#migw17
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Why REFACTORING is important.
So Plundersail has been sailing just fine, and in regards to it being a first-year 5 person team, it’s been going AMAZING, that being said, once we submitted alpha we knew that we had to go back and improve some things.
Plundersail is a third person pirate ship building game. The main two appeals of it are Building and Pirateship combat, now as an attempt to make the game as accessible as possible, we’ve decided to make the game playable by gamepad, now, for anyone who’s played creative building games, these things typically are done on mouse and keyboard, not gamepads.
There’s a very clear reason why Gamepads aren’t used as often for this type of game, building a free 3D camera is kinda awkward with a controller! So we’ve spent the last week building up our building system from the ground up, in doing so we’ve improved the usage of the gamepad. ( I let my 5/yo stepdaughter build something, and she was fine!) It also fixes our camera/destruction of pieces. We’re also working on making our sail transition just perfect, so the player always feels in control, but powerful, more on that next time :)
#gamedev#gamedesign#games#pc gaming#indiedev#migw17#plundersail#beta#pirate#sail#combat#creative#building#design#melbourne
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GCAP Loading - Keynote
Speaker: Felix Kramer
Twitter: @legobutts
Felix Kramer was the keynote speaker at GCAP Loading, the talk was based around marketing your game and could even carry into marketing yourself, but let’s just stick to the game. So here is my short summary/takeaway from the talk, Others would have gained different ideas and thoughts.
- Marketing should be planned, it needs to be a process just like pre production, production, business planning, financial planning. Without a plan marketing will not be as sufficient. When it comes to planning out your marketing, plan it around your production milestones.
- Eg. Alpha you could possibly release an early teaser trailer, if not even before alpha if you had made a vertical slice. This will allow a seed to be planted which you can now nurture to grow your audience
- It’s important to have a clear timeline, this allows you to know when trailers need to be completed, or when that advertisement needs to go live. The last thing you want during production is to make a really horrible trailer because you didn’t plan for it.
- Ensure you’re marketing towards your intended marketplace, if you do this I can only assume(because I haven’t had to market a game yet) that marketing your game will be a little easier, and perhaps even financially cheaper due to knowing your target market, rather than marketing to the masses.
Some other hot tips from this talk, which could be obvious, but just forgotten are:
DON’T DO IT ALL BY YOURSELF
- If you can spend the money, hire employees or contractors to help you out
- Have a support group that can assist you when times get tough
IF YOU DO TAKE THE ROUTE OF DOING IT ALL BY YOURSELF
- Ensure you don’t burnout
- Create achievable goals
- Do one thing at a time, not all at the same time
- But most importantly take care of your health.
#migw#migw17#gamesweek#games#marketing#melbourne#melbourneinternationalgamesweek#gcap#gcap17#gcaploading
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GCAP17 Summary - Day 1
So GCAP17 has come to a close, and being my first time i have a lot of thoughts about the experience as someone that is trying their best to find a place to start.
[WARNING LONG READ]
As a whole i managed to get around and meet some really cool people, and the talks were so inspirational. I’ll do my best to go through summaries of the talks that i went to over two days as a way for me to decompress my thoughts and take away’s from each.
(A quick disclaimer, my notes were a bit haphazard in places so if i miss crediting anyone for a talk please let me know and i will update it)
Opening Keynote
After registration was the opening keynote got underway with Steve Gaynor and Karla Zimonja started us off a talk getting us thinking about this years theme, the ripple effect. The basic premise of which was about the connections you make in your life as a dev and how over time those connections turn into a network as those people scatter to the winds with their connection to you with them.
Main take away’s
Make connections so that you can make connections that make connections.
Apply for jobs even if you think you aren't qualified as you never know where they can lead.
Nobody can do this by themselves, get help from your peers.
Design Hindsight's From Long Running Games
This was the first of the many design talks i was planning on going to in GCAP. Emilie Poissenot gave a fantastic speech about long running games or games as service as another way of putting it. It covered things like how documenting everything is ten times as important in games that you need to keep working on for five plus years and how the industry changes so quickly that it is impossible to plan for it, so plan that your plans won’t work.
