The “Global Game Jam and beyond” series sheds light on the few brave Global Game Jam (GGJ) teams that have decided to take their GGJ projects to the next level and continue development after those challenging 48 hours. We ask each team to tell about their experiences, share learned lessons and offer advice on their attempt to turn their Global Game Jam project into a full-fledged commercial product.
The Global Game Jam version of FYI was developed by the Dutch game studio Digital Dreams and two friends of the studio. The concept of the game is based on infographics. Every action by the player results in changing bars and pie graphs, which make up the game world. After the Game Jam, FYI won the Independent Propeller Award for Best Design. The game has grown a lot since the team decided to continue development. Digital Dreams plans on releasing FYI to the public and is currently talking to publishers.
We were able to go just a little bit further with our game than the average Game Jam game
What triggered your initial consideration that your game was worth continuing with?
It felt right. From a gameplay point of view, the concept just felt right. Besides that, we had been able to reuse a lot of the code from previous projects at the Game Jam, so the prototype was already fairly complete as far as Game Jam standards go. We were lucky that our main programmer had recently worked on a similar game in terms of camera, physics and collision. Because of this we were able to go just a little bit further with our game than the average Game Jam game.
What do you believe was the main element of your game that allowed it to be commercially viable?
Even though it’s probably cliché and a common answer, we believe the uniqueness of the gameplay and the aesthetics makes FYI commercially viable. The gameplay is unfortunately really hard to explain in pictures and words, it’s something you should play for yourself in order to understand the concept completely. As far as aesthetics go, we use infographics as a visual style, which makes it stand out as well. This was also the main inspiration for the concept.
A screenshot of an early prototype of the game, showing the use of infographics in the game’s level design
The biggest realization of the team members from the company was that we could produce so much in so little time
How did you manage the aftermath in your team?
Four out of six persons from the Game Jam team were already part of Digital Dreams. The biggest realization of the team members from the company was that we could produce so much in so little time. That’s why Digital Dreams decided to switch to developing smaller projects after the GGJ. That was a valuable lesson.
Another valuable lesson was about handling the IP. We talked to the other 2 GGJ team members and discussed our intent to possibly continue working on the GGJ prototype. In hindsight, this wasn’t enough. We should have done more than just talking. It’s never a bad thing to have things like this in black and white to avoid problems later on, especially before any money comes into play.
It made sense for us to continue as a company, because we really wanted full dedication and commitment. Basically we wanted to invest a lot of time, which is hard to achieve when working together part-time with people that have lots of other stuff to do. We also knew from the start we were taking a huge risk as Digital Dreams by investing our resources into this rough prototype, because we didn’t have the slightest idea if it would pay off some day. We really started to believe in its commercial viability after we won the Indie Propeller Award for Best Design.
What were the most important experiences/learned lessons and/or challenges that you had while further developing your game?
We knew the project would take around a year, making it the largest project to date for Digital Dreams. We did not have the money to do that. Selling the game to a publisher was the follow-up challenge. But it is great to get experience in this important aspect of the game industry, and learn how to pitch to other parties. It took quite a while before we convinced a party to actually invest in us though. This is one of the hardest things to achieve as a new start-up.
A second important experience was the difficult but necessary choice of engine. We considered quite a few engines to support the game. Unfortunately we can’t say much more about this without giving away too much at this point.
In your case, what did you learn from getting the game out to the public?
Well, the game isn’t public yet. But when we showed co-developers, other friends and publishers one of the prototypes we made, we saw how hungry they were for more. You just know you have something worth spending your time and effort on when people want more. This sure gave us confidence to continue development on FYI.
If you think you want to continue work on a GGJ prototype, it’s a smart move […] to know all the team members
What kind of tips would you give to other GGJ participants who might decide to continue developing their project?
Make properly signed agreements with your teammates shortly after or even during the GGJ. It’s not 100% necessary from a legal point of view, but it might help avoid some issues once you decide to continue with the project.
Also, it helps to know all the team members, this will make it easier to discuss this option, and you’ll know with what kind of people you’re getting on board with. It kind of goes against the GGJ spirit - getting to know new people - but if you think you want to continue work on a GGJ prototype, it’s a smart move.
Last but not least: Have fun! Creating something cool with friends in such a short time is one of the most fun experiences we can think of. So don’t worry too much, just give it your best and enjoy the ride!
You can find more information on FYI on Digital Dreams’ website. Currently, Digital Dreams is working on a big project, which will be announced in the coming months. Stay updated through Twitter: @DigitalDreamZzz
The Global Game Jam and beyond series sheds light on the few brave Global Game Jam (GGJ) teams that have decided to take their GGJ projects to the next level and continue development after those challenging 48 hours. We ask each team to tell about their experiences, share learned lessons and offer advise on their attempt to turn their Global Game Jam project into a full fledged commercial product.
