Video blogs will be based around video’s watched for the week, regarding the project. It will detail what I learnt from the video, what it was about, who and background information regarding the who and other things that I should be considering in some way.
Video #1 – Juice It or Lose It
Who? Martin Jonasson & Petri Purho
Martin Jonasson is the founder of grapefrukt games. Petri Purho is a rapid game developer, he worked at Frozenbyte and is the creator of Pluto Strikes Back, The amazing Flying brothers, A tribute to the rolling boulder and Crayon Physics.
These two gave a conference talk about when it comes to creating games, the game needs to have juiciness. The juiciness they are referring to is how you make the game feel more responsive, making it feel alive and responding to everything you do. They talk about how if you can juice your game you will get the maximum output for the least input by doing so. They talk about the art of tweening which is the process of generating intermediate frames between two images to give the appearance that the first image evolves into the second image, by doing so increases the juiciness of the game.
This conference talk gave great insight into what you should consider when creating a video game, and how by making it juicier it can make it greater, through out the video they give a demonstration, they turn a basic game into something with more meaning by adding small but effective effects to different parts of the game, this was the juiciness they were referring too, but you can’t just go adding random affects, it still needs to be within the range of your game.
Video #2 – You don’t stand a chance
Who? Rami Ismail
Rami is a game developer who has been in the business for over 30 years, he’s worked on games for every major platform and is the co-founder of Vlambeer. Released games:
- Nuclear Throne
- Ridiculous Fishing
- Serious Sam
- Yeti Hunter
- Super Crate box
This talk was more about how to survive your first indie game release and why you should be prepared for failure, the talk revolves around failure over success, why it’s important, what to take into account with the failure etc.
He makes you understand that it is okay to fail, not to worry about it when it happens, that everyone will fail, you can’t expect to succeed straight away, he mentions that you should prepare for the failure by adjusting your goals and creating a space where you can fail.
Rami also talks about everything you need to know or should take into consideration with your first indie game, he briefly talks about these different subjects:
- Gathering people to help with your game
- What is it? what do you want to create?
- Game being too big, scoping of the project
- Having a good game pitch
- Game design – understanding what you’re making, what is it, why is it interesting??
- Going beyond “sell it” – more than just the idea of selling it, what else will you do with the project
- Game art – is it coherent with the game? does it fit an create harmony?
- Audio – Does the audio fit the aspects of the game?
- Marketing – Do you have screenshots? Trailer? are they good?
- Being mentally prepared for bad reviews when you release it – I thought this one was a big one, because reviews can be really crushing
- Do you think enough? knowing what you are doing? plan/strategy.
As Rami was touching down on the subjects it made me really think about what I was going to do for this project and if the planning I had done was enough to be ready.
Video #3 – The Art of Screenshake
Who? Jan Willem
Jan Willem is the other half of Vlambeer, he is in charge of the game design and execution of the companies games.
Jan Willem talks a lot about ‘Game Feel’, kind of the like the ‘Juice It or Lose It’ he demonstrates how adding a whole set of animations or effects can really change the outcome of a game. He explains how adding small details can really engage a player and to create a game with meaning, give it a purpose. Create a prototype and polish. The demonstration he gives during his presentation is amazing, the smallest detail can be noticed and when its put together and finished, you fully realize just what he was talking about is incredible.
Who? Tim Keenan
Founder of Misfits Attic, they are responsible for the successful game Duskers.
Tim Keenan in this talk about design pillars but more importantly his process of design pillars. The way he described a standard design pillar was it being something that was core, established before production and everything would be based around the design pillar. What he did different was create the design pillars through out the production, his design pillars were more about emotions/feelings and stay true to your design pillars.
Now I had never even touch base with design pillars before so watching this video was very informative and I was able to take some great notes from it.
These videos may seem like they have nothing specifically to do with my Game AI project but in truth they have given me a lot more to think about when I go about researching and implementing.