Dusk mood ʕ•ᴥ•ʔノ☆ It is so beautiful when the sky lights up like this I took this photo today! Please credit me wherever the heck you decide to share if you dooo ~ Thank you ♡
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Dusk mood ʕ•ᴥ•ʔノ☆ It is so beautiful when the sky lights up like this I took this photo today! Please credit me wherever the heck you decide to share if you dooo ~ Thank you ♡
Dusk mood ʕ•ᴥ•ʔノ☆ I took this photo, so please credit me wherever the heck you decide to share if you do! Thank you ♡
Photo by Josh Hild
Sausalito, CA by Tanmay Sapkal
♫ Like I love you ♪ ♫
ghost choir 👻 🎵
(soundcloud!)
has it really been a year?????
Clear your mind here
Ludum Dare Development
Game design and game development rush
Previously, I talked about my first takeaway from ludum dare. This time, I would love to explain a bit more how the game development experience happened.
The first step was to discuss what to do. At first, it was not all that clear what we wanted to do. The only thing we knew was that, Michael - my Ludum Dare partner in crime, was doing the programming leg of work, and I would take care of the artwork. Luckily, Michael is an experienced game designer and he had a better picture of how to put things together.
Defining the idea of the game was easy at first. Michael runs Silverware Games, and one of his upcoming games is called Matchy Star. This is a game we both have been working on this year, and we really like it! I asked if we could use that IP for the LDJAM, and he was ok with the idea. When thinking of business development, whenever you work up a pipeline to expand intellectual property, there is something known as brand extension. This is building upon what you already have to make that brand world grow; as a result, you create more from the same idea. The goal is to generate more data on top of the content you already have, meaning you widen your opportunities – either grow your network, or grow your sales. So I figured, this can only benefit the studio in the long run. It is meant to be a free game after all.
We defined a concept that would suit the theme, which this time around was “The more you have, the worst it gets”. I made a comment about how cute it would be to see Matchy Star interacting with the little stars he picks up in the game, worked it all from there. Matchy’s Kooky Cookies resulted in this crazy cute clicker game, you must help Matchy protect his stash of cookies from the cookie banditos. In theory, something short, fun and cute.
Personally, I love the work Jim did on Matchy Star, so I decided to reuse some of the original assets of the game – the characters only. While Michael challenge was to build up a clicker on the idea, my challenge was to build up around a game that we wanted to reference with new take on it somehow. I thought it would be simple, but it sort of became a tad more complicated than I had expected.
I get started on defining perspective and colors. One thing I wanted from the get-go was to make Matchy’s Kooky Cookies a complementary experience. I love Matchy Star, so I did not want to redo the most important assets, and I did not want this game to compete with the original vibrant look of the original game. Getting a cute mute like palette was not easy, I can do the job of a technical artist, but colors are always a challenge for me.
Once finished, the kitchen felt empty. That’s why I decided to include details from the Silverware Games world: a mug with ‘Composition J’ art, a cereal box inspired in ‘Don’t Shoot Yourself’ called Shootios, and ‘Matchy Star’ fridge magnets. I figured not many would get the references, but I still wanted to include them. Also, last but not least, the new company logo as cabinet lettering! Because apparently that’s a kitchen decoration thing - the more you know.
Afterwards, designing the transitions screens was easier. Already had a palette in place, and we had no time, it resulted in minimal effort as default. I ended up including few: tutorial, rounds, score and credits. Tutorial was a challenge, what seemed simple for us did not for others, and we were so very lucky to receive as much feedback on the process to make it better understood.
Once everything was assembled, we experienced people experiencing problems here and there, we tweaked until build felt much more enjoyable. We also took in a lot of great ideas for future builds, including future games. Game jams provide experiential learning that, unlike any textbook, this is something you would rarely ever forget. You learn from what you do, and what you get to see others do, a fantastic experience I recommend anyone that works in the game industry to do.
Personal note here, thanks to Michael for having infinite patience to my relentless and sometimes irrational perfectionism. Game development is not about making things perfect, but making things work as you want them to, and you build up on that one fix at a time. It is good enough not when there is more to add, but when there is nothing left to take away – rude awakening to take from game development. I need to become more comfortable with troubleshooting design dilemmas, understanding simplicity and focus in design.
I was not expecting to end this blog with a life lesson, but there you go. Matchy’s Kooky Cookies is free to play, so you can go ahead and check it out right here. Comments and votes are welcome!
I have not slept for days! Feel free to say hello to zombie Say right here :3
Celebrate each and every victory, no matter how tiny :))
Ludum Dare Madness
Exploring game development from a business perspective
Working in the gaming industry you get to explore many different events, from conventions to awards, but the most fun are game jams. A game jam is an event in which people participate to make video games in a limited amount of time, usually a weekend, ideally with a theme at hand.
Every organizer has different ways to put these jams together, just as everyone has a different way to select themes; whether it might be chosen by those who organize it, or voted on by participants. Some even have competitive elements in which people vote.
Such is the case of Ludum Dare. I had heard about them for a very long time, but never had the chance to participate in any – luckily, this recently changed.
Back in 2015 I got to participate in my first game jam, thus Twatter was born. The goal was to do a game from scratch with people who had never done anything game development related. I had worked on four flash games in early 2000, so I decided to invite one of my best friends to join, Gonçalo Gonçalves; he learned Construct, I learned Inkscape. My PC fried, his internet died, but we made it!
I had a lot of fun with TeamUp Jam, and that’s why I decided to talk the forever grumps Michael Silverman into doing Ludum Dare together. We really had no idea what we were getting ourselves into, but we had so much fun surviving it. You can check out our entry here, Matchy’s Kooky Cookies!
