Brief introductory talk for the VGDev student videogame development club at Georgia Tech, highlighting basic concepts to help keep student/hobby-sized projects realistic and completable.
Better, Faster, Smarter, Witcher. Production tips from The Witcher 3: Wild Hu...DevGAMM Conference
Session is strictly aimed at presenting contemporary methods of process management in production of AAA games. It will show some real-life experiences and best practices that were used during the production of 16xDLC’s and “Hearts of Stone” expansion pack for “The Witcher 3: Wild Hunt”. The aim was to increase efficiency, meaning make more in less time.
Sten will tip on how to achieve such result without excruciating crunch or painful scope/quality reduction.
The document describes a proposed logo animation featuring a silver fox for a potential video production studio or camera brand. The 15-second animation would start with a small ball of light expanding and shrinking to reveal the name "SYLVERFOXX" inside a plaque-like rectangle. The logo was inspired by a poker player nicknamed "Silverfox" that the creator admired. The fox design is undecided but will be silver and white in color.
Digibury: Sony Game developement process - Mark LinottLizzie Hodgson
Game developer Mark Linott takes us through the entire gaming development process, from initial 'I've got an idea' to shipping... and what a journey! A fascinating and educating insight into a multi-million pound industry.
Introduction to Building Wireframes - Part 1lomalogue
This document provides an introduction to building wireframes. It covers what wireframes are, why they are made, common tools and techniques used, and best practices. Key points include:
- Wireframes are visual guides that arrange elements without fonts, colors or graphics to accomplish a purpose
- They are made for concept exploration, layout, interactions, consensus building and risk minimization
- Common techniques involve sketching, paper prototyping, software tools and coding prototypes
- Features and scenarios help communicate ideas to designers and developers
- User centered design principles like goals, personas and tasks inform effective wireframe design
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
The document describes experiments conducted to create animated sprites and pixel art for a video game. In the first experiment, the author drew stick figure sprites and animated a walk cycle. In the second experiment, the author designed a platform game background and created a simple player sprite with different poses. Multiple sprite poses were animated into a walk cycle. Sound effects and music were added in Premiere Pro to complete a demo video. Lessons from the experiments will inform the final video game project.
The document discusses modern information professionals and their roles in the knowledge economy. It emphasizes the importance of lifelong learning and using new technologies like web 2.0 tools, blogs, wikis, and podcasts. Examples are provided of how information professionals can stay up to date on trends, collaborate online, and utilize new skills to expand their roles beyond traditional libraries.
This document discusses the adoption of service-oriented architectures (SOA) in Dutch higher education institutions. It outlines expectations that a SOA could increase user-friendliness, transparency, and integration of systems. While some initiatives and frameworks have promoted SOAs, adoption remains in early phases with institutions primarily applying SOAs to address specific problems rather than strategic transformation. Barriers to adoption include challenges convincing management and maintaining standards across decentralized implementations.
Better, Faster, Smarter, Witcher. Production tips from The Witcher 3: Wild Hu...DevGAMM Conference
Session is strictly aimed at presenting contemporary methods of process management in production of AAA games. It will show some real-life experiences and best practices that were used during the production of 16xDLC’s and “Hearts of Stone” expansion pack for “The Witcher 3: Wild Hunt”. The aim was to increase efficiency, meaning make more in less time.
Sten will tip on how to achieve such result without excruciating crunch or painful scope/quality reduction.
The document describes a proposed logo animation featuring a silver fox for a potential video production studio or camera brand. The 15-second animation would start with a small ball of light expanding and shrinking to reveal the name "SYLVERFOXX" inside a plaque-like rectangle. The logo was inspired by a poker player nicknamed "Silverfox" that the creator admired. The fox design is undecided but will be silver and white in color.
Digibury: Sony Game developement process - Mark LinottLizzie Hodgson
Game developer Mark Linott takes us through the entire gaming development process, from initial 'I've got an idea' to shipping... and what a journey! A fascinating and educating insight into a multi-million pound industry.
