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Thoughts on Practical Tips for Independent Game Development

For at least a decade, all my game development endeavors had one thing in common: none of them were ever finished.

With these words, indie game developer Jacob A. Stevens established himself as my soulmate, and endeared himself to my heart forever. From this point forward, i will be there to peer into his kitchen through the shrubbery outside his house, as if locked in a trance.

That is to say, i can’t recommend Jacob’s Gamedev.net article Practical Tips for Independent Game Development highly enough. Our experiences and opinions are so common, i have to wonder if he actually dug through my trash and assumed my identity to write the piece.

Hang on a tick …

Alright, i’ve just looked out my kitchen window and have discovered that Jacob is actually peering through my shrubbery at me. i’ve waved to indicate that he can come inside, but i think he just wants to watch. Oo-er, missus. Soul mates indeed.

Peeping Tom Kitteh

Jacob drops so many truth bombs throughout the article that i believe he should be arrested and tried for truth crimes. Here are a few salient points that stood out while i read:

Build the Game, Not the Infrastructure

It’s easy to get distracted by tasks that don’t directly contribute to the final product, like building tools and editors. Hardcode the levels.

i’ve spoken to many a fledgling game developer who’s said “our engine is 75% complete!” Good for you. How’s your game doing? We technically-minded perfectionists (myself included) are often so caught up in making pretty, slick tools that by the time we burn out on a project, we haven’t actually produced something a person can play. It’s far better to have something tiny, playable and rough around the edges than a slick level editor that you abandoned at 75%.

Are You Sure You’re Cut Out For This?

Lots of people think they want to make games.

To quote Jack Black, “i’ve got sour news for you, Jack. It’s not that easy. Are you willing to make the commitment to rock-hard tasty abs WASHER-BOARD STYLE, glistening in the sun??” The classic fable of the little red hen comes to mind – everyone wants to play games, and everyone wants to have made games, but very few people are actually equipped to deal with the mental and physical anguish involved in making games. At the end of the day, most of us are ducks, cats and pigs, rather than little red hens.

“Who will help me code the user interface?”
“Not i,” said the practically everybody.

Just because you enjoy eating ice cream, doesn’t mean you’d enjoy working for minimum wage in an ice cream factory! Try on game development in small doses, and decide – really decide – whether you want to play games, or make them.

Self-Propulsion

In trying to find the right people to partner up with, even if those people have never made a game before, Jacob says:

The key is to look for demonstrated self-motivation.

We have a saying in our family: the drive is the talent. None of us are particularly good artists, musicians, programmers, businessmen, jugglers or bow-hunters, but we do possess a heaping helping of drive, or ambition. That drive is what possesses us to go ahead and learn bow-hunting when it’s called for. And though we may not emerge the world’s best bow-hunters on the other side, at the end of the day we got it done. We’re like those characters in Heroes who can absorb other superheroes’ abilities. Or we’re like the writers of Heroes who re-trained to become accountants just to escape their jobs on that show, because it friggin’ stinks.

Heroes Sucks

Fo realz, Heroes writers. Please go do something constructive with your lives.

When i got my first job in the games industry, i was hired for my drive. It certainly wasn’t for my artistic or programming talent – i had neither. And i had never made a game before in my life. But there’s a lot to be said for motivation. i don’t know if this is an ingrained quality in a person, or whether it can be practiced and improved upon. Either way, i’d be more likely to partner with, say, a decent and motivated artist than a fantastic artist who was somewhat of a slouch.

U Ay-yi-yi

A common misconception is that a great game starts with a great idea. StarCraft, Zelda, and Resident Evil are genius games because their creators painstakingly refined the details of the games until they were virtually flawless.

My opinion here may be due to the current struggles we’re facing with our games, but in my up-to-the-minute opinion, the very best strategy is this: start with a game concept so small, you figure there’s no possible way it could possibly stand on its own as a complete game. Then build it – that’s the easy part. Then go build the UI – the buttons, the title screen, the win and lose conditions, the log in, the sign-up, the high scores, the level selection screen, the error messages, the credits and the modal dialogues. If you fail anywhere, that’s where it’s gonna happen. You can always go back later and expand the game idea, but bear this in mind: 10% of the work is building the game, while 90% of the work is building everything surrounding the game.

World of Warcraft UI Design Nightmare

There’s a reason “Game UI Designer” is an entirely distinct profession.

i can tell whether i’m going to enjoy a free online game within the first three seconds. If care and attention have been paid to the intro logos, the title screen and the Play button, i know i’m in good hands. But if i see an unincluded font outline on that Play button, or an amateurish load bar, i don’t stick around long.

If you put together a complete game, with all the fixings that i mentioned above (registration and high scores are optional, of course), then you can go back and start building out your game’s features. In fact, if i were to teach game development to students, i’d be tempted to have them start with the front-of-house donut, and work in the actual gameplay once all that jazz was in place. Your appetite for feature creep will be a LOT lower once you consider all the UI you’ll need to support it.

Why Haven’t You Launched Any Games?

Case in point: both of our original games in our development queue, Kahoots™ and Interrupting Cow Trivia have been finished for months. We haven’t worked on the Kahoots™ gameplay since about February. This whole time, we’ve been programming the dozens of dialogue pop-ups and screens that facilitate the gameplay. And we just released a first look at ICT‘s graphics and theme yesterday – now we’re faced with the grim task of doodling up the scads of checkboxes, input fields, windows, prompts, scrollbars and messages that comprise the game’s visuals.

So you want to be a solo indie game dev? Start out by testing your passion for being an indie UI designer, and see where that takes you!

Ryan Henson Creighton is a Toronto-based game developer, and founder of Untold Entertainment Inc., specializing in online games for kids, teens, tweens and preschoolers.
Ryan Henson Creighton
Ryan Henson Creighton
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3 Responses to “Thoughts on Practical Tips for Independent Game Development”

  1. Good advice for me. Thanks.

    So there’s the engine, gameplay, and interface, and you suggest focusing on the interface to see whether one really has what it takes to make games? Sounds reasonable. I can definitely see that in Foldit.

    Some memorable quotes:

    “Just because you enjoy eating ice cream, doesn’t mean you’d enjoy working for minimum wage in an ice cream factory!”

    “Your appetite for feature creep will be a LOT lower once you consider all the UI you’ll need to support it.”

    • axcho – Well, if i frame it more reasonably, i’ll say this: if there’s a fun part to making games, it’s the part where you make gameplay happen. If there’s a soulless work-slog part to it, it’s tooling up the interface. So if you have the stomach to endure all aspects of game development, even the unfun stuff, you’ll be okay.

  2. I cannot underestimate the value of finding great team members. I just recently started working with a group of guys that I have been working on and off with for several years on a soon to be released iPhone game. With all the ups and downs that we’ve gone through over the past few years I know these are some great people. Keep in mind that it may take years to find the perfect mix that works for everyone and don’t be discouraged if some of the first teams you sign up with fall apart.

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