Last year’s edition of the Global Game Jam saw its biggest entry of games yet. Combined with the rather obscure theme of Ouroboros, the ancient symbol of a serpent or dragon eating its own tail.
Based on the Oroborus theme for the GGJ2012 the team behind the quirky one-button arcade game Catch-22 wanted to make a game in which your actions bite yourself in the ass. This resulted in them not only winning the local competition at their jam site, but later also won a prize for being the best Dutch Global Game Jam game. Catch-22 also later became one of the PAX 10 selected indie projects to be showcased at the PAX Prime event in Seattle back in August 2012.
Catch-22 has been in development for iOS ever since.
After we finished the game we realized we made a game in which there is no AI entity or anything attacking you in the game, but yourself. Contrary to normal arcade games, Catch-22 doesn’t pump you full of adrenaline with upbeat music and flashy stuff, or send in hordes of enemies towards you to defeat. You do that by yourself, because this game is all about the endless battle you have with yourself. That idea was truly unique and something that we hadn’t seen before ourselves, so we decided to continue developing Catch-22.
What triggered your initial consideration that your game was worth to continue development?
We didn’t have the idea that our game was worth continuing until after the GGJ ended. We only came to insight on what our concept was worth after the Jam, when we won first place in the national Dutch Global Game Jam. During the Jam itself, we were really just focusing on making the game, were exhausted afterwards and just glad we finished it.
Since our game is a one-button game it’s really easy to port it to any platform since you don’t need a controller. We also made it in Unity 3D, which gave us the power to port it to handheld devices (iOS and Android) instantly. So we figured; why not?!
Catch-22’s AppStore logo
What do you believe was the main element of your game that allowed it to be commercially viable?
After the jam we had a working proof of concept and it only need a lot of polishing. Next to that the game doesn’t require a specific input device such as a controller so it’s easy to port it virtually to any system. And again, Unity 3D gets you a long way.
What really got things in motion was that we got the Dutch “Gamefonds”, a local subsidy for creative projects, to financially support the development of the game just one month after the GGJ. I’ve seen enough projects die young because of the lack of funds, and our project almost suffered the same fate. The funding enabled us to finish the game, fly our butts over to A MAZE IndieConnect, PAX Prime and IndieCade, and hire the necessary artists to work on the game. We simply couldn’t have done it without this initial starting money.
How did you manage the step to go commercial in your team?
We have a really simple way of working which translates to this line; Drink beer, smoke cigarettes and make video games. Rinse and repeat this until the fat lady sings. Really, just flip the switch and go for it, because there is only two ways of doing things; Do them really well, or leave it for someone to do it really well. Because making games is hard, tedious work and you, my friend, are not a robot.
What were the three most important experiences/learned lessons and/or challenges that you had while further developing your game?
Make some solid agreements beforehand
First of all, make some solid agreements beforehand. If you do get in a situation where there is a conflict within the team, you can still have a level of conversation where you can clear the air. If you don’t do this, then be prepared for some hard loving from your close friends. For example in our team, team member Roel had spend a lot more time into the project in the beginning stage and wanted to be compensated for it. I agreed, but team member Marlon didn’t and had his own reasons for it. In the end we arranged to have a team leader (aka a neutral party) who overlooked the project and could talk to us as a supervisor. This made all the difference for the balance within the team. So unless you have really, really good agreements, you can’t simply overcome the possible conflicts that arise within your team. There are one too many teams who think they can do without a good agreement, and it just doesn’t work like that in any kind of game development setting.
Make sure you get your long-term focus right
Second, make a plan to where you want your game and/or company to be in a few months. Make your goals achievable, because just talking about it with your team will not just make it happen by itself. Things change over time and personal situations can get the upper hand if you don’t. I got de-motivated by the fact that things took too long or just simply weren’t done during a certain period of development. Motivation is the only thing that keeps you going when making games, whether it’s money or just finishing your game. So get your mind straight and make sure to get your long-term focus right. Nearing completion, we would regularly go out for drinks and enjoy ourselves from time to time. Having the release of the game within reach, things got a lot less stressful. Most conflicts took place at the beginning of the project. In retrospect, we also stayed motivated by the achievements we got in the meantime; from winning the GGJ to getting 25k honored, to being selected for PAX10 and IndieCade, and finally the release ahead. Having stuff to look forward to is great, especially finishing your game.
In your case, what did you learn from getting the game out to the public?
Start doing this as soon as possible. You will be surprised where it can take you and your game! We can’t stress people enough to do this. If you feel uncomfortable doing this, talk to some people, practice and work on your pitch. Because the public doesn’t see your game like you do and their opinion is the most valuable one you can get. It’s also a really good way to test if your game is commercially viable. If you get some reactions from people who ask you if it’s already for sale or available, Ka-ching! You got game!