Introduction to Building Wireframes - Part 1lomalogue
This document provides an introduction to building wireframes. It covers what wireframes are, why they are made, common tools and techniques used, and best practices. Key points include:
- Wireframes are visual guides that arrange elements without fonts, colors or graphics to accomplish a purpose
- They are made for concept exploration, layout, interactions, consensus building and risk minimization
- Common techniques involve sketching, paper prototyping, software tools and coding prototypes
- Features and scenarios help communicate ideas to designers and developers
- User centered design principles like goals, personas and tasks inform effective wireframe design
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
The document describes experiments conducted to create animated sprites and pixel art for a video game. In the first experiment, the author drew stick figure sprites and animated a walk cycle. In the second experiment, the author designed a platform game background and created a simple player sprite with different poses. Multiple sprite poses were animated into a walk cycle. Sound effects and music were added in Premiere Pro to complete a demo video. Lessons from the experiments will inform the final video game project.
The document discusses modern information professionals and their roles in the knowledge economy. It emphasizes the importance of lifelong learning and using new technologies like web 2.0 tools, blogs, wikis, and podcasts. Examples are provided of how information professionals can stay up to date on trends, collaborate online, and utilize new skills to expand their roles beyond traditional libraries.
This document discusses the adoption of service-oriented architectures (SOA) in Dutch higher education institutions. It outlines expectations that a SOA could increase user-friendliness, transparency, and integration of systems. While some initiatives and frameworks have promoted SOAs, adoption remains in early phases with institutions primarily applying SOAs to address specific problems rather than strategic transformation. Barriers to adoption include challenges convincing management and maintaining standards across decentralized implementations.
The document discusses why job seekers in the game industry should create an online portfolio site to showcase their work. It recommends focusing on a specific career path and genre to develop expertise. The document provides tips for creating an effective portfolio site, such as using WordPress, only including high-quality work, and getting the site noticed through social media and industry communities. Job seekers are advised to make game-related content and collaborate with others to strengthen their applications for game-related positions.
Supersize your production pipe enjmin 2013 v1.1 hdslantsixgames
The document discusses a presentation on optimizing a game studio's production pipeline. It introduces the speaker, Paul Simon Martin from Slant Six Games, and discusses how production pipelines have evolved over time. Key aspects of optimizing the pipeline that are covered include infrastructure for asset storage, automated building and testing, content authoring tools, data conversion processes, and metrics tracking. The goal is to minimize iteration times and latency throughout the entire process.
This document provides guidance on developing apps for the Xbox and 10-foot experiences. It discusses principles like keeping designs simple with minimal information due to resolution and viewing distances. Tips are provided like using larger text, reducing clicks, optimizing for controllers as the primary input, accounting for safe areas, and testing from a distance. Examples are shown of UWP apps designed for tablets, PCs, and Xbox to demonstrate optimizations for different screens.
Super Gun Kids: The Making Of by Iain Lobbmochimedia
This document summarizes Iain Lobb's experience developing the Flash game Super Gun Kids. It describes some of Iain's previous games, the development of Super Gun Kids including gameplay, art, and animation, lessons learned, and plans for future projects. Key points include that Super Gun Kids took over a year to develop, utilized Iain's Dull Dude framework and brought on artist Amanda to help with backgrounds, and that Iain wants future projects to be cross-platform and have more scope control.
It's A Long Way To The Top...If You Want To Be An Indie Flash Dev by David Sc...mochimedia
The document provides information for aspiring indie flash game developers. It discusses the speakers' experience creating the first flash tower defense game and growing their company to 120 employees with the most popular Facebook RTS game. Tips are provided around designing games with the correct theme that matches gameplay, nailing the first session to minimize drop-off, iterating quickly through prototypes, keeping what works based on player feedback, and leveraging marketing when lifetime value exceeds customer acquisition costs. The document encourages preparing for many attempts, synergizing elements, focusing on the first session, and listening to feedback.
Game salad creator for windows manual 2012 11-01gabikovacs10
This document provides an overview of using GameSalad Creator to develop games. It covers the key interface elements like the Library panel, Attributes panel, Backstage panel, and Stage panel. It explains fundamental concepts like scenes, actors, attributes, rules, behaviors, and functions. The document provides guidance on setting up a new project, importing assets, placing actors in scenes, and using the preview feature. It also outlines the process for publishing games to different platforms. Overall, the document aims to equip new users with the basic knowledge needed to get started creating games with GameSalad Creator.