Main take away’s
Plan for mistakes due to industry changes.
Readjust to those changes by making informed decisions with as much current relevant data as possible.
Creating A World And Making It Stick
Following on from one design talk to another this time with David Gaider talking about the creation of the Dragon Age universe and the pitfalls that it fell into. The talk was a very interesting look at what kind of diverging paths your team can naturally go down if you don’t touch base and make sure that your team is working on the same product. Again this talk went into the importance of documentation and how even if you have written an encyclopedia full of information, if you don’t have the cliff notes somewhere no one will read it.
Main take away’s
Don’t work in a bubble making assumptions about the work of others.
The lore and gameplay should serve into each other, they are not entirely separate things.
You are writing a guide for your team, not an encyclopedia.
You don’t get to decide what statements your decisions make. analyse what statements you could potentially be saying and ask yourself if you are okay with that.
Designing Ethical Interfaces
Onto a talk very close to my heart, accessibility. Alayna Cole and John Kane were fantastic in getting into the nitty gritty of the issues to do with not only what we traditionally think of as accessibility such as colourblind options, subtitles etc. But also the kind of accessibility options that not having push people away from your game such as representation of queer people in your media that when done poorly puts those people off of your game. It went in depth into how all of these things you should be talking to people that the options are for so as to make informed decisions on how they are implemented.
Main take away’s
There is no excuse for not thinking about accessibility for your game
Act early, with language especially as there are many design impacts that easy to implement early but hard to put in after the fact.
Consult with people whenever possible, get a wide range of perspectives for you game.
If you offend someone use it as a learning opportunity.
Tackling The Fear
Moving away from design talks for a bit and onto some business, Producing. Emre Deniz from OPX talked a lot about pitching your idea and how getting funding for your studio is not straight forward as it took 5 months of iterating on how the game presented before the idea was sold. It also touched on the idea of planning for failure and having contingencies in place that helped OPX adapt to the declining VR market. In amongst this were the themes of cultivating a healthy and rewarding company culture.
Main take away’s
Pitch a business that you would invest in
Pay people properly so they can focus on the work and deliver a better product in the end.
Think about how your going to defend your idea.
Stress is corrosive not explosive, avoid burnout by taking healthy breaks from your project if needed.
Positioning - How To Discover And Amplify What Is Remarkable About Your Game
This talk AKA “why should anyone give a F###”, was one of the most applicable talks i went to as an aspiring indie/solo dev. Marla Fitzsimmons, Felix Kramer, and Chris Wright talked about how to position your game for widespread appeal by mainly standing apart from the crowd and understanding what makes your game special.
Main take away’s
Think about your potential competitors and how you stand out from them.
Elevator pitches should:
What is it about
What makes it special
Described in easy to understand terms
Should create intrigue that leads to deeper questions about your game
Do as much research as possible to find out what is remarkable about your game and how you can push that.
Day 1 - Final Thoughts
At the end of the first day i was just so overwhelmed with information and inspiration. The speakers were all so amazing and i would like to thank them for their time and effort in making a fantastic day of learning. I will be collating and posting my summary for the second day in the coming days, as i have so many notes to go through so i will be taking my time with it as i let it all sink in.
#GCAP17#MIGW17#GCAP#MIGW#game dev#game industry#video games#the ripple effect#game connect asia pacific
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Announcing #Snapper at ACMI's #EiGS17 .
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Feudal Alloy at GTR conference in Melbourne.
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MIGW - Scholars, Unite and GCAP Day One
So it’s Tuesday here now and we’re rapidly approaching that “midway point” that marks Melbourne International Games Week half-done. I say “midway point” with quotations because of course there were also events on the Saturday and Sunday, but I’ll be chatting about the first 3 days on the ground in Melbourne. Later on, I’ll do a post about GCAP day 2 and the awards night!
