Making friends for fun and profit Alan Hazelden

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Presentation transcript:

Making friends for fun and profit Alan Hazelden

Getting your games played Why make something no-one will play? Practice? Wrong! Two ways to get people to play your games: Make better games Know more people

Who am I? Alan Hazelden Started making games 7 years ago Games released: These Robotic Hearts of Mine Shit Snake BRICK[bricksmash]SMASH Sokobond among others

Who was I? Start of 2010 Made some mostly crappy games Unknown developer End of 2011 Released a commercial game Exhibited at Eurogamer Expo FlashPunk maintainer In those two years: Timeline

Example: Sokobond Sokobond exists because I met Harry I met Harry at GDC I was at GDC because I knew people Harry knew who I was I knew who Harry was Ryan Roth did the music because I met him

Where to meet people? Local meetups (e.g. Midlands Indies) Game jams (e.g. TIGJam) Wild Rumpus Bit of Alright/GameCamp GameCity/Modern Playing Rezzed/Eurogamer Expo GDC/IndieCade/PAX

Next month of events LAUNCH Games Jam Midlands (Birmingham Uni) Modern Playing Midlands Indies Ludum Dare

Talk to people online! TIGSource Twitter Email Specific forums

Conclusion Go to events Meet new people Show your games Submit them to events You should use Twitter You should have a website

But! Knowing (people) is only half the battle You still need to make good games These two things help each other

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 Playtesting is the most important thing

Playtesting You make good games by testing them You playtest before you're done It tells you what's actually important It tells you if your game is terrible (Your game is terrible)

Most games are terrible First prototype will suck Usually even more than you realise Even if you think it's good You could invest time to improve it Maybe you'll get something good Maybe not You don't have infinite time So choose wisely

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 it Remember: you can't tell if it's good Get distracted by something else A good project will remain good

Make games at every chance WGD competitions Ludum Dare Klik of the Month Game jams … and more!

alan@draknek.org Twitter: @Draknek Questions/pubtime alan@draknek.org Twitter: @Draknek