I can videogames... and you do too! Alan Hazelden

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Presentation transcript:

I can videogames... and you do too! Alan Hazelden

Who are you? ● Who's made a game – That's publicly playable? – That could be but isn't? ● What inspired you to make games? – Game from last 2 years? – Game from last 20 years? – Indie games?

Who am I? ● I am Alan Hazelden ● Joined Warwick Game Design in 2006 – Been making games ever since – Five years now! ● Graduated in 2009 ● Games at ● Maintainer for FlashPunk

2010 games

2011 games so far

These Robotic Hearts of Mine

● Narrative-driven puzzle game ● My first actually polished game ● Started in December 2010 – First version made in four hours ● Exhibited at Eurogamer Expo 2011 ● Hopefully released November 2011 – iOS, Android, Flash

How I got started ● Came along to the 48hr competition ● An interesting programming challenge ● Inability to think of game ideas ● Made crappy games for years ● Started to value game design – I no longer have trouble with ideas – Constantly inspired

I want you to make games ● Every one of you can make a game – You can make a game on your own – Even if you can't program – Even if you can't draw – Even if you can't make music ● Board games are games ● Playground games are games (e.g. Tag) ● Multiple choice story games are games ● Mindgames are games

Here's what you need to know ● Games evolve ● Constraints are inspirational ● Make the simplest possible thing ● Particles cover a multitude of sins ● Sound is mandatory ● Your first games will suck ● Your first prototype of a good game will suck

My creative process ● Make as many games as you can – Maybe one will be okay ● Get something working quickly – Hack hack hack ● Get many people to play them – Not you: you can't tell if your game is good – Preferably not your friends either – Upload it and tell everyone

Improving a game ● First prototype will suck – Usually even more than you realise – Even if you think it's good ● Can invest time to improve it – Maybe you'll get something good – Maybe not ● Some projects must die to let others live – Experience

Talk to other game-devs! ● Warwick Game Design forums ● Super Friendship Club ● TIGSource ● Twitter ● Midlands Indies ● TIGJams

Make games at every chance ● WGD 48 Hour Competition ● Ludum Dare ● Klik of the Month ● Game Prototype Challenge ● TIGJams ● Global Game Jam ● … and more!

Advice from Twitter ManpuncherManpuncher: "Get a real job" dedhedzeddedhedzed: Finish your games. No matter what. GrimFang4GrimFang4: "Don't baby your game. Make it quick and ugly, and COLLABORATE. Then, you can make it beautiful." sneakybisonsneakybison: Be sure to love what you do. snufkin78snufkin78: Making games takes longer than playing them, but can be more satisfying (sometimes). RatKingsLairRatKingsLair: Rule Number One isn't "Make sure it's a game." It's "Make sure it's fun!" (This one is from "Game Architecture and Design, BTW.) bluescrnbluescrn: 'If you can't do it at 60fps, then don't bother!' :)

Advice from Twitter philhphilh: Hofstadter's law: you will underestimate the impact of particles and sound effects, even when you take into account Hofstadter's law. HarrisonTheFanHarrisonTheFan: Games can hold philosophical problems such as Tetris: Stacking everything in life is impossible. Sort things out properly zarawesomezarawesome: 97 Things Every Game Developer Should Know trunc.it/ioyu1 trunc.it/ioyu1 fastramdesignfastramdesign: Make games. As distinct from just talking about it or daydreaming about it. Don't wait. Start now. perfectlydarienperfectlydarien: Use other people's engines and tools as much as possible, so you can focus on the game and not the support structure. whitingjpwhitingjp: Your first n games will be terrible. So think small, get them out of the way quick. (n is at least 5)

You can make videogames Short 7 minute video:

Questions/pubtime