This document provides an overview of the team structure and development process used by Sony Computer Entertainment America's Santa Monica Studio to create the game God of War. The studio utilized an open floor plan and divided teams into code, design, art, sound, and production. Assets were created in Maya and processed into game data. Tools were created to facilitate collaboration between designers and programmers. The code and combat systems were designed to be reusable across different characters. Waypoints were created in Maya to define navigation areas.
What does OOP stand for?
When Object Oriented Programming(OOP) is taught so extensively, do computer programmers, specifically within games development, realise what it's possibly doing to productivity and performance? I explain my own view from experience in personal projects and professional work.
This talk was given to the Edinburgh meet of IGDA Scotland, on 2011/07/27.
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Software
Slides are from Siggraph 2015 – the talk Alex had at Umbra Ignite was basically a shorter version of this.
Alex has made LittleBigPlanet, Tearaway and is now working on a new PlayStation 4 game. He’s from the demoscene, and he has attended many Assembly events as a teen, so he is intricately familiar with Finland’s democoding prowess. Alex has lots of friends in Finland and he is an extremely well known name in the programming scene.
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
Perforce Helix Never Dies: DevOps at Bandai Namco StudiosPerforce
Traditionally at Bandai Namco Studios, there has been no unified version control system in place and teams could choose to use any VCS system for their game titles—Subversion, Git, AlienBrain, or none at all. I’ll talk about why Bandai Namco Studios chose to standardize on Perforce Helix, show how we develop LiveOps-type mobile applications using the Unity game engine, and the advantages we gain from centrally managing code and assets in Helix.
This document provides information about an Android development community and courses. It includes details about course topics like fundamentals, UI/UX, and advanced topics. It lists mentors and their backgrounds. Event details are provided for courses in Moscow and a mentors program. Links are included to sign up for courses and view the community on Facebook.
Kinect motion capture allows filmmakers to capture full-body motion and facial animation data using a Kinect sensor. The KinectToPin software records 3D skeletal tracking data from the Kinect and exports it to After Effects where it can be used to drive 2D character rigs. Rigging characters involves breaking them into multiple layers that map to the tracked joints, allowing for natural movement and animation. Motion capture with Kinect provides a more efficient workflow than traditional frame-by-frame animation by starting with live-action movement that can then be applied to animated characters.
Slides from my #AEL12 workshop.
Joseph Labrecque shows you how to build a simple game for mobile devices that teaches concepts. You’ll assemble components into a mobile game that can be deployed to multiple mobile devices. We will cover Timing, Mouse Interaction, Character Movement, Object Rotation, Scrolling Backgrounds, Obstacles, Collision Detection, Game Loop, Scoreboard, Player Health, Asset Skinning, Sound Managers, Game States, Movement Constraints, Packages/Classes, Randomization, Garbage Collection, and Game Cleanup!
Writing about topics relative to Game Design.
More: https://postgamedesign.wordpress.com/
- Role of a Designer
- Standard for Good Design
- Art: Juice it
- Programming: Agile prototyping
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
A talk given to students at the University of Texas's Game Development program. General information about my experiences in the game industry (from ~10 years ago), as well as more recent work around the game industry.
Cards n Castles: Merging card game and city building game into one, developer...Tuang Dheandhanoo
This is the lecture I gave at Casual Connect 2012. About our production experience at Digitopolis game Studio, on developing this game Cards n Castles, it's a social facebook game that merge a card game and a city building game into one game.
This is a short presentation Jon gave for the first Ottawa Unity User Group meetup. We share some of the tips and tricks we've discovered at Karman while working with Unity over the past few years.
This document provides an overview of OpenFrameworks for Flash developers. It includes:
1. An introduction to OpenFrameworks and how it can be used to create C++ applications with less hassle than traditional methods.
2. A breakdown of the basic structure of an OpenFrameworks application including the main classes and functions.
3. Step-by-step explanations of three example OpenFrameworks projects that create circles, an animation, and particles.
4. Additional resources for learning more about OpenFrameworks, creative coding, and getting involved in the OpenFrameworks community.
The document discusses why job seekers in the game industry should create an online portfolio site to showcase their work. It recommends focusing on a specific career path and genre to develop expertise. The document provides tips for creating an effective portfolio site, such as using WordPress, only including high-quality work, and getting the site noticed through social media and industry communities. Job seekers are advised to make game-related content and collaborate with others to strengthen their applications for game-related positions.
