An Inside Look Into Freelance Game Development

April 28, 2012 in Game Development

It’s been several months since this blog first started. Today is a another “first”. The first guest post comes from Aaron. Aaron is an experienced game developer who shares his experience as a game contractor/freelance developer. Happy to have him here to share his insights and experience so far.

Enter Aaron,

Hi all – great to ‘be’ here. First, a quick shout-out for Tomasz – it’s awesome to see how another game contractor is making it work, so thanks for being so open. I hope my post adds something to the conversation.

I’ve been developing games since 1995, and mostly as a Designer, though recently as a Project Manager / Executive Producer. My background is Computer Science, with an Art minor – I know my way around Photoshop, Illustrator, and a sketchbook, and spent 5 years building levels in 3D Studio Max.

I mention this because as a freelance developer, you never know which skillset you’ll be called on to use in a given day. The client may need artwork cleaned up, or a prototype written, or a new feature implemented. As you delve into various tasks, of course, you’ll need to have the “Producer” hat on at all times to be asking “Is this getting me towards the client’s goals”, and “Am I on track?”

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Beta Testing

April 6, 2012 in Uncategorized

The exact definition of Beta in game development is not easily defined. As I’m working away trying to get all the content in, I think I’m getting close to it. I’ve been showing the game to more and more people taking in their feedback and making changes as necessary. When working on a solo project it’s easy to lose sight what’s fun, what’s too difficult, what mechanics are clear to the player and what mechanics need extra layer of feedback. Hopefully through getting as many people as possible to test out your game early sends enough warning signs before its too late.  The circle of my Beta Testers is extending… if you’d be willing to try out the game and own an iOS 4.0 and higher device feel free to contact me.

I’ll send you a TestFlight invite. I’ll start to send out builds end of April.

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Depth of Engagement

March 14, 2012 in Game Development

There are different levels of engagement/commitment to any specific task or project. I’ve been thinking recently about the different tasks a game developer has and trying to decide at what level of depth I’d like to get involved in each.

Let’s take Photoshop as an example.

I’ve used Photoshop for many years but until recently never dug very deep behind the basics. Photoshop is an interesting example because it’s used by both amateurs and professionals. At the most basic level Photoshop is an image editing program and at that level it does what it needs to. Perhaps a person who just wants to edit a photo they took of their dog might learn how to open a document, use different selection tools, crop the image and perhaps do basic colour manipulation.

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Localization

March 1, 2012 in Game Development

It’s always nice to have something read in your own native language. Yes, a lot of people now do speak basic English but a lot still don’t.

The current game offering I’m cooking up is not very text heavy, I recon I’d need less than 30 words to communicate all I need and I’m trying to reduce that as much as possible. (Currently replacing the “Play” button with the “Play” icon).  I’ve been focusing on trying to communicate as much as possible visually and hopefully that has a bit more of an international appeal.

A game released on the app stores spreads across the whole world with one single click. Having traveled over the years, I know how much being able to say even simple things in the local language is appriciated. So I decided to localize my game into several languages… it’s not that much extra effort for this current game.(this obviously changes based on the type of game you’re making) A lot of the translations are basic one word translation which I was easily able to find online. I’ve already implemented a language button that toggles between several languages and I’ll be thinking of adding more with updates.

So who knows, if you’re native language is not English, you might just enjoy my future game in your own language. Not that it’s a requirement for the game but just because it might be nice.

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