Posts tagged with “Darius”

Words of Wisdom: Advice on Starting an Indie Studio

Of course it could be a mistake for you to listen to any advice from me since what the hell do I know? I'm a guy with a blog. On the INTERNET.

One last PAX East related post! At the conference I was on two panels (Indies Will Shoot you in the Knees, and I Have a Great Idea for a Game), both of which had similar themes of giving aspiring indie developers some helpful info. Rather than rehash everything that was discussed (like Chris’ cat penis drawings) I’ll just go over some highlights.

Start up advice in no particular order:

  • Don’t go it alone! Find other people to work with who complement your abilities. There are extraordinarily few people who can support themselves by making video games alone, and if you’re reading an advice blog post on starting up a video game studio you’re not one of them.
  • Honestly look at your (or your team’s) abilities and assess what your weaknesses are in terms of game development. Once you’ve done that, fix those problems! Don’t just hope they’ll go away. Conversely focus on your strengths when making your game.
  • If you are depending on the venture for a living then be sure to have a go-to-market plan that is better than “We’re gonna release it on the iPhone!” Marketing and distribution is really important, be sure to figure out a way that your game will be sold in a way that can actually make you money.
  • Find smart people who have done this thing before and get advice from them on a regular basis. You can ask them to officially advise you if you’d like. These people should be local if possible since it’ll be easier to meet with them.
  • Raise money! You need money! Without money, you can’t do anything. With money you won’t be going out of business. It’s ok to ask friends and family to give you some money to get started. Also, there is no shame in going to a publisher for funding! While it may not be “indie” according to some I would argue that making your original, innovative game is what is important, not where the money comes from.
  • Be prepared to work really, really, REALLY hard. You’re probably going to be busting your ass for a while. This pretty much goes for any start up you might be thinking about, not just an indie studio.
  • Take care of the legal stuff. If multiple people are founding the studio, draw up formal papers saying who owns what and how much. Form a company. A coding bug can cause you to lose a day or two of work; a legal bug can cause you to lose the company. Be careful!
  • Try to strike out in a new direction with your game. If you are just copying another title out there you probably won’t be able to do it very well, and your chances of success will be small. Make something original! Think about all the successful indies you know – they ALL have some serious creativity and originality in their game, otherwise they probably wouldn’t have hit it big.
  • Make your game! If you aren’t making a game, you’re not indie! Don’t just talk about it, do it!

Ok, that’s it for now. I know we talked about a lot more stuff than what I listed here but we can always do a follow up post if I missed a bunch of critical stuff. Other panelists (Darius, Chris, Ichiro, Scott), please feel free to jump in and remind me about anything good I might be missing here.

Of course, if I’m gonna have a post like this I have to open it to questions. Ask in the comments and I’ll be sure to answer!

2 Comments

What I learned at Boston GameLoop

Dumbest part of Game Loop? Drinking too much and telling Chris Bowen (MS XNA program developer, gracious host of the event, and super nice guy) how we're not going to use XNA ever, for any reason, because we want to be able to run our game on non-Windows platforms. Perhaps a bit too honest?

This past Saturday was the second (annual?) Boston GameLoop. It was a day long unconference organized by Darius Kazemi and Scott MacMillan. This year it was pretty big, and had some 70+ developers who participated in a bunch of random talks and roundtables. It was quite fun with lots of interesting discussions. So what did I learn?

  • There are a lot of indie devlopers in Boston, but almost no one else is doing XBLA, PSN, or WiiWare games. I guess the lure of PC and iPhone games is pretty strong.
  • Some people will do anything for Xbox achievements, including putting together a B.S. session just to get their gamer score about 10K.
  • It’s super hard to find really talented artists who also understand art direction. Speaking of which, if you happen to be an artist we’d love to hear from you.
  • Programming languages like Chef, AAAAAAAAAAA!!!, Brainfuck, and INTERCAL are always good for a few laughs.

Overall the conference was a lot of fun. If you want to see detailed info on any of the sessions you can follow the event recap page as descriptions go up.

Comments Off

Prototyping and Dinosaurs at IGC East

igc-east-b

The Independent Game Conference East is going to be held right here in Boston this May 7th and 8th. It’s going to be a fun conference where small indie gamers can get together, learn tricks and tips for making games with real impact, and meet their peers. A lot of our friends are going to be there giving talks, including Ravi Mehta (Viximo), Darius Kazemi (Orbus), and Scott MacMillian (Macguffin Games). You can see a full list of speakers here.

But there not the only ones! Ethan Fenn and I are going to be giving a talk as well, titled “Rapid and Iterative Prototyping, or How to Rip Off Dinosaur Comics”. We’re basically going to talk all about the super sneaky ninja techniques you can use to make games quickly before you work out every detail of a game. It’s going to be really fun, and yes, we really are going to talk about how we used Dinosaur Comics. Follow the link for the full talk synopsis – Continue reading →

2 Comments