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.
Continue reading “Depth of Engagement”
Before I made the decision to go indie. I thought about my strengths and weaknesses as a game developer. It’s an honest exercise to see if the skill sets align to make sure I have what it takes to be able to make it as an indie. A lone game developer has a lot on his plate. Artistic ability, technical ability, design skills, business, self-promotion etc. All this required knowledge could be intimidating at first. That’s why I think the most important ability in indie game development is having the right mindset.
So is the decision to go indie crazy? It’s the question I’ve been asking myself a lot lately. On one hand the opportunity to work on self directed game project is very intriguing on the other hand I do realize the sheer amount of work that it takes to improve on the current skill set to be able to release something that I’d be happy with. The scope of knowledge required is a challenge and a learning opportunity for me. It will require recognizing strengths and weaknesses and finding the time and putting in the effort to improve upon them.
Continue reading “Indie Game Developer Mindset Check”
Out of nowhere on Dec. 23 in the early hours of the night I get email from Unity3D informing that a new 3.5 Beta and a Developer preview is available for download. Included was news about a Flash in a Flash contest with a Jan 5 Deadline. What transpires is a two week fairly intense game jamming session where the result is Pigment Hunt. Three levels of Pigment collectin fun while avoiding oinkers full of… you guess it, pigment.
First Contest Ever
I’ve never entered a game contest before. I’ve always somehow found an excuse not to enter. This time was no different, it was Christmas and holidays, I had plans, my automatic response was no way. The plans changed once a friend of mine had to cancel last minute due to family reasons. No more excuses, I decided to give it a shot.
The rules were simple and fairly open, use Unity3D 3.5 Developer Preview and make a game or interactive presentation using the new Flash Export. Submit a link before the Jan. 5 deadline.
Continue reading “Pigment Hunt -Born in a Flash”
For the last couple of months I’ve been involved with a couple of freelance game projects. I’m happy to say that they are healthy and going well. Freelancing is something that’s new to me and I’m still trying to develop a better opinion about it, but currently the Freelance/Work On My Own Indie Game Projects hybrid works for me.
Continue reading “Freelancing, Apple Store, Music and Blogging”
What’s one thing an indie game developer can do every day to improve upon his craft and keep the momentum of working on his game projects on daily basis?
It’s a common habit for fiction and non-fiction writers to write at least 1000 words per day rain or shine. The idea behind it is to practice their craft everyday and to create a consistent output outlet. This got me thinking about what could possible be the equivalent for indie game developers?
Continue reading “1000 Words A Day Habit And How It Relates To Indie Game Development”
Animators use quick rough sketches of key poses. Artists use thumbnails. Successful comedians practice their jokes with a smaller audience first. The equivalent of quickly testing your ideas in games is prototyping. Here are my thoughts on the process.
Continue reading “Quick And Rough Thoughts on Game Prototyping”