself. “If you jump into an online game of Fat Princess anytime now through the end of November, you will see that we’ve swapped out cakes for pumpkins. We’ve received loads of fan email, and it makes us feel good about keeping the title fresh and surprising the community with these little enhancements.”

Managing the chaos


In the midst of the fun, Mars reminds us that anyone actively involved in the games industry knows that it’s not easy to make games. “There are times when concepts or projects simply don’t work out as you would have hoped, and it can be a major disappointment.“

”Learn to embrace the successes and failures equally.“

However, Mars’ years of experience have led her to a place of calm in the face of difficulties. Mars advises, “Learn to embrace the successes and failures equally. This proves to be quite possibly one of the most invaluable learning experiences you can have working in this business.”

Looking forward to the future


Despite any challenges in the past with other projects, Mars’ forthcoming title PixelJunk Shooter 2 for PS3 PSN has an excited player base eager for its launch. “Dylan Cuthbert and his team at Q-Games are really shaping the game up nicely,” shares Mars.

We try to be as receptive as possible to fan support and feature requests.”

As always, Mars is driven by her tendencies as a gamer to satisfy the requests of fans. PixelJunk answers to her desire to work on games that appeal to all types of players. It’s the type of game that parents can play casually alongside their kids or completionists can play for hours to earn all of the trophies.

“There has been a huge demand from the player community to have an online component to PixelJunk, and we try to be as receptive as possible to fan support and feature requests. This is the first PixelJunk title that has an online battle mode, and I think it adds a significant amount of depth and strategy to the game.”

For all of those PSN players out there—Mars is listening.

Deborah Mars can’t spill details about new initiatives that Sony is working on, but we’re sure to hear about them soon.

logo
SUPPORTED BY