What kind of tips would you give to other GGJ participants who might decide to continue developing their project?
It takes time for your game to pick up momentum
Stop crying and making excuses to not release your game or get it out in the open right now. It’s the first sign of failure and I witnessed this in person at the company where I did my traineeship.
It takes time for your game to pick up momentum if you haven’t released any games before or are a well known game developer. Don’t think people will be jumping and begging for your game, because there is a lot of competition out there.
Last but not least, get accustomed to the Nike mentality; just do it! And that goes for everything in your project, from making your game to marketing and PR. Best practices come from experience, and it’s ok to “fail” on your first go.
Cath-22 for iOS can be downloaded in the AppStore.
The Global Game Jam and beyond series sheds light on the few brave Global Game Jam (GGJ) teams that have decided to take their GGJ projects to the next level and continue development after those challenging 48 hours. We ask each team to tell about their experiences, share learned lessons and offer advise on their attempt to turn their Global Game Jam project into a full fledged commercial product.
During the 2011 edition of the Global Game Jam, the “extinction” theme brought forth an incredible variety of concepts. A familiar looking, but incredibly refined game was Somyeol 2D, created at the Bremen GGJ site in Germany. A young team of students that made the game decided to continue development and released Somyeol. The original GGJ version developed at the Bremen site looked like this:
Its successor, called Somyeol (the “2D” was dropped), has got more features and better graphics and was released on iOS in February 2012. The game uses MadeWithMarmalade as middle ware and was later released our game on all mobile platforms including: Android, iOS, Bada, and Blackberry Playbook and the team is still working on the versions for Windows Phone and Blackberry 10. Somyeol now has more than 100.000 downloads in the Google Play Store and a 4 Stars Rating or higher in all the App stores it’s availabe in, including the Blackberry Appworld store. The final version looks like this:
What triggered your initial consideration that your game was worth to continue development?
The platformer genre is a genre that’s always fun to play. Besides that, it’s not too complex to develop either. Somyeol is limited to 2D and with the multiple characters concept we created a very nice gameplay concept, that differs from other platformers out there.
While working on Somyeol 2D at the Global Game Jam we created an easy to use map editor. Two hours before the final deadline we stopped all coding on the game and focused our last powers on level level design. The map editor really showed us how easy it is to create maps and additional content.
It is more important to have someone playing your game, than to have someone pay for your game
What do you believe was the main element of your game that allowed it to be commercially viable?
We never saw the project as a possibility to earn money or win a prize. It was a ‘just for fun project’ started on the GGJ which, after 48 hours of work it, reached a very nice state. After Casual Connect we were convinced to continue the project but we didn’t want to spend money on things like App Store fees and software licences. First we tried an IndieGoGo campaign to raise 1,500$ to pay for all licenses .We believe the campagin failed because the game was in a too early state to show it to a wider, paying audience. We finally decided on releasing the game in two versions. The first version would be free and include advertising. The second ad-free version would be available for $1,99 in the iOS App Store and include an extra level pack. The difference between the free and the paid version is very small for a reason: it is more important to have someone playing your game, than to have someone pay for it.
One of Someyeol’s wallpapers featuring the lovely Somyella
How did you manage the step to go commercial in your team?
In the first place we are friends and not business partners, so we decided to make it as fair as possible. We have three people in our team. There is an artist, who is not very active since he’s got another job. He doesn’t want to earn or lose any money with the project. So the two of us (Jannik and Kolja) agreed to split our time, money and responsibility 50/50. Planning was very easy because we are all friends and had a lot of open talks about our plans.
Somyeol’s Appstore icon
What were the three most important experiences/learned lessons and/or challenges that you had while further developing your game?
It was very important to have explored the entire process of releasing a game, from starting with coding and art, researching market and the possible audience and finally to starting a small company and bringing the game to the market. Tools that we used to quickly get started on the cheap were the open source image editor GIMP and VisualStudio for our graphics. We chose Bazaar as our version control system.
We learned a lot about game development as well . For example we learned how to get your game running smoothly on low power devices with an acceptable performance. Team member Kolja also visited a course about game design at a local university to learn how a good game loop works or how to write other parts of games. This really taught him how to write code that uses the graphics hardware in the best way possible.
First of all we had to have in mind that we were developing for a low power device, so you can not simply make some fancy calculations to get everything to run smoothly. For example, the menu wasn’t developed with the focus of speed and runs much slower than the game.
