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Game Development on a Shoestring, part 2

Tuesday, October 27th, 2009

Welcome to the second part of our series on developping commercial-quality games without a budget. This week, we’ll tackle how to get the major pieces, namely programming and art assets, done without significant cash outlay.

First, however, I’d like to clarify something I said in the last column. I mentionned that “legal and management issues are not are not a major decision item.” This doesn’t mean that you shouldn’t be thinking about finding a way to obtain legal and management support, because that’s extremely useful. But it’s not the first thing to handle - you need to have first-line staff to manage before you need a manager.

So - how can you find your staff?

Programmers

The good news is that finding a programmer willing to try his hand at game programming is easy. Just about every college and university has a computer science program, and someone among the student body will be able and interested to at least try his (or her) hand at it.

Alternately, you can try finding a programmer online - there are many game development websites out there and many of them have a recruitment forum or the equivalent. More traditional resources such as newspapers, job sites, and entrepreneurial fairs might be also worth a look, but usually the people you’ll find through those resources will be looking for paying work. And we’re supposed not to have a budget.

Artists

Depending on the game style, finding artists might be very easy or very hard. Pixel artists are not as sought after as they once were, and while many have retrained into 3D art, they might be willing to put some hours in a project just to do an art style they prefer. On the other hand, talented 3D artists pretty much have paying job offers from the moment they get noticed, so getting one to work with you is tougher.

If you don’t have a budget, your best bet is again students. Young artists really need to develop their portfolio, so they’re more likely to take a risk on your project.

Choosing your Team

So you’ve found a few promising candidates. How do you separate the sheep from the goats?

The first thing you should be looking for is previous experience. Of course, it’s doubtful you found someone with published projects under their belt. But you still need to be reasonably confident that your team will be able to eventually ship a product. Your only way to evaluate your potential team is through examples of their work.

Artists are somewhat easy to evaluate - after all, they must have a portfolio, or you probably wouldn’t have contacted them in the first place. You should be looking for both experience in the subject matter, (for instance, some samples of tiles and sprites) and some degree of polyvalence (such as photorealistic designs, etc.) 

Programmers are tougher to evaluate. It’s easy to eliminate poor candidates, but a lot harder to identify the best one. Certainly, get rid of any programmer who doesn’t have at least a somewhat workable game project to show you, or at least a real project he created on his own. If he didn’t at least attempt some programming in the past, he probably doesn’t realize the scope of work he’ll have to do and is highly likely to quit on you.  Then discuss your project with your remaining candidates. You should be able to get a better read on their understanding of the realities of game development from their ideas.

Once you’ve found a potential team… take the time to get to know them. Go grab a beer and talk game design. Basically, find out if you’ll be able to stand working with those guys. The two or three weekends that will invest may save you a project-killing conflict later on.

Whew - another long post. I thought I’d at least get to setting up a business today. Oh well - there’s always next time.

Quick Update

Thursday, October 15th, 2009

Hi everyone,

I just wanted to give an update to you guys, as I’ve been a bit too busy to work on the next post in the Game Development on a Shoestring series. I will get that posted ASAP, I just had to handle some emergencies first.

Thanks for your patience!

Vincent

A Bunch of Things

Wednesday, September 2nd, 2009

Hi everyone,

It’s been a couple of weeks since my last post, so I figure it might be time to put more content onto this blog. So…

News… or the Lack Thereof

There’s not that much new to report on our side. We’re working on our next project, but there’s nothing that really stands out as major news. Simply put, the work we’re doing now will be used no matter which project we decide to focus on - although we could have a decision on that soon.

I’d really like to be able to post more on what else is going on on our side, but that’s premature at this point.

New Blog Series

I’m toying about doing a new series of blog posts on a subject which may interest people - or not. The title of the series would be “Game Development on a Shoestring Budget”. Basically, it would be a guide on what you can expect, and what you should do, if you wish to try your hand at entrepreneurial game development.

I’ll probably post the first article next time (so, in a week or two.)

Fall, or the Return to School

School is back in session - so we at Studio Archcraft would like to wish a great year to every one of you who’s still stuck there. Good luck, and try to enjoy it nonetheless!

And while you’re at it, show the cool new game that you bought this summer to everyone you know. :)

Vincent

Future Projects

Monday, August 10th, 2009

So - the long awaited “What’s the next Studio Archcraft project?” post…

First, a word of warning: any information found here is subject to change - we’re not committing to anything just yet, as there’s still a few things to sort out first. Also - this is strictly Studio Archcraft stuff. Graffiti is, so far, not involved in anything found below.

Now that the disclaimers are out of the way, let’s have a look at future projects Studio Archcraft might do:

1-A Black Sigil: Blade of the Exiled prequel or sequel

While Black Sigil’s story stands on its own fairly well, there are still stories to be told in Artania. At some point, we’d like to revisit that world and tell some of those stories. Whether we’ll be able to depends mostly on Black Sigil’s sales. On the other hand, if Black Sigil performs very well (hey, maybe, like Spinal Tap, we’ll be really big in Japan!) this may very well be bumped to priority one.

2-Black Sigil 2 - Unrelated story

We’re also planning on taking what we’ve got, improving it, and telling an entirely new story. We’re planning on basically improving everything from Black Sigil: Blade of the Exiled. Better visuals, better monster AI, tweaks to the various game mechanics, etc. We’ve also taken good notes of the various criticisms given to us by the general public - while the encounter rate seemed fine to me, it apparently wasn’t for most people. So that’ll go back to the drawing board.

This project is probably the one most likely to hit shelves next. We’ve got an initial storyline down, we’ve got fairly final specs for many art assets, we’ve got a solid design doc… Basically, we’re putting our ducks in a row to develop it as fast as possible.

3-Action RPG unrelated to Black Sigil

Well, Black Sigil is nice, but we do want to branch out a bit as well. This is our other path. So far, we’ve only put down some ideas for that project, so don’t expect any screenshots or videos. On the other hand, the concepts we have written down would require us to work quite a bit less than we did  for Black Sigil: Blade of the Exiled, which is really interesting from a business perspective.

So - there you go. That’s what we’ll be working on for the next few months. We’d love to hear your thoughts on that!