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Making small free indie games This talk used to be called: Designing indie games with a team of one. DON’T PANIC! (It’s still more or less the same talk)
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Let’s start with a joke,
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So who is this guy?
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Michael Todd
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So who is this guy? Michael Todd
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So who is this guy? Michael Todd
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I’ve been using a new method to make games while working solo.
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This new method is… Making games in 7 days
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Working solo is not well suited to long-term projects, but works very well with short term projects.
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This new method is… Making games in 7 days Working solo is not well suited to long-term projects, but works very well with short term projects. Accepting this, we can then use small games to increase our ability to make large games & to increase the chances of a large game to becoming a success.
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This new method is… Making games in 7 days Working solo is not well suited to long-term projects, but works very well with short term projects. Accepting this, we can then use small games to increase our ability to make large games & to increase the chances of a large game to becoming a success. I do this by making a game in under 7 days. Rinse. Repeat.
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I’m not the first one with this idea, Kyle Gabler & Petri Purho both do this, as do a whole bunch of other indie game designers. But it’s still new on the scene,
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What is ‘a game in 7 days’?
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The idea is to make a game in under a week, thus forcing you to adapt to the harsh time limit.
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What is ‘a game in 7 days’? The idea is to make a game in under a week, thus forcing you to adapt to the harsh time limit. It forces simple choices, and creates a clear success/failure feedback loop.
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What is ‘a game in 7 days’? The idea is to make a game in under a week, thus forcing you to adapt to the harsh time limit. It forces simple choices, and creates a clear success/failure feedback loop. In doing this, a lot of good things result (more on these later).
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I know, I know… The problem is that small free indie games do not make any money. But working on a large project on your own is prone to failure. Making games in a week for a few months is a great way to increase your ability to properly design, build, and finish a large project.
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I am going to talk about…
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Working Solo!
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I am going to talk about… Working Solo! Benefits of 7-day games.
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I am going to talk about… Working Solo! Benefits of 7-day games. Rapid development methods
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I am going to talk about… Working Solo! Benefits of 7-day games. Rapid development methods Misc. good things.
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I am going to talk about… Working Solo! Benefits of 7-day games. Rapid development methods Misc. good things. Q & A time.
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Working solo! Pro - Perfect team communication & high efficiency
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style)
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own.
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own. - Prone to failure over long time periods
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own. - Prone to failure over long time periods - You pay for everything
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Working solo! Pro - Perfect team communication & high efficiency - Passion (idea, method, style) - You get all (most) of the money - Doing whatever you want Con - Less total labor - Dealing with art, programming, design & business on your own. - Prone to failure over long time periods - You pay for everything - Doing whatever you want
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Working solo is a great way to make very small games. The labor shortage & other problems are minimized, the efficiency benefit & other benefits are maximized.
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Lots of games grew out of small games
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Benefits of 7-day games (But first, the one major penalty)
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Benefits of 7-day games -Practice (vs. natural talent)
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week)
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs)
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES)
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both)
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do -Conceptualizing, better foresight & understanding of a project/idea
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do -Conceptualizing, better foresight & understanding of a project/idea -Developing a game design style
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Benefits of 7-day games -Practice (vs. natural talent) -Risk vs Reward (so what, it’s only a game in a week) -Finishing stuff -Building experience (actual games, not mods/game docs) -Understanding the need for simplicity in design (DEADLINES) -Trying crazy ideas, that you would not risk in a large project -Quantity & Quality (you can have both) -It’s fun to do -Conceptualizing, better foresight & understanding of a project/idea -Developing a game design style -Rapid feedback loop of projects
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Rapid development methods
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-Wearing all the hats. Learn other skills. (Not as hard as you’d think)
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles
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Librarians: Silence in the library by Michael Todd (me!)
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces
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Minubeat by Jonatan “Cactus” Söderström
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes
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Clean Asia by Jonatan “Cactus” Söderström
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art)
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Shotgun Ninja by Jonatan “Cactus” Söderström
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Note: Pixel art can look amazing! Superbrothers.ca
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices -Don’t get ground down into making a dull game
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices -Don’t get ground down into making a dull game -Consider jury rigging, instead of properly fixing
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Rapid development methods -Wearing all the hats. Learn other skills. (Not as hard as you’d think) -Colour theory -A couple of easy-ish cool art styles -Doodles -Pieces -Shapes -Tiny (Not pixal art) -Dioramas -Make simple choices -Don’t get ground down into making a dull game -Consider jury rigging, instead of properly fixing -Ignoring programmer OCD (perfect spacing, no goto’s, comments)
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Misc. good things.
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-You can’t cheat at game design (but you can be an asshole).
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Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos
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Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games)
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Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard
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Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few
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Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few -Don’t listen to everyone
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Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few -Don’t listen to everyone -Don’t let yourself be ground down to making a dull game (make crazy weird amazing fun stuff instead)
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Misc. good things. -You can’t cheat at game design (but you can be an asshole). -Demos -DRM (I am for it, but I don’t use it in my games) -Ideas are easy, great ideas are very very hard -90 % of everything is crap, make lots, choose the few -Don’t listen to everyone -Don’t let yourself be ground down to making a dull game (make crazy weird amazing fun stuff instead) -If you do what you love, you’ll work 16 hours and wish the day was longer.
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So, to sum up, if you intend to: - Work on a project for a long time, solo. - Make & sell a game on your own. - Build that huge game idea you’ve always had. - Increase your skill at game design. - Get a job as a game designer. Then making games in 7 days could be good.
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Obligatory funny ending:
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