Supersize your production pipe enjmin 2013 v1.1 hdslantsixgames
The document discusses a presentation on optimizing a game studio's production pipeline. It introduces the speaker, Paul Simon Martin from Slant Six Games, and discusses how production pipelines have evolved over time. Key aspects of optimizing the pipeline that are covered include infrastructure for asset storage, automated building and testing, content authoring tools, data conversion processes, and metrics tracking. The goal is to minimize iteration times and latency throughout the entire process.
This document provides guidance on developing apps for the Xbox and 10-foot experiences. It discusses principles like keeping designs simple with minimal information due to resolution and viewing distances. Tips are provided like using larger text, reducing clicks, optimizing for controllers as the primary input, accounting for safe areas, and testing from a distance. Examples are shown of UWP apps designed for tablets, PCs, and Xbox to demonstrate optimizations for different screens.
Super Gun Kids: The Making Of by Iain Lobbmochimedia
This document summarizes Iain Lobb's experience developing the Flash game Super Gun Kids. It describes some of Iain's previous games, the development of Super Gun Kids including gameplay, art, and animation, lessons learned, and plans for future projects. Key points include that Super Gun Kids took over a year to develop, utilized Iain's Dull Dude framework and brought on artist Amanda to help with backgrounds, and that Iain wants future projects to be cross-platform and have more scope control.
It's A Long Way To The Top...If You Want To Be An Indie Flash Dev by David Sc...mochimedia
The document provides information for aspiring indie flash game developers. It discusses the speakers' experience creating the first flash tower defense game and growing their company to 120 employees with the most popular Facebook RTS game. Tips are provided around designing games with the correct theme that matches gameplay, nailing the first session to minimize drop-off, iterating quickly through prototypes, keeping what works based on player feedback, and leveraging marketing when lifetime value exceeds customer acquisition costs. The document encourages preparing for many attempts, synergizing elements, focusing on the first session, and listening to feedback.
Game salad creator for windows manual 2012 11-01gabikovacs10
This document provides an overview of using GameSalad Creator to develop games. It covers the key interface elements like the Library panel, Attributes panel, Backstage panel, and Stage panel. It explains fundamental concepts like scenes, actors, attributes, rules, behaviors, and functions. The document provides guidance on setting up a new project, importing assets, placing actors in scenes, and using the preview feature. It also outlines the process for publishing games to different platforms. Overall, the document aims to equip new users with the basic knowledge needed to get started creating games with GameSalad Creator.
This document provides an overview of the team structure and development process used by Sony Computer Entertainment America's Santa Monica Studio to create the game God of War. The studio utilized an open floor plan and divided teams into code, design, art, sound, and production. Assets were created in Maya and processed into game data. Tools were created to facilitate collaboration between designers and programmers. The code and combat systems were designed to be reusable across different characters. Waypoints were created in Maya to define navigation areas.
What does OOP stand for?
When Object Oriented Programming(OOP) is taught so extensively, do computer programmers, specifically within games development, realise what it's possibly doing to productivity and performance? I explain my own view from experience in personal projects and professional work.
This talk was given to the Edinburgh meet of IGDA Scotland, on 2011/07/27.
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Software
Slides are from Siggraph 2015 – the talk Alex had at Umbra Ignite was basically a shorter version of this.
Alex has made LittleBigPlanet, Tearaway and is now working on a new PlayStation 4 game. He’s from the demoscene, and he has attended many Assembly events as a teen, so he is intricately familiar with Finland’s democoding prowess. Alex has lots of friends in Finland and he is an extremely well known name in the programming scene.
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
Perforce Helix Never Dies: DevOps at Bandai Namco StudiosPerforce
Traditionally at Bandai Namco Studios, there has been no unified version control system in place and teams could choose to use any VCS system for their game titles—Subversion, Git, AlienBrain, or none at all. I’ll talk about why Bandai Namco Studios chose to standardize on Perforce Helix, show how we develop LiveOps-type mobile applications using the Unity game engine, and the advantages we gain from centrally managing code and assets in Helix.