We landed in Melbourne on Sunday afternoon from Perth. I’d gotten very, very little sleep overnight (a combination of the wind and some nerves, I wager). So once we checked into our short-stay apartments, I pretty much immediately collapsed in bed for a nap.
I only got an hour in before waking up, showering, and heading off to the IGDA Foundation Scholars dinner to meet the Scholar that I would be mentoring through the week. I ran into some familiar faces, did a little catching up, and also got to meet Chima.
Chima is like a perfect match Scholar for myself. Excitable, energetic, positive, great sense of humor, so we clicked pretty fast. We spent the evening chatting between us and the other scholars, mentors and guests before they headed off to an E-Sports Bar (because of course that’s a thing in Melbourne!). Me, being a boring old Game Dad though, headed back to get some rest. But first impressions of Chima were excellent, and the week already felt like it was off to a really special start.
Unite was the first major event of MIGW. I was almost not going to do it this year, and that sentiment turned out to be a solid idea. Unite is never a bad conference - it’s just one that’s only particularly beneficial if you are one of two things:
Technically Minded
Looking for advice on working with a specific Unity tool
I’m not particularly technically minded or looking for advice on any Unity tool that the conference presented. But there was an excellent talk about conversational AI in Unity, where I learned that IBM’s Watson actually has a Unity plugin, which was used for voice commands in the Star Trek Bridge Commande VR title. It was remarkably simple to implement, and it’s horrendously tempting to try out.
Suffice it to say though, Unite won’t be another thing I do. Unless I get super technical and/or super into Unity in the next 12 months.
The day ended with a dinner with some Western Australian writers that I don’t get to see as often as I’d like (I’m going to fix that) and parting at a decent hour to be a boring old man again (trust me, this is a theme). It was kinda important though, because I needed to prepare for the talk I was going to be helping Lisa Evans with the next day.
This would be the first time I’d be speaking at GCAP. I have become a fairly confident public speaker over the years, but it’s a substantially larger event. I was a little concerned about my confidence going into it - but it turned out to be fairly well placed. We’ll get to that.
The day started with an excellent keynote presentation talking about the theme of this year’s GCAP, “The Ripple Effect”. How you interpret it is up to you, really - the ripple effect of community, the ripple effect of one choice leading to another - but every talk of the conference had something to do with that theme, somehow.
I’ll spare you an at-length coverage of everything I went to. But I started by lending our Managing Director at Stirfire, Vee, some moral support at her talk (she didn’t need it). From there, it was on to a talk about world building by David Gaider (ex-Bioware, now Beamdog), a talk about social networking by Michelle Sandford (Microsoft), and one about entrepeneurship in Game Development by Emre Deniz (Opaque Space). Then it was on to the talk by Lisa and myself.
The room wasn’t particularly filled, but that didn’t matter. What audience we did have participating, were particularly engaged - and I’d take that over a packed room of bored attendees any day. We smashed through the talk with 15 minutes to spare, and answered a bunch of questions. Only to be stuck in the room for another 30 minutes as people came up to ask more questions once our time was up. After leaving GCAP for the night to go (very briefly) to a networking event downstairs, I was approached on three separate occasions by people that had attended the talk and wanted to say thank you for the effort and thought put into it. Most of the work was Lisa’s, I felt like I was there to just offer a development perspective - but it seems to have worked out incredibly well.
I found some time in there as well to catch up with friends (some I haven’t seen in years!) but suffice it to say, I’m pretty excited for Day 2 of GCAP - the final day of GCAP, and the awards night that follows.
#MIGW#Melbourne International Games Week#GCAP#Game Connect Asia Pacific#Game Development#Games#Blog#MIGW17
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GCAP Loading.
What is GCAP Loading?
Well first lets discuss what GCAP is and when the event is held. GCAP stands for Game Connect Asia Pacific, it’s a conference for game developers to come attend talks, make friends (otherwise known as ‘networking’, personally not a fan of that word), socialise and celebrate all that is game development. GCAP itself runs over 2 consecutive days (Tuesday, Wednesday) within the week of MIGW.
