Archive for September, 2009

Game Development on a Shoestring, part 1

Wednesday, September 16th, 2009

Welcome to our series on ultra-low-budget game development!

The purpose of this series is to serve as a guide for people who attempt to live the Studio Archcraft experience - namely developping a commercial-quality game with little experience and almost no financial resources. I’ll try to indicate the errors to avoid, the best practices to use, and so on.

For today’s post, I’ll focus on the preliminary issues to be handled.

1-So, you want to be a game developper?

The first question you have to ask yourself is how badly you want to be an entrepreneur in the field of game development. If you just want to work in the game industry, there are easier paths. Entrepreneurship, in any field, means long weekends spent working,  fights with your significant other because you’re almost never available, and lower income than if you spent the time working the counter at McDonald’s for minimum wage.

It’s a rewarding experience, and yeah, if you create the next Final Fantasy you can retire early. More to the point, you get to create your games, not those of your boss.  But you have to be willing to pay the price.

Now that the downer stuff is out of the way, let’s move on.

2-So, how big is your shoestring, really?

The first thing you should do once you’ve decided to commit to the game entrepreneurship path is figure out exactly what you can invest in the project.

First - what are the skills you bring to the table? Are you a programmer, or an artist? Maybe you’ve got some management skills? More to the point - are you good enough in your field to be able to do the tasks? What do you have to learn? You need to do a pretty brutal self-assessment. The point is not to discourage yourself, but to get a realistic idea of what you can contribute to the project. On that note, if the only thing you can put on the table is “I have great game ideas” - well, that’s not enough. Sorry to be the bearer of bad news, but “having the game idea” is such a small part of the game development process that it’s not a meaningful contribution.

Beyond skills, what else do you have that a game studio needs? Obviously, if you’re reading this, you have a computer. Is it good enough to do game development on it? Do you have the software you need to do your part of the work?

Third - we’re on a shoestring budget. But exactly how much money can you afford to sink in the venture? Do you have any savings you can afford to put in? Maybe you can afford to divert part of your regular income to the project?

3-And how big is your shoe?

Now that you know what you have, you need to figure out what you need. Obviously, you’re going to need, at least:

  • A detailed game design document;
  • Tools to create your game data;
  • Game engines;
  • Art assets;
  • Musical assets and SFX;
  • Some legal and management support;
  • Eventually, publishing and marketing services.

Then, you need to figure out how to handle the tasks you can’t do. You probably do have some money, but nowhere near enough to be able to afford to outsource everything you can’t do yourself. So - you need to figure out how to get the missing pieces.

At this stage, you probably only need to decide how you’ll get your programming and art needs filled. You’ll probably want to handle design yourself (or with any partners you might have), music and SFX can (and should) wait until design is complete, worrying about publishing and marketing is really premature, and legal and management options are not a major decision item at that point.

Well - that’s running a bit long.  Next week, I’ll tackle various options on how to fill missing art and programming needs. If I have room, I’ll also talk about the various resources available for a start-up.

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