The hardest calculations in Somyeol are the physics and the collision, so we decided to run these tasks with a lower refresh rate, but the drawing of the graphics is fast and it runs at 60 FPS so the user never sees any lag. The best resource to figure these kind of things out are developer forums and example code from other developers having figured out solutions to the same or a similar problems. A lot of developers freely share these insights, so you can see their way of solving a problem and try out their tricks to make your game run faster.
Working on Somyeol, we’ve learned a lot about the gaming business as well. With the ongoing process of having the game on the market, my interest in the game business started to grow, mainly because it is a possible future area of work. For example I’m not happy with the development of ‘free to play’ business models in which the player is being exploited by various gambling methods.
If you want to money with your game, you really have to study and understand the different business models that are out there. Have a look at each of them and pick the one that fits your game the best.
We decided to release Somyeol with two different models, because we wanted the costumer to have a choice. The first model is a very traditional one: we sell the game for $0.99 cents and you get the ads removed from the game. The second one is ad-supported, but it is free to download and play. The second version is good because you get a large install base and that’s what we initially made Somyeol for.
If you have a working prototype you only have less than 5% of your work done
In your case, what did you learn from getting the game out to the public?
First of all, don’t expect your game to be the next Angry Birds because in order to release a game that successful you need a lot more than only one or two developers coding in a basement. Angry Birds is not Rovio’s first game, they grew and learned by iteration. A game needs a very good ‘big idea’. If you have a working prototype you only have less than 5% of your work done.
Second, things like graphics and sound are important as well, because people will see your game being played on a friends device or might stumble across a trailer featuring your game. It needs to look good.
Finally, the process of getting everything just perfect is a really hard job. Sometimes it’s about accepting that you have to replace old stuff by something better. When you spend a lot of time on something like a game you’ll get tunnel vision and don’t see errors. That is why you need some distance or have other people around to tell you what’s good and what’s not. For example, we spent a lot of time to get the user input to work the way we thought it would be best. However, the game didn’t have a tutorial explaining it to the user so a lot of reviews complained about the bad controls. We decided to implement Gameboy-like controls and still keep the old input method as an option in the menu.
What kind of tips would you give to other GGJ participants who might decide to continue developing their project? 1. Be open and share a lot of your experiences with the gaming community. 2. Talk to other people and show them your game, they can give you very important feedback, because looking at your own game makes you blind for certain things.
3. If you have a game that has potential then take the risk and start a small company. However, don’t risk living on the street if this project fails.
4. Work with a friend on a regular basis and drink lots of coffee or energy drinks.
5. Plan your schedule as tight as possible and don’t release your game too early. And remember, you can patch your game as much as you want but you can’t get rid of bad ratings. Maybe start with a smaller project first to get your workflow straight with applying content to the various App Stores out there. Somyeol for iOS can be downloaded here. Get the Google Play version here.
The Global Game Jam and beyond series sheds light on the few brave Global Game Jam (GGJ) teams that have decided to take their GGJ projects to the next level and continue development after those challenging 48 hours. We ask each team to tell about their experiences, share learned lessons and offer advise on their attempt to turn their Global Game Jam project into a full fledged commercial product.
During the 2010 edition of the Global Game Jam, the “deception” theme brought forth an incredible variety of concepts. A rather unexpected entry was Resonance, which ended up winning both a jury and popular vote prize at the Dutch Global Game Jam. The game was released on iOS in February 2012. The original version looked like this:
A rather long concept phase spawned the idea to use deception as a visual aspect in the level design: musical keys would trigger blocks to let a character reach a seemingly impossible point in the level. The first version of this platformer concept was already ready in the evening of Saturday. From that point on, everything went smooth for the team. The rest of the time was spent creating levels and ended up having 14 levels.
People actually had to queue up to play the game even with 3 laptops showing it
We were already very proud of our game, but we didn’t expect winning our site’s jam with it. When people started to walk around and play other games, we got a lot of positive reactions. People actually had to queue up to play the game even with 3 laptops showing it. That was amazing to see and was an enormous boost in motivation to continue developing the game after the GGJ. When we later won the awards for best game of the site and the popular vote, we all knew we had to finish and release this game.
Finishing the game eventually took a bit less than two years. Team member Ruud van Boerdonk was able to release the game on iOS through his company ParaLogic Media. The original first 14 levels of the game were made available for free.
The resonance team after receiving their prizes for winning the Dutch Global Game Jam
What triggered your initial consideration that your game was worth to continue development?
The positive reaction during the Global Game Jam and of course winning both the audience award and the jury 1st price made us decide on the spot that we wanted to finish and release the game. At that time I had some contact with Spil Games for other games so I promised the other team members to check if Spil Games would be interested in releasing the game.
What do you believe was the main element of your game that allowed it to be commercially viable?
The unique experience the game provides. It’s unique in graphics, game design and audio, which together make a great and unique gaming experience.
How did you manage the step to go commercial in your team?