Side note: MIGW stands for Melbourne International Games Week , and is always run within the month of October. Usually at the end of the month.
Now that's just a quick summary of what GCAP is, now what’s “GCAP Loading”.
GCAP loading is a one day event, aimed at students and graduate game developers. In other words a small bite sized chunk of GCAP, which still packs a punch of useful information. Here was the talk schedule.
With all that information in one day it’s pretty hard to process it all. Hence why I’m only starting to blog about it now.
So over the next few weeks I’ll be writing summaries of a few of the talks and posting them here, hopefully they can be some benefit to others.
#games#design#gamesweek#migw#migw17#gcap#gcaploading#melbourneinternationalgamesweek#melbourne#gameconnectasiapacific
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Make Waves - Game Dad’s Final Thoughts on MIGW
The theme of this year’s GCAP was the Ripple Effect.
What you interpret that to mean is entirely up to you, but there were a few different themes I saw bought up from different people during the week. The idea of creating ripples in your work as one change impacts everything; creating ripples in your community as a positive influence; or experiencing ripples over time from choices you made years ago, following along with you through your career.
But for me, I think the Ripple Effect comes back to two things in particular: representation, and recognition.
The Games Industry in Australia has changed a lot since I was back studying Game Development. I started studying in June 2008, when Australia had several different game studios open - most of them AAA companies, or working for big publishers. Western Australia even had a large studio of its own, Interzone, working on a football (soccer) MMORPG. But everything had already began to change.
Studios began closing, and Australia started to experience a dramatic brain drain as talented people started moving overseas to studios where they could continue to work for a living wage. I found myself graduating University in a country that no longer had any big AAA studios to support the career I’d been studying and gone into debt to get into. It was only by sticking around and being stubborn about not leaving the country, that Australia started to see its game development community return.
Today, there’s several very strong indie studios scattered around the country. But a large number of them are focused in Victoria - where funding is plentiful, and there’s a large coworking space in which developers can gather and help one another. For better or for worse, Victorian developers are a privileged few in the Australian game development scene.
When you find yourself in the city for Melbourne International Games Week, you wouldn’t really notice that developers struggle to get by in Australia. You’d be forgiven for thinking that most Game Development takes place in Melbourne, with the support of the Victorian government, out of the Arcade co-working space.
That’s not really any one group’s fault. Melbourne game devs sell Melbourne successes, because they need to keep the interest of the Victorian government and show just how much good they are helping the game developers there to do. But because it’s “Melbourne International Games Week”, very many people - even developers attending - are surprised when they hear that any state outside of Melbourne is successfully making games, and have people attending.
I don’t know how many times when I’m in Melbourne that people express shock to me that there’s actually a single Perth developer attending, let alone the 20-30+ that fly over every year. Your presence gets lost in the noise that is the celebration of Melbourne-made games and the successes that they produce.
Which is a problem, when the successes of games in other states get lost in this noise. A success in the Perth game development community becomes a success of the Melbourne game development community. Ideally, we could just call them all Australian made games. But that’s ignoring the different challenges each state poses to established or aspiring Game Devs.
In my experience (as a white man, so take it as you will) minority groups face similar (but not even close to the same) issues when they experience success. The game development community in Australia has gotten better at amplifying the voices of women and making their successes in the community clear to the world, but people of colour and anyone that is transgender or non-binary or queer - they still find their successes simply being wrapped up inside of the same pre-defined categories. Despite their experiences and challenges being so dramatically different.
That’s an extremely complex set of different problems that I’m really not qualified to speak on (see: white man). But it’s something I care about, and I know for a fact it needs to change.
Melbourne has made a successful Game Development community and talks it up every day. So any time somebody not from Melbourne is successful, and doesn’t speak about the challenges they faced or just the fact alone that they are not from Melbourne - their success simply becomes a Melbourne success.
These voices are the ones that need the most amplification. We need to be better about talking about our successes (and equally importantly, our failures) so that the ripples of change that have made such an impact on Melbourne can start making changes elsewhere. We won’t see similar government funding in other states on the back of Melbourne’s success, if other state governments are under the impression that Melbourne is the only state with successful game studios.
