The
Illinois of Art, Chicago |
Programming
for the Artist |
Instructor: Lindsay Grace |
Postmortem: 2007 Indie Games Summit - Small
Arms (Video 30 minutes)
2 "Software programmers" create a successful downloadable indie game:
Highlights:
- Small developers have to cover "everything" - marketing, producing,
concept, etc
- Small teams have specific concerns: simple "safe" code helps prevent
QA issues
- Art Assets "over achieved"
- Design from scratch for downloadable games (that's what you are doing)
- Code reuse and scale
- How to create "chatter"/interest in your game - climb the ranks
- Outsource audio (sync meeting - common producers activity)
What went wrong:
- Overly ambitious (listen, listen, listen to this)
- Unique boss battles add little but take lots of effort
- Testing during development is complicated and tricky (throw a party instead
!)
- Art Intervention always required programmer intervention
- Level design was too complicated for level designers - too much software
- CRUNCH TIME ("look out for the all important demo")
- Know the environment where you will demo
Tip:
- Internal "producer" position can be useful (esp for paperwork)