Not everyone in the team had the time or motivation to finish the game. A few members displayed the game on some local game events like Indigo, Game in the City and Festival of Games. We used those events as “deadlines” for the development iterations, such as adding more levels, bug fixing, publisher API integration and so forth.
What were the three most important experiences/learned lessons and/or challenges that you had while further developing your game? - Making agreements.This turned out to be a bit of a pain because the time invested into the game per member varied during further development. Because of that the agreements had to change too from time to time, not always to everybody’s satisfaction. - iOS version and royalties. Team member Ruud created the iOS version of Resonance on his own. Making agreements on the royalties with the rest of the team didn’t go as smooth as he had hoped, which was a bit depressing from time to time. - Development time. Because we had an agreement with Spil Games, we should have finished the game asap. Unfortunately, that didn’t happen. It took more than a year to get the game released on iOS and flash. Fortunately Spil Games was a good partner during that period.
In your case, what did you learn from getting the game out to the public?
We’ve learned that the app store is a hard market to get noticed on.
What kind of tips would you give to other GGJ participants who might decide to continue developing their project?
Do’s
If your game got a lot of attention during the Game Jam by winning for instance, keep interesting parties up to date on your progress and try to showcase your game on events.
- Keep everyone motivated. Not everyone on our team was as motivated to continue on Resonance as the rest or had the time to do so. Part of our programming team wasn’t to do any extra work after the Game Jam itself. Communicating with the entire team was also a challenge some time. Once the development of Resonance came to a halt, rekindling motivation became quite a challenge. - Get together to finish the game if you can. We never really met again after the Global Game Jam, as our team was composed of folks spread all over our country. Regular meet-ups might have helped a lot in finishing the game sooner. It would’ve also added to keeping everyone motivated. - If your game got a lot of attention, harness it. By winning a prize at your own Global Game Jam site, make sure to keep interested press or publishers up to date on your progress and try to showcase your game on events. We were able to showcase our game at several events because of the attention we received, but never really chased down the press. Resonance was released two years after it was made at the Global Game Jam, causing us not to received a lot of press. We might have had more press attention if the game would’ve come out earlier.
Don’ts
Resonance’s Appstore icon
- Be too serious. Setting up contracts and making revenue share agreements was a rather exhausting process that we took too seriously. This also had a very demotivating effect. - Take too long to finish the game. We ended up making both a Flash version and iOS version of the game. Both pretty much came to a halt because of a lack of motivation and other responsibilities, taking much longer to finish than we wanted to. - Let your team mates down.As a member of any team, you have to make sure to fulfill your responsibilities or, in the worse case, pass them on to someone who can take care of them. If someone ends up not responding to a decisive e-mail that requires the entire team to answer, the team gets kind of stuck.
The Lite version of Resonance for iOS can be downloaded here. The additional map pack can also be purchased for $0,99 cents.
The Global Game Jam and beyond series sheds light on the few brave Global Game Jam (GGJ) teams that have decided to take their GGJ projects to the next level and continue development after those challenging 48 hours. We ask each team to tell about their experiences, share learned lessons and offer advise on their attempt to turn their Global Game Jam project into a full fledged commercial product.
Pulse was made during the first ever edition of the Global Game Jam in 2009 and was the result of a highly collaborative effort of a bunch of the enthusiastic Dutch ‘Team Alfa’ during the very first edition of the Global Game Jam in 2009. The game ended up becoming the very first game in the history of the Global Game Jam to receive a publishing deal. The original Global Game Jam version looked like this:
The Pulse team won third prize at their GGJ site in Hilversum, the Netherlands and received a publishing deal with the Dutch game studio Virtual Fairground shortly after. It was launched in the Apple Appstore in March, 2010 as Pulse: The Game a year later as a promotional game for the popular Dutch DJ Ferry Corsten, who also produced an exclusive soundtrack for the game. The game received rather good scores on various popular mobile game websites, including TouchGen (3.5/5) , Pocketgamer (7/10) and many others.
The final iOS version featured above was released in March 2010 after being completed by Dutch game developer Rough Cooky, famous for their famous iOS game Star Defense.
It also forced us to make some solid agreements because not all of our original team members would put in an equal amount of work in the future development.
What triggered your initial consideration that your game was worth to continue development?
From the very moment we decided on the game’s concept during the first hour of the jam, it felt like we we’re working on something valuable. Our team was radiating with energy as each of us produced our separate parts. When everything comes together like that it just feels right. We won the popular vote through our site’s Audience award, so we knew there was an audience. Also the Dutch game studio Virtual Fairground was one of the judges and was interested in further development of the game. It was super exciting, but it also forced us to make some solid agreements because not all of our original team members would put in an equal amount of work in the future development. We solved that problem with a one contract between all the original team members and another one between us and Virtual Fairground.
