Since I’m currently working for a small indie company I thought
it best to ask some of the directors about their experiences with game
development. First off a bit of backstory on the company and who created it.
The company is called Capricia Productions and it is based in Israel, it was
founded by 3 people Shai Amoyal, Arnold Nesis and Ben Shmuelof in 2013. Shai
and Arnold are the 2 I have interviewed for their opinions on what has went on
during the project.
The game they are creating is called The Birdcage and it is an
action adventure music video game. The idea behind it is creating a game that
works like an interactive music video.
“Think of a really cool music video you saw once, but now
imagine that you’re in it, interacting with the environment that changes
according to the music” – Steam greenlight page.
I decided to ask them separately so I can see if there are any
differences in what they say.
Their Patreon - https://www.patreon.com/TheBirdcage
First off, what methods did you use to plan out the
fundamentals of the game?
It was interesting to find out that this is their 1st development inside the games industry.
Both of them basically talk about how they looked at what was needed and used
that research to work out what they wanted to create. A lot of it looks to be
trial and error in the early development.
What major difficulties or pitfalls have