At the Australian Game Developer Awards this year, 9 games were given awards. Of those 9 games, only 3 were developed in Melbourne, Victoria. Two were developed in Perth, Western Australia. Two were developed in Adelaide, South Australia. And two more were developed in Brisbane, Queensland.
The only way I knew this was by looking up the different studio names listed on a Kotaku Australia news article. Of course, I was aware of the location of several of the studios based on personal experience with them - but again, you’d be mistaken for thinking that they were all based in Melbourne.
Right now, the entire Australian Game Dev community is making ripples in every single city around the country. But only one of those places is calling out each and every ripple they make, drawing a spotlight on their successes. The ripples won’t seem to get far outside of Victoria at face value. Not unless you go searching for them.
I graduated University and attended the Game Developer’s Conference in San Francisco as a scholar in 2013. This year at Melbourne International Games Week, I was given the opportunity and privilege to give back to that program by being the mentor of a scholar attending MIGW. I got the offer to do that through a good friend who I’d never have met if I wasn’t getting out of Perth. The substantial ripples of my scholarship at a conference on the other side of the world four years ago caught up with me and gave me an opportunity to give back and learn something about myself again this year. And who knows if or where they’ll catch up with me again?
If I just stayed in the one place, creating ripples in that one location, never going elsewhere to seek out new experiences and speaking about my personal successes, I’d never have gotten that incredible opportunity.
We - as a community - need to get better at amplifying our successes, as well as the successes of others. Especially those that don’t have the same privileges that we have. We need to shine a spotlight on successes that are made under especially trying circumstances, when they are successes that we take for granted. That’s when we’ll start to see real change - not just as a community - but as an industry.
Put Melbourne and the incredible women in games development in the spotlight. Have a spotlight for every game from another state and every other person that had to fight through adversity to do something good. Show everybody that they are not just an accepted part of our community, but a part of it that’s embraced and welcomed as an equal - without pigeonholing them in with others. Show Victoria why they should continue to fund games and support game development spaces, and give every other state a reason to start - by drawing attention to their successes.
Don’t just make ripples.
Make waves.
#MIGW17#Game Development#Melbourne International Games Week#GCAP#MIGW#Game Dev#Game Connect Asia Pacific#Games Week#Games#opinion
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Done with #MIGW17 and it was an absolute pleasure being the mentor for @chimadn. He's absolutely going places. (at Beer DeLuxe Federation Square)
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MIGW - GCAP Day Two, the AGDA’s, and The Arcade Open Day
So my original plan was to have a nice big blog post on Thursday wrapping up GCAP during a more quiet day of the week. Thursday during MIGW is usually left void of events so that all the game devs that are exhibiting can go and get themselves set up for PAX. I had intended on potentially meeting up with friends, but those plans were tossed out pretty quick. And then they were put back on the agenda. After I’d already started doing other stuff.
So GCAP Day 2 for me was the most heavily ‘Production talk’ oriented. Well... I say that, but there was a fair amount of QA and testing stuff in the morning by Daniel Kidney of Media Molecule, and Luke Dicken of Zynga/IGDA. The latter being the more important one (to me, at least) as I had met Luke back in 2013 during my GDC scholarship, when he was just fresh out of his own scholarship and took over organising the Scholars program.
Or at least, that’s my understanding of the story. I could be told I’m wrong.
The afternoon was taken up primarily by a talk by another friend of mine - Amy Dallas - about managing the unmanageable project. It was a particularly cathartic talk and... reassuring in the sense that sometimes bad projects just happen, and it’s out of your control how they can go down. That’s a possible story for another time though, when it comes to my own personal experience with bad projects.
I was unfortunately not able to make the - what I have been told is - incredibly powerful talk by Kate Edwards at the end of the day to close out GCAP, but I’ll be hunting it down the moment it turns up on YouTube. No, instead, I was spending my afternoon in a meeting with a Sony account manager discussing Symphony of the Machine (Stirfire’s most recently released title, a VR game) and potential future projects.