What do you believe was the main element of your game that allowed it to be commercially viable?
It was a game focused on experiencing dance music in an interactive fashion. It was one of the first of its kind and super casual with its one button controls. The way the audio works together with the rather trippy and colorful visuals instantly gave it that special look. We had some pumping beats and vivid colors going on from the very start, creating an experience that would make you bang your head without a doubt. A lot of people also liked the GGJ version because it was co-op, but we made sure to make the single player experience on mobile as fun as possible when we developed it for Virtual Fairground.
One of many pieces of concept art team member Samar Louwe drew after the Global Game Jam to further flesh out the game’s visual style.
How did you manage the step to go commercial in your team?
We decided to split the IP right evenly over the team members. So if there was going to be any revenue it would be divided accordingly. A few team members where hired by Virtual Fairground to work on the game at their offices. I was responsible for initial project planning before it was gradually passed on to Rough Cookie.
What were the three most important experiences/learned lessons and/or challenges that you had while further developing your game? 1. It’s hard for people to make a switch between the GGJ-mindset and a commercial mindset. It was the first commercial project for many of the team members to work on from start to finish. A lot more stuff comes at you and if you don’t have the experience to turn your prototype into a product or the proper guidance from senior developers, prepare to learn a lot of new things. 2. Good ideas depend on a lot of factors to turn into good products. 3. We were funded with €10.000 euros to turn the original GGJ version into an extended version, but that wasn’t enough to finish it completely with just a part of our original team. Virtual Fairground ended up deciding to pass on the development of Pulse to another Dutch game studio, who eventually made the iOS version. In hindsight, we could’ve made the game for mobile ourselves, if only we had more time and funds to do so without the involvement of another party. Then again, we all had responsibilities at college, a job or a company to worry about outside of our team effort for Pulse, making the further development quite tricky.
Our team was completely exhausted at the end of the Jam, but the awesome team vibe after finishing Pulse and the excitement of showing it kept us psyched until the very end of the jam!
In your case, what did you learn from getting the game out to the public?
Assumption is the mother of all great screw-ups, they say. And it’s true.
A lot of things came up, but if it comes to releasing a mobile game, especially now more than ever, good marketing really makes a difference. In our case, the marketing done for the game wasn’t optimal and Ferry Corsten’s fans apparently didn’t all own an iPhone as we hoped. As for getting the game ready for the public, testing remains the most important part of development. It’s always a scary moment to show your game to new players, but you want to do this as much as possible before getting your game out.
What kind of tips would you give to other GGJ participants who might decide to continue developing their 2013 project?
1. Make sure to have a solid agreement in place with all your team members before continuing to commercialize your GGJ game, so everyone knows what to expect from each other.
2. How will you fund your game development? Free time just doesn’t cut it. You need a better plan, divide the responsibilities among your team and find more support to further develop your ideas into a real product.
3. Do you have enough skill and knowledge in your team? Just having a game designer and programmer isn’t enough. Bringing a game to the market also requires product management and a ton of PR & marketing. Prepare for it to be quite the learning experience.
4. Make good decision tools. Or find someone to advise you, like a game studio or experienced game developer.
5. Try to keep your team small. Don’t involve too many extra people in the development process.
6. Don’t create too many features. Remember how you made this game at the GGJ in the first place!
7. Try to finish your game quickly. Promote it as much as possible and put it out there. If it’s successful, you can go on building all the features you wanted to in the beginning and introduce them with updates.
8. Make very nice graphics. High polished graphics are a must to stand out in the oversaturated mobile and tablet markets of today.
9. Playtest a lot. Every build, every prototype, you should play test on at least a few people. It speeds up your process, and makes it easier to make decisions.
10. Recognize assumptions. Assumption is the mother of all great screw-ups, they say. And it’s true. If you ‘think’ something will be great, or won’t be very hard, chances are reality proves you wrong. Be honest about what is unknown and unproven.
Pulse: The Game sadly is no longer available for download after Virtual Fairground closed down in 2011.
Planetary Plan C The Global Game Jam post-mortem series covers the experiences of various Global Game Jam (GGJ) teams from all around the world. We ask teams from various locations and GGJ editions to look back and tell us about their experiences, share learned lessons and offer advise on creating something beautiful and fun in less than 48 hours.
This is ship’s log for ARK-II, mission 2301.A.NULL, written by captain-in-charge, NoahX02.
Our mission will begin shortly. It will be our last mission before departing the solar system.
Preparations are complete. The estimated hour for execution was, unfortunately, imprecise.
NoahX01 is MIA as of the last hour. Our current measurements indicate that temperatures have reached critical levels, and we must depart at once.
