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How to not not

make a game

On communication and

project management

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Quick Roadmap:

  1. Prologue: other people’s failures
  2. First Half: Project Management
  3. Intermission
  4. Second Half: Visual Design
  5. Closing Remarks & Questions

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Why are we here?

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Why are we here?

  • One of the biggest concerns of an indie dev is not releasing anything

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Why are we here?

  • One of the biggest concerns of an indie dev is not releasing anything
  • Having published games is the easiest way to show you can finish projects.

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Why are we here?

  • One of the biggest concerns of an indie dev is not releasing anything
  • Having published games is the easiest way to show you can finish projects.
  • Bad project management leads to the failure of games all the time

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Why are we here?

  • One of the biggest concerns of an indie dev is not releasing anything
  • Having published games is the easiest way to show you can finish projects.
  • Bad project management leads to the failure of games all the time
  • The best game is a finished game

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Why are we here?

  • One of the biggest concerns of an indie dev is not releasing anything
  • Having published games is the easiest way to show you can finish projects.
  • Bad project management leads to the failure of games all the time
  • The best game is a finished game

“Amateurs speak of strategy. Professionals discuss logistics.”

- Napoleon Bonaparte

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Prologue:

AAA games that failed

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StarCraft: Ghost

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First Half: Design document and project management

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What is an MVP and why does it help?

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Be ruthless about what’s not useful

  • If it’s not integral to the design, it’s not in the MVP
  • Ignore the art in the MVP unless it’s 100% necessary
  • The MVP should be small and focused
  • If your game idea needs many mechanics to be viable, maybe it needs refining.
  • If your game idea doesn’t fit in an MVP. It needs refining.

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Build your game in layers!

  • Implement your game in a modular way
  • Always have a testable product
  • Always have the previous version to fall back on

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How to make an MVP

  • What do you want to accomplish with this game?
  • How big does it need to be?
  • What are your goals for this game?
    • Who is the game for?
    • What is new with this game?
    • How should the player feel?

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Don’t overscope, it’s multiplicative

(Design Team)

(Time and money)

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Design is mostly research and testing

Research:

  • If you don’t play games that are relevant, play them now
  • Playing is no use without analysis
  • Look up video essays and form your own opinion

Testing:

  • The point of an MVP is to have something testable
  • You can only know what’s wrong with it by actually interacting with it
  • Be honest about what you are seeing in the MVP. Not about what you hope to add

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RADIT: Research, Analyse, Design, Implement, Test

Research - What do you want to make? Play games in the genre

Analyse - What are players’ expectations? What makes good games good?

Design - Come up with an idea, make an MVP. Focus on player experience

Implement - Actually make the thing

Test - Does it do what you want?

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Don’t be like PIXAR

Pixar makes every movie twice. Avoid that but do it if necessary.

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How to design so everyone is excited

  1. “The best way to have a good idea is to have a lot of ideas” - Linus Pauling�ie. ask the whole team.
  2. Consolidate ideas into possible games
  3. Decide on one and make the MVP
  4. Continue to listen to everyone and see if their ideas will work well with the game
  5. Make sure everyone has a part that they can be proud of

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What is a “design document”?

  • Explains the current state of the design
  • Keeps everyone on the same page
  • Sets limits on what you’re going to do (schedule)
  • Explains what is needed when (what are the dependencies)
  • Lets people get on with their work
  • What are the fallbacks

“anything you can’t explain to an undergraduate class, you probably don’t understand” - Richard Feynman

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How to communicate the design document to the team

  • Walk them through the design document
  • If they disagree, stop and find out why
  • Keep things short but don’t under explain
  • Don’t let anyone “handwave”
  • Keep coming back to people because their ideas change without you. The design document isn’t perfect

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Document everything

  • If everyone leaves, be able to continue making the game
  • EVERYONE needs to document their work - not just the programmers
  • Documentation is how each team member makes sure their work is used
  • Documentation is necessary for consistency

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Second Half: Communication Design

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Kim’s Game Interactive

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Kim’s game Interactive

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What do you remember?

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Kim’s Game

From the spy book “Kim” by Rudyard Kipling�(Harold “Kim” Philby) was later named after him

The game focuses around memorization

The “player” is presented with some random objects�and expected to memorize what they are within a time�limit

People are usually only able to remember 6 objects in 10 seconds

If the objects are “themed”, it’s easier

If you know their names, it’s easier

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Brain Space

  • The player has a certain amount of “space” in their mind
  • Everything they have to learn takes up space
  • Some players have more space than�others
  • Using familiar signs can help with it…�Which we’ll talk about later

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Where is this important?

Everywhere the player is involved:

  • UI
  • Controls
  • Environment
  • Cutscenes
  • Story

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How do you fix it?

Keep the number of relevant things low

Have visual and audio reminders

Repetition

Playtest because you remember everything

If one system is very complicated, make the others simpler

Make your icons “Iconic”

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Visual Language

  • Fire is red, water is blue, plants are green.
  • Aim for clear visual to gameplay connections
  • Connect things to real life
  • Don’t be afraid of being literal

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Using visual language (in marketing)

“Ask a child to draw a car, and certainly he will draw it red.” - Enzo Ferrari

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Common Icons

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Mr. Ouch

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Recurring Themes

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In the world

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Examples

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SUPERHOT

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Terraria

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Star Citizen

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Civilization (V)

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Factorio

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Directing the Player’s

Attention

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Environmental Cues

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IRL Environmental Cues

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In Racing Games

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Closing

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Who wants to keep learning for their entire career?

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Everything is learning

You can learn from all professions. Try out:

  • Marketing
  • Economings
  • —> Engineering <—
  • Art
  • Psychology
  • Physics/Biology/Sciences
  • History/Anthropology
  • And literally everything else!

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Learn from other game’s mistakes

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Testestestestest

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🎉Thank you for coming!🎉

Questions?