start to finish - building games step-by-step

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Start to Finish Building Games Step-by-Step Ed Magnin Big Design / Game Dallas September 5, 2014

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Page 1: Start to finish - Building Games Step-by-Step

Start to FinishBuilding Games Step-by-Step

Ed MagninBig Design / Game DallasSeptember 5, 2014

Page 2: Start to finish - Building Games Step-by-Step

My previous games

Page 3: Start to finish - Building Games Step-by-Step

Our recent games

Page 4: Start to finish - Building Games Step-by-Step

What does it take to make a game?

• an idea - a game concept

• a plan - a game design

• art assets - artist(s)

• programming - programmer(s)

• music & sfx - audio specialist

• project management - producer

• persistence

Page 5: Start to finish - Building Games Step-by-Step

What makes a good game?

• something you can’t do in real life

• something where you can make a difference

• something that is easy to learn but difficult to master

• If you can’t sell it with 5 screenshots and some text, don’t make it!

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What goes into a game concept document?

• enough description of the game to explain the concept to others

• might be useful in attracting team members or seeking outside funding

• relatively short document

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What goes into a game design document?

• lots more detail

• often contains storyboard illustrations or screen mock ups

• contains a list of the characters and levels or challenges to be solved

• often attached to your contract as it contains the best description of the game

• used to bring new arrivals up-to-speed.

• can be a dynamic document - storyboard illustrations can be replaced with real screenshots

• some 2nd party titles or low budget games may skip this step.

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What goes into a game proposal?

• everything that went into the other documents, plus cost and completion timeline

• typically paid on milestones - include a list of deliverables and payments

• don’t forget other needed assets

• add additional time at the beginning to cover up for a late start

• Christmas still comes at the same time regardless of when you start.

• Add a penalty for late payments.

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Why are most games late?

• an unrealistic deadline in the first place

• many assume that they won’t have any problems

• we need it by this date

• Alan Wake

• Duke Nukem Forever

• Why does it take several years to make a sequel?

• Add a bonus for on-time completion.

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Building a team

• How do you pick the right people?

• What skill sets will you need?

• How well can they work both together and independently?

• Can they meet reasonable deadlines?

• How will they be compensated?

• What happens if they leave before it’s finished?

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How to manage a game project

• What does a good producer do?

• makes sure his team has all the resource it needs

• manages his bosses expectations

• Avoid unnecessary crunch time - avoid burnout.

• Try to get your work done during normal hours.

• There’s no free lunch, but there’s a free dinner!

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Keep a progress file

• Every participant should keep a progress file.

• Programmers can add a text file to the project. Write notes in the file while waiting for the code to compile.

• Write down all the things you know you need to do

• Each day write the date in the Completed section and list all the things you did, or even tried to do.

• Backup the project often

• If you have to revert to a previous backup, go back and see what things you need to do to get back to where you were.

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Some legal issues to consider

• work-for-hire - of course that usually means they get paid

• don’t get your “indie” project unnecessarily intertwined with your “day job”

• protecting your IP - trademark, copyright, patent

• copyright

• patent

• trade secret - use NDA

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What happens when you get behind?

• manage feature requests — new features take time, plus testing time.

• review outstanding features — is there anything that you don’t really need?

• perform triage

• be careful adding more people to the project

• read The Mythical Month

• take away any unnecessary duties that don’t have anything to do with finishing the game.

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Reaching the finish line

• How long is a marathon?

• 26 miles, 385 yards

• The first 90% of the project takes 90% of your time.

• The last 10% takes another 90% of your time.

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Start play testing early

• Starting early lets the play testers get familiar with your game.

• Don’t take it personal when they gloat after finding a “bug”.

• Remember they are professional game players.

• Whenever you make a last minute change, you have to allow time to test all the things it could possibly affect.

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It’s time!

• One day, it’s just time to release

• Start preparing the submission forms.

• Avoid negative forces that try to keep your game from shipping.

• Send the game off.

• Treat play testing like a tennis volley.

• Every time they find a bug, fix it even faster.

• Eventually they will give up.

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Submission

• Know the approval process, including what they look for.

• Make sure you are comfortable with the build when it’s time to submit.

• Get a reputation for quality work.

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Approval

• Finish documenting and backup everything.

• Make sure you can take the backup copy to another computer that never had the game on it, and build the game from scratch.

• Make sure your team gets some recognition, reward, and rest.

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Working with PR and Marketing

• Help grab screenshots for marketing purposes.

• Help record a gameplay video for marketing purposes.

• Proofread marketing documents for possible “bogus” features.

• Be available for interviews, assist with social media.

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