The storage system is functioning properly, and is ready to receive the specimens. I fear that the early arrival of the sun’s thermatmosphere will render most of the remaining life in the system extinct before our current plan can be executed. It is for that reason that we have ultimately agreed upon adopting plan C.NULL to mission 2301, at our own expense and risk. That plan does not exist in your archives. It is as follows:
ARK-II will follow the designated route of the planets as of plan A.NULL;
Each landing will be the beginning of an approximately 1-minute search mission, instead of the 3 hours designed in A.NULL;
We will deploy as many NoahX units as we can, but only one at a time, to guarantee the success of the mission;
ARK-II will depart the planet when that time has elapsed, regardless of NoahX units that are in the surface of the planet;
The times are calculated for every planet to maximize our orbital jump’s effectiveness;
Upon leaving the last planet, the ARK-II will enter phase 2, and launch into hyperspace as expected.
All NoahX units have agreed on this.
All our hope are belong to you.
It begins now.
From scratch
Early concept art for our main character
Cheers everyone! We are a team of independent game developers who participated in Global Game Jam 2011 from Curitiba, Brazil (with PUC-PR - one of the biggest jam sites in 2011) and created the game Planetary Plan C.
This year’s theme was “Extinction”, and the idea for the game came from looking up the word in a dictionary, where we found the meaning of stellar extinction. After a brainstorm session by most of the team, we came up with the basic ideas for the game mechanics and concept - at this point, it’s difficult to say who had which ideas.
In our basic game conception, the player is able to visit four different planets in succession. In each of them, he is given about a minute and a half to rescue as many plants, animals, people and novelty items as he possibly can, before everything is incinerated by an expanding sun in its Giant Red stellar phase. The game is played as a simple platformer, with the added twist that the worlds are small and circular, so you can walk all the way around it in a few seconds. To add challenge to the quest are natural hazards: lava, water, and volcanic eruptions. Once the time is over, the ship automatically takes off to the next planet, until they have all been visited, and the player is awarded with a sight of everything that he has rescued, on their new home planet.
Determining this basic gameplay took a lot of time. The duration of each world (and of the game as a whole) were also a serious issue, as we needed to decide it beforehand so the music could be composed to match it, but we didn’t have enough gameplay feedback to make a well-informed choice. We went by our gut feelings, and we think that we got it just about right. Beyond that, everything went very smoothly.
With the main idea in our heads, we then proceeded to organize our work process and assignments for each member on the team with what was important to take the most advantage of our time and resources.
The tasks were divided based on the specialty of each member of the team, so the programmer (Rodrigo) and composer (Rafael) worked on their own in their respective areas, and the art assignments were as follows: Santo was responsible for background art, props and audio effects; Amora made the art and animation of the main character, the robot Noah, as well as animating part of our game resources; Irene worked on the design of the game’s visual interfaces, menus and HUD; Henrique focused on concept art, animated resources and Noah’s spaceship - and also wrote the game intro message; and Karen made concept and resources art, spaceship and game introduction screen. That aside, everyone took part in the creation of concept and game mechanics.
“There’s much credit to be given to the classic platforms like Mario, Sonic and Megaman, for their influences on how we perceive platform movement.”
The influences and sources of inspiration for the game were many. There’s much credit to be given to the classic platforms like Mario, Sonic and Megaman, for their influences on how we perceive platform movement. The “controlled jump” and “accelerated move” of Mario and Sonic are seen in the game, as is Megaman X’s dash.
In the case of our composer, Rafael didn’t look for specific game soundtrack references with a thematic similar to our game idea, mostly because there was not enough time for this task. So he focused on his own musical preferences he was used to working with, so he could reach the soundtrack effect he wanted more easily. He took as inspirational sources L. V. Beethoven, J. Brahms, Leonard Bernstein, and music from Banjo-Kazooie, Zelda and especially, Mario Bros. He composed the orchestra as to provide the game with a dramatic atmosphere, supplying an urgent and epic feeling to the task of collecting resources and avoiding extinction. The musical percussion was specially designed so it could give an additional fun ambience to the missions.
The right scale
During the game’s development, several ideas didn’t make the cut, simply because we didn’t have enough time to implement them:
There were supposed to be at least two additional hazards, a lightning bolt and a meteor;
Smoke particles were supposed to be used for the dash and as a notification that the volcanoes were about to explode;
We originally had planned a solar system-wide view, where you could see the star swallowing the planets as time went by.
We tried to deliver the player an experience where he comes upon a situation in which choices are to be made, for he will never be able to save everything from each small planet. These choices per se imply results and responsibilities concerning the influence over the sustainability of a new world as well as the preservation and extinction of species and cultures. We wished this game to provide fun above it all, without trying to stuff the player with moral lessons or cliché preaching. If the player can gather a deeper meaning from his experience or just have a really good time playing, all is well, our mission is accomplished!