With GCAP wrapped up, and the meeting done, we went back and got changed to head to the Australian Game Developer’s Awards. Stirfire’s Symphony of the Machine was nominated for an award, which we unfortunately didn’t win. But two other Western Australian games did - Paradigm, and Battlestar Galactica: Deadlock. Of course walking away without an award was disappointing (though I think as anybody does walking into an award ceremony like that, you hype yourself up more to lose than you do to win anything).
But I think my real disappointment of the evening was the missed opportunity to not talk up the success of the games industry in other states more than we did, while given a golden opportunity. I think - Western Australia and the other states aside from Victoria are particularly bad at calling out their successes. And so at an event like GCAP, any success is assumed to be a Victorian success unless you say something to the contrary.
That’s probably another blog post for another time...
Thursday - as mentioned - was supposed to be a relaxing day. Spent inside, just chilling out after Unite, GCAP and the AGDA’s. We went out for breakfast fairly late - around 10. Found a fantastic little coffee shop, had some incredible breakfast, and then headed back. Lisa - Stirfire’s Creative Director - parted ways with us to go off to the WIG lunch. And so Dylan - my friend, Stirfire coworker, and co-partner in Citrus Shark - and myself, sat around.
But only for like, 30 minutes, before declaring that we were going to head to the Arcade.
The Arcade is Melbourne’s Game Development co-working space. They moved fairly recently into new digs, and to say it’s incredible is an understatement. They really are priveleged to have such an excellent location to work out of, with utilities and resources at their disposal that most other indie devs in Australia would kill for. For real. Actually kill. Go out there and sign me up to be a hitman as long as you pay for a desk for me at the Arcade.
It was awesome, getting to meet other devs and seeing how they operate in Melbourne. Makes me absolutely jealous, for sure, but it was definitely awesome. And there was free food. But that was less important than the creativity and talent literally dripping from the walls at this place.
Well, not literally. Ew. but you know what I mean.
Of course, I’d gone out to the Arcade because it didn’t seem like my other plan of the day was going to come to fruition. And then it did. I had been trying to get time to sit down and have a chat with Amy Dallas.
Game dev is a weird thing where you meet somebody once or twice, chat with them for an hour, decide you are now great friends, and then try to chase eachother down while your degrees of separation are small enough to make it a viable option. That’s basically my relationship with Amy. We’d tried to make time to catch up at GDC earlier this year, but it fell through because our schedules just couldn’t align.
So this was a good opportunity! I said my goodbyes to peeps at the Arcade, and hopped a tram to a coffee place I’d suggested we meet at. It turned out to be terrible, so I suggested a bar instead and we met up. We talked game dev, and dentists, and politics (seriously, I’m pretty sure at this stage that American game devs love coming to Australia because they can rant). Before I knew it, we’d been sitting an hour and it was time for Amy to get going.
I caught up with others for a brief little get together to see off Lisa (the aforementioned Stirfire Art Director), and then made my way off to dinner with Vee (Stirfire’s CEO) and the Party Loaded crew. It was just a chill dinner, chatting over food and drinks about games and movies and such. But not from a “what are you doing for work” perspective. It was the perfect way to start winding down and transitioning into that PAX mindset.
Which, I’ll get to soon!
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I am prepared. #nanojam #MIGW17 (at Melbourne Convention and Exhibition Centre (MCEC))
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Rumu is adorable and awfully familiar. #MIGW17 (at Melbourne Convention and Exhibition Centre (MCEC))
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It's a #destiny2 Spicy Ramen lunch time. It's not bad! #MIGW17 (at Melbourne Convention and Exhibition Centre (MCEC))
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So much Destiny 2. We'll have to go to the Ramen pop-up for lunch I think. #MIGW17 (at Melbourne Convention and Exhibition Centre (MCEC))
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Destiny 2 puppos! #MIGW17 (at Melbourne Convention and Exhibition Centre (MCEC))
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