Ludum Dare, the world’s largest and longest running game jam event, has thousands of participants with all sorts of talents and experiences. While there are many limitations in terms of how you utilize assets, along with the time, you also set yourself up to be ranked in: graphics, sound, fun, innovation, theme, humor, mood, and overall score.
There are so many takeaways I got from this experience, from the standpoint of what a derivative work is, and understanding reusable assets. As a business mind, I know how to navigate through legal technicalities, but the nuisances of the actual technical artwork in practice, that was somewhat new. Including the fact that something can be fun, yet not have any humorous elements – and vice versa. Overall, it made me aware of plenty little details that, when it comes to marketing and publishing work, are somewhat invisible, yet highly valuable to consider.
In terms of the design leg of work, it’s a far greater appreciation of the anxiety of game development. In publishing, this is not something you get to experience. We get handed over the final build, you don’t get much of a say in development, but after everything is already done – rarely ever, any insight gets considered over budget reasons. It must take an important change for it to go back into development, because it takes on more money for development.
Having an actual say in these circumstances can help improve graphic choices, thus adding to the whole gaming experience. However, having limited time makes you experience the excruciating stress game developers go through when trying to wrap up a build – a thousand things you would want to do, yet you have to choose prioritize what you can do instead. Experiencing categories to vote on, also brings a new perspective on elements that you don’t normally think of while trying to put together a build in such sort time. Last but not least, including the endless talent of some that do more and better than you, includes a humbling learning curve that motivates you to explore furthermore.
Keeping perspective of what you want, while trying to meet up to what you should do, is not quite the straight forward task. Being able to step out of my comfort zone of business development, and put myself into the stress of game development, sure brings a new found respect for developers. I had no idea how hard doing tutorials were, or the mad rush you get from someone finishing your game, it sure brings perspective. It’s a learning experience that forces me to improve my communication competence, and therefore, make publishing more fruitful.
Thank you for reading all that ~☆ I shall derp more around here :3
(x)
Warp culture destroy governments and become immortal in Spinnortality, a cyberpunk strategy game now on Kickstarter! http://thndr.me/I8VPJA
Self-Sustainability As A Business Value
Bootstrap as a metaphor, meaning to better oneself by one’s own unaided efforts.
Money continues to be a point of discussion for a lot of game developers in the industry. It can be daunting at times, but that stress never goes away.
Most developers assume that crowdfunding is the only way to go, when in fact, it is one of the many options for funding. Most requirements demand undivided commitment to organizational skills, deadline compromises, and financial responsibility. Crowdfunding is not exempt of all of the things just listed, it only seems to make crowdfunding the most attractive based on the lack of legal consequences. However, regardless of how this might be misconstrued by developers, options do exist for every industry out there. Hopefully, presenting healthier business options will provide for better choices regarding money.
Recently, I ran into an article about business bootstrapping. As a concept, this is what defines entrepreneurs starting out a business with next to no money. Exchanging the word ‘entrepreneur’ with ‘developer’, and it is pretty much an everyday process in the gaming industry.
In order to showcase how it works in practice, these are few of the many companies that started out self-funded, and eventually grew without external financial support. Tech companies that have thrived from keeping their goals in check, and most importantly, keeping their finances in order:
Go-Pro
Nick Woodman got started with a $35,000 loan in 2002, originally named Woodman’s Lab. Woodman kept full responsibility of his finances until 2012, when then he opened up the company to a $200 million investment from Foxconn. Eventually, the company finally goes public in 2014 with a value of $2.96 billion.
GitHub
Originally started in 2008 by Tom Preston-Werner, Chris Wanstrath, and PJ Hyett. It only took a few thousand dollars from their own savings to get things going, which provided enough revenue for all of them at the time. There wasn’t even an office then, they would meet up at coffee places to work a few times a week. It wasn’t until 2012, that they started to take on employees into the company. Years later, GitHub found $100 million investment through venture capital, and achieved $250 million in a second round of venture capital back in 2015. Nowadays, the company makes about $140 million annual revenue. GitHub value is about $2 billion.
Craigslist
It all started in 1995 as some sort of casual newsletter among friends to showcase events around San Francisco. Obviously, the service became a wide spread phenomenon online reaching a million page views per month by 1997, great milestone at the time. Craig Newmark, founder of Craigslist, was financially independent until 2004 when eBay paid $32 million for a piece of the company, which did not end up well because years later, a lawsuit happened and Newmark bought back the shares. Craigslist, with over 20 billion page views per month, is present in over 70 countries nowadays – tops with $690 million (revenue by 2016), and is roughly appraised in $5 billion these days.
Bootstrapping requires understanding of the financial risk that, as a developer and entrepreneur, they accept. Unlike venture capital, there is a form of total control on every decision as well as full ownership of failure. Personal finance might not be initially enough to provide success at a reasonable rate, but it educates on responsibility by becoming accountable on every financial choice made. Unlike many other ways of funding, mostly when money is third party sourced.
Startups cultivate growth from reinvesting their own profit as it comes, ideally when costs are low and return on investment is high. This financing approach allows developers to maintain control of their business and forces them to spend with discipline. Money can always become a problem when there is absence or abundance of it: if there is too much, it all gets spent now instead of saving to reinvest later; just as there is not enough, it ‘justifies’ lack of quality.
This idea isn’t limiting to startups only, it’s a valid way for business owners to treat valuable resources at any stage of their business’ growth. Considered one of the most effective and inexpensive ways to ensure a business’ positive cash flow. Also, allows businesses to focus on customers rather than investors, increasing the chances of creating a self-sustaining business.
As always, I welcome hugs, memes, cookie recipes, and tweets :3