“Looking back on our development process, one thing that could probably have been better would be to have more time to balance and refine the gameplay.”
Looking back on our development process, one thing that could probably have been better would be to have more time to balance and refine the gameplay. Particularly, we believe that the final scoring and collectible distribution systems could have been improved. Our programmer’s opinion is also that the game might have ended up being too hard, perhaps due to the unpredictable spawn of volcanoes and the movement (in particular, the unstoppable dash).
Overall, everything went incredibly well. Some great ideas surfaced, like Henrique’s idea to use a “surface map” to indicate the hazard areas of the map. With a combination of Notepad++ Macros and Photoshop trickery, he could create a long string of 0s and 1s indicating which segments of the surface of each world was safe to step on, and Rodrigo hardcoded that into the game as C strings. Without that, it would have been impractical to implement this concept, at least given the time that we had with only one programmer. It was very surprising to see that all surface maps were very accurate, and not a single one required tweaking!
Looking back
The team is very proud of all the polish that we were able to give the game, including finishing a reasonably complex game with relatively few bugs. We also managed to complete the GGJ-2011 Achievement Playing the Music: The game’s duration is matched to that of a song. When the song ends, the game ends. No loops allowed.
For events like the GGJ, where you only have a weekend to develop a whole game, the most important thing we can say is: THINK SMALL. Games are always more complex than they seem at first. In particular, we strongly recommend making a 2D game, since not only does 3D add extra difficulties in both programming and asset development, and given the time constraints, they are rarely worth the effort, and are more likely to look “amateurish” (it’s unlikely that you’ll have time to make professional-looking models and textures).
“There’s no “write the whole game first, program the whole game later” - and some questions are better left unanswered, too!”
After the first concepting phase, when you know what kind of game you want to make, you will have tons of gameplay and feature ideas. You will also get that paralyzing feeling of “we have to decide everything that would be in a game’s design”. We really think it should be avoided as much as possible. Think of all the questions on your mind, but don’t decide on anything beforehand - instead, think of the smallest subset of the game that you can build fast, and then as you build it you will feel the answers coming. We tried defining that smallest subset as early as possible, and work on it right away: “some platformer guy who is running around on a 2d planet with lots of hazards and a spaceship he has to return to. He collects things.” Whether the guy was a robot, a dragon or a human, whether the things he picks up are rocks or books or people: it didn’t matter at that time. There’s no “write the whole game first, program the whole game later” - and some questions are better left unanswered, too!
A tip we would like to give is that care should also be taken when picking your tools: pick something you’re familiar with; you already have enough on your plate, don’t try to learn new technologies as an added difficulty! Try to prepare in advance, setting up a blank workspace/project can save you a lot of time. When you’re trying to get a game done in 48 hours, you don’t want to spend a few of those tracking down dependencies and writing boilerplate. And finally, have fun! Otherwise, there’s no point in joining.
Finally, we wanted to say that having such a positive feedback about our work is without any doubt the best kind of stimulant we could get. It’s definitely an incentive to keep working hard and makes us value our work as a team and individuals, as game developers. We want to keep producing games and giving it our best.
We are sure that this positive response to Planetary Plan C is the result of an incredible teamwork, full of talents that not only complement one another, but are capable of communicating well and sharing a harmonious view of the whole.
The Team
The Planetary Plan C team
Amora B. has a career in Animation, having worked in productions such as “The Princess and the Frog” (Disney), “Chico y Rita” (Estudio Mariscal y Magic Light Pictures), and other films and commercials. She’s a co-founder of MiniBoss.
Fernando Su is a friend of the team. He helped us as a Beta Tester, cooking-planner and moral support.
Henrique Schlatter Manfroi majored in Game Development. He has worked for Southlogic Studios and Ubisoft as a 2d and 3d artist, and is now co-owner of the independent developer Sulistas.
Irene Sasaki Imakuma majored in Architecture and Urbanism, and works in a retail architecture office. She also works with graphic design, animation and project management as a member of MiniBoss.
Karen Garcia Teixeira has majored in Visual Arts. She works as an Illustrator and is a member of MiniBoss team.
Rafael Miranda is a pianist and studies composition at Alcântara Machado College in Brazil. He composed the soundtracks for the games Jules: unboxing the world, Talbot´s Odyssey - part one and Planetary Plan C. He is a member of MiniBoss team.
Rodrigo Braz Monteiro is the game’s programmer. He works for an online casual gaming company, where he is the lead programmer.
Santo, a.k.a. Pedro Medeiros, has majored in design and works with illustration and concept art. He is a co-founder of MiniBoss.
Find out more about Studio Miniboss team on their blog.