This document provides information about an Android development community and courses. It includes details about course topics like fundamentals, UI/UX, and advanced topics. It lists mentors and their backgrounds. Event details are provided for courses in Moscow and a mentors program. Links are included to sign up for courses and view the community on Facebook.
Kinect motion capture allows filmmakers to capture full-body motion and facial animation data using a Kinect sensor. The KinectToPin software records 3D skeletal tracking data from the Kinect and exports it to After Effects where it can be used to drive 2D character rigs. Rigging characters involves breaking them into multiple layers that map to the tracked joints, allowing for natural movement and animation. Motion capture with Kinect provides a more efficient workflow than traditional frame-by-frame animation by starting with live-action movement that can then be applied to animated characters.
Slides from my #AEL12 workshop.
Joseph Labrecque shows you how to build a simple game for mobile devices that teaches concepts. You’ll assemble components into a mobile game that can be deployed to multiple mobile devices. We will cover Timing, Mouse Interaction, Character Movement, Object Rotation, Scrolling Backgrounds, Obstacles, Collision Detection, Game Loop, Scoreboard, Player Health, Asset Skinning, Sound Managers, Game States, Movement Constraints, Packages/Classes, Randomization, Garbage Collection, and Game Cleanup!
Writing about topics relative to Game Design.
More: https://postgamedesign.wordpress.com/
- Role of a Designer
- Standard for Good Design
- Art: Juice it
- Programming: Agile prototyping
Slant Six Games uses SCons as their data build system for games like SOCOM: Confrontation. SCons is a Python-based build tool that provides fast, correct, and extensible builds. It supports features like dependency tracking and shared caching that help optimize their large data builds. While SCons works well overall, challenges include slow initial dependency scanning for large asset trees and bottlenecks introduced by tools like Maya. Staged building and selective dependency analysis help address these issues.
A talk given to students at the University of Texas's Game Development program. General information about my experiences in the game industry (from ~10 years ago), as well as more recent work around the game industry.
Cards n Castles: Merging card game and city building game into one, developer...Tuang Dheandhanoo
This is the lecture I gave at Casual Connect 2012. About our production experience at Digitopolis game Studio, on developing this game Cards n Castles, it's a social facebook game that merge a card game and a city building game into one game.
This is a short presentation Jon gave for the first Ottawa Unity User Group meetup. We share some of the tips and tricks we've discovered at Karman while working with Unity over the past few years.
This document provides an overview of OpenFrameworks for Flash developers. It includes:
1. An introduction to OpenFrameworks and how it can be used to create C++ applications with less hassle than traditional methods.
2. A breakdown of the basic structure of an OpenFrameworks application including the main classes and functions.
3. Step-by-step explanations of three example OpenFrameworks projects that create circles, an animation, and particles.
4. Additional resources for learning more about OpenFrameworks, creative coding, and getting involved in the OpenFrameworks community.
Similar to Controlling Project Size for Student/Hobby Videogame Development (20)
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
Custom modules offer the flexibility to extend Odoo's capabilities, address unique requirements, and optimize workflows to align seamlessly with your organization's processes. By leveraging custom modules, businesses can unlock greater efficiency, productivity, and innovation, empowering them to stay competitive in today's dynamic market landscape. In this tutorial, we'll guide you step by step on how to easily download and install modules from the Odoo App Store.
3. Vision
by
Proxy
Chris DeLeon Second
EdiQon
Programmer/Designer 2
million
plays
/
5
wk
Game
Dev
blog,
10k-‐30k
readers/month
Technical
Game
Designer
200+
Experimental
Gameplay
Projects
Establishing
member
of
start-‐up
recently
Featured
11/2009
acquired
by
PopCap
For
“What’s
Hot”
Reader’s
Top
10
2010
Finalist
Summer
at
Will
Wright’s
Cofounded
in
2004,
5+
games/semester
9. Arcade-Style Requires Less Content
than Console or home PC Style
Arcade often took place all on one screen
Arcade can vary gameplay by Tweaking stage
parameters rather than adding more bosses, etc.
Arcade games get away with shorter play sessions
10. Even mid-80’s Arcade Gets Tricky
Don’t underestimate
the work that goes
into art, audio, and
code for an 80’s
arcade-style game.
This is actually a
considerable amount
of time and work ->
Even if you already
know exactly What you
Are making… Which is a
Luxury we don’t have
For original concepts!
12. Why Use a Library
You should not be re-inventing code to:
Load and use image/audio formats
Detect real-time input
draw lines
render text
You need to be at a higher level of abstraction!
horiz:!
mov es, startaddr ! !;put segment address in es!
mov di, 32000 ! !;row 101 (320 * 100)!
add di, 75 ! ! !;column 76!
mov al,colour ! !;cannot do mem-mem copy so use reg!
mov cx, 160! ! !;loop counter!
hplot:!
mov es:[di],al ! !;set pixel to colour!
inc di ! ! !;move to next pixel!
loop hplot!
vert:!
mov di, 16000 ! !;row 51 (320 * 50)!
add di, 160! ! !;column 161!
mov cx, 100! ! !;loop counter!
13. Engine Use Can Mess Up (!) Your Game
increases content quality expectations (esp. if 3d)
Digging into API Docs instead of coding the game
Packs Your Design with Implicit Assumptions
14. But use Some sort of Library
Libraries: XNA/DirectX, SFML, Allegro, SDL, FlashPunk
Part Library, Part Engine: Flixel
Possible Exception to the Engine Rule: Unity
Flash/ActionScript3 is inherently part-engine: is
quirky to work with, but far easier to distribute
20. What would a demo/Lite version need?
Make that your full game’s plan.
Just enough to prove it works!
12 item/enemy/car/Level types? No! 3.
If it comes out well, do a sequel.
21. Scheduling
Think in terms of min / max / avg
Plan from both ends, meet in the middle
Spreadsheet with rows as roles, columns as Fridays
Bottlenecks! prioritize work that enables other work
22. On Team Size
Smaller teams can be faster
Less misunderstanding
Less internal documentation
Less disagreement
Adding more programmers will not get the game done
faster nor make it bigger, but it *will* increase your
chances of never finishing it.
(But Some tasks parallel better, e.g. audio, art)
23. Genre Choice
Vehicles just slide and rotate
Abstract puzzle/action is always an option
Animated human bodies are a big undertaking
Lazy environments: Space, Ocean, Sky, snow fields
(also avoids many path-finding complications)
Nice: Games where level design is number tuning,
instead of architected layouts
25. Can’t decide between equal ways to move forward?
Just pick one and go with it!
Always have a plan to completion
Wishy-Washy burns time and effort, confuses team
Begin with a clear (but tentative) weekly plan
If you’re changing plans as you, revisit that plan
to figure out what has to be cut to make room
26. What New Ideas to Accept?
Does it eliminate previously scheduled, undone work?
WHAT A GREAT IDEA!
Does it add new work, or waste finished work?
Save it for the sequel.
27. Have Meetings to Answer Questions
What questions need answers? At the very least:
“what can I do now/next?”
Beware of design by committee: prepare proposals
outside of meetings, then present and DISCUSS!
28. Tangible Weekly Results Per Member
Expect 1-2 nights/week per developer, more if lead
1 coherent contribution from each member weekly
Not: I’ll do “More art” / ”More code” this week
If work isn’t getting done, try to find a resolution.
If no resolution, they may need to be let go
(…or active members get frustrated)
It usually isn’t news to that person.
Sometimes people even want to quit,
But don’t know how! Help them out…
30. Finishing Matters a Lot
“Almost done” games are really less than 40%
No one will play it or take it seriously
it’s only practice? Then don’t practice not finishing
Make a list of what’s left. only let that list shrink!
<- not a boat
31. Bang-for-your-buck tradeoffs
Put your effort where it’s going to show
90/10 rule: 90% of player focus on 10% of content
Near the end of a project? Hack.
“If you're willing to restrict
the flexibility of your
approach, you can almost
always do something better.”
-John Carmack
32. Cut Scope Aggressively Throughout
Plan projects with modularity for wiggle room
Always have a fallback plan
Triage: Forget the first plan, what have we got?
players will never know what you cut!
33. a Lamborghini is not a polished Yugo
+
At some point you’re getting diminishing returns on
additional work. Or making the game worse!
wrap it up, let it go, learn from it, and move on
34. Questions?
Chris DeLeon
HobbyGameDev@gmail.com
www.HobbyGameDev.com