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How to make a game in 48 hours

by O. Kaya

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Step 0 - Team

  • Diminishing marginal returns
  • Everyone having distinct roles helps you not step over each other’s feet.
  • A 3 person(ie artist, programmer, music) will usually outperform a 6 person one.

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Step 1 - Ideas

  • Ideas are easy, execution is often harder than expected.
  • You really want to get moving within 2 hours.
  • My first game was supposed to take two weeks but doable in one. It took 3 months.
  • Come up with one mechanic, and do it well.

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Step 2 - Take care of yourself

  • 48 hours is tight however you do not want to actually work for more than ~12-20, or you risk burning yourself out and/or being super inefficient.
  • I’ve solved more programming issues in the shower than on my desk.
  • Play games, sleep, eat some pizza with your team.

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Step 3 - Version Control

  • You will break things.
  • You can do without using github or any other version control, however it would be a good idea if you have more than 1 person programming.
  • Work on different parts of the project(different scenes on Unity) unless you’re together on the same computer with one person actually editing the project.

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Step 4 - Polish

  • People care about gamefeel and appearance.
  • This sucks, but there’s a tradeoff between content(& innovation) and smoothness, and people prefer a simple short game that plays really well.

Bryce Bucher’s 1B1B1B: high polish & complexity

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General Advice

  • Good artists steal: Use asset stores and online resources(credit these)
  • Bodge: messy does not matter as long as the end user cannot feel it.
  • Minimal effort maximum outcome is your target.

Unity Asset Store, SketchFab, OpenGameArt, Freesound, 1001Fonts

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Scoping example: Rustbucket Revenge and Record Time

  • Very few mechanics
  • Liberal use of readymade assets

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Scoping example: Coffin Mall

  • Rustbucket Revenge expanded
  • Additions:
    • Entirely original art
    • Multiple interactive environments
    • Driving
    • Better AI
    • Narrative