Outrun Huggy Wuggy and Smiling Critters on our new map featuring the Grab Pack, dynamic levels, and persistent upgrades!
Outrun Huggy Wuggy and Smiling Critters on our new map featuring the Grab Pack, dynamic levels, and persistent upgrades!
Debating on playing with setting up a ttrpg adaptation of FromLight's setting. Looked at Daggerheart, but felt it would take a little bit much to adapt, but 5E etc. Has the licensing issues.
Any thoughts or should we try and adapt something new?
Debating on playing with setting up a ttrpg adaptation of FromLight's setting. Looked at Daggerheart, but felt it would take a little bit much to adapt, but 5E etc. Has the licensing issues.
Any thoughts or should we try and adapt something new?
Happy to see you at Unrealfest!
Happy to see you at Unrealfest!
Pay attention to features in your engine of choice, especially if you are on a small team, those features can sometimes leapfrog your development forward with the support of a bunch of great engineers for that game engine.
But chasing the new shiny is often a waste of time
Pay attention to features in your engine of choice, especially if you are on a small team, those features can sometimes leapfrog your development forward with the support of a bunch of great engineers for that game engine.
But chasing the new shiny is often a waste of time
If you are early in a process, or development, particularly if you are an indie dev, release SOMETHING... Get feedback, black box development gets you black box results, and the statistics are NOT in your favor.
If you are early in a process, or development, particularly if you are an indie dev, release SOMETHING... Get feedback, black box development gets you black box results, and the statistics are NOT in your favor.
For indie studios and people just getting into game dev, leadership and that transition to a larger team can be super challenging.
Patience, empathy, and a desire to work towards the common goal (whether or not it's your type of game) is critical to team success.
For indie studios and people just getting into game dev, leadership and that transition to a larger team can be super challenging.
Patience, empathy, and a desire to work towards the common goal (whether or not it's your type of game) is critical to team success.
Soooo we are seeing the government being illegally torn apart and the only communication we are getting is: Donate $5 to join the fight?
Wtf man
Soooo we are seeing the government being illegally torn apart and the only communication we are getting is: Donate $5 to join the fight?
Wtf man
Launch Day is an amazing milestone in any game's development. But, it is only the beginning.
Have a solid post-launch plan, and be prepared for a solid week of hot fixing.
Polish is a nice-to-have, bugs need fixing, but crashes are unforgivable. Priority matters.
Launch Day is an amazing milestone in any game's development. But, it is only the beginning.
Have a solid post-launch plan, and be prepared for a solid week of hot fixing.
Polish is a nice-to-have, bugs need fixing, but crashes are unforgivable. Priority matters.
The single most valuable skill in game development, whether #indie or AAA, is the ability to investigate problems and solve them.
Game Dev is literally this process, repeated until release.
No one will give you the answers. You need to capable of finding them yourself.
The single most valuable skill in game development, whether #indie or AAA, is the ability to investigate problems and solve them.
Game Dev is literally this process, repeated until release.
No one will give you the answers. You need to capable of finding them yourself.
Iteration starts somewhere. If you are testing a solution, start with a super basic example, and look for edge cases.
These edge cases inform further requirements, and can let you know the actual scope of your proposed fix.
BUT YOU MUST START WITH SOMETHING
Iteration starts somewhere. If you are testing a solution, start with a super basic example, and look for edge cases.
These edge cases inform further requirements, and can let you know the actual scope of your proposed fix.
BUT YOU MUST START WITH SOMETHING
For my indie devs: If you are planning on scaling up your project (hiring or adding contributors), have a plan to onboard people.
This includes how to use the codebase, expectations, and style/lore/intent guidance as appropriate. A little planning has a big benefit.
For my indie devs: If you are planning on scaling up your project (hiring or adding contributors), have a plan to onboard people.
This includes how to use the codebase, expectations, and style/lore/intent guidance as appropriate. A little planning has a big benefit.
Optimization is a long, tedious, detail-oriented upward slog. There is no single tool, button, or thing that will absolutely knock your optimization out of the park, and all the above requires knowledge and patience to use.
But it is also the first thing gamers notice...
Optimization is a long, tedious, detail-oriented upward slog. There is no single tool, button, or thing that will absolutely knock your optimization out of the park, and all the above requires knowledge and patience to use.
But it is also the first thing gamers notice...
As you build your game, once you have a solid vertical slice that hits all of your key gameplay beats, you need to start thinking about how to market, build your community, and finally release your game.
Business side planning is boring, but absolutely essential.
As you build your game, once you have a solid vertical slice that hits all of your key gameplay beats, you need to start thinking about how to market, build your community, and finally release your game.
Business side planning is boring, but absolutely essential.
Idea people are a dime a dozen. Careful designers who can prototype and design with intent are worth their weight in gold.
Be wary of anyone who sells you on "it's easy" when your spidey-sense is telling you it's hard.
Idea people are a dime a dozen. Careful designers who can prototype and design with intent are worth their weight in gold.
Be wary of anyone who sells you on "it's easy" when your spidey-sense is telling you it's hard.
Try keeping the number of direct reports that any individual has in your studio to 6 or below.
Keeping a reasonable span of control maximizes the amount of facilitation and mentoring a lead can do.
Try keeping the number of direct reports that any individual has in your studio to 6 or below.
Keeping a reasonable span of control maximizes the amount of facilitation and mentoring a lead can do.
For the indie/Freelance devs out there, make sure your contracts for work make sense, are detailed, and clearly talk through what happens if they don't pay or you don't deliver.
Make sure it's written IN the contract.
Verbal agreements aren't reliable.
For the indie/Freelance devs out there, make sure your contracts for work make sense, are detailed, and clearly talk through what happens if they don't pay or you don't deliver.
Make sure it's written IN the contract.
Verbal agreements aren't reliable.
Has someone with a fresh perspective test your game. Over time, you will fall into patterns of testing that may obscure actual game breaking issues.
Fresh testers WILL find the issues.
Has someone with a fresh perspective test your game. Over time, you will fall into patterns of testing that may obscure actual game breaking issues.
Fresh testers WILL find the issues.
Focus on fun. Focus on fun. Focus on fun, THEN pick your appropriate art style.
A game with great mechanics and slow can soar even with simplistic or stylized art.
A game with great art can be hamstrung with boring or unintuitive mechanics.
Focus on fun. Focus on fun. Focus on fun, THEN pick your appropriate art style.
A game with great mechanics and slow can soar even with simplistic or stylized art.
A game with great art can be hamstrung with boring or unintuitive mechanics.
There are three things at a minimum you must ensure you have backed up for game development: Your code, Your knowledge (lessons learned), Your scope.
Blow #1: Lose your game
Blow #2: Lose your time
Blow #3: Lose your sanity
There are three things at a minimum you must ensure you have backed up for game development: Your code, Your knowledge (lessons learned), Your scope.
Blow #1: Lose your game
Blow #2: Lose your time
Blow #3: Lose your sanity
Prototype to align your vision for your game with your studio's capabilities and development cycle:
Production problems are more easily solved early then when you are fighting a deadline!
Prototype to align your vision for your game with your studio's capabilities and development cycle:
Production problems are more easily solved early then when you are fighting a deadline!
Fun, cozy, safe for the kids!
🎮
🎮#fortnite #videogames #christmas
Fun, cozy, safe for the kids!
🎮
🎮#fortnite #videogames #christmas
95% of the advice I give to juniors in this field is to read and sort their contracts. Those matter!
95% of the advice I give to juniors in this field is to read and sort their contracts. Those matter!
#FromLight #oculusquest #vrgaming
#FromLight #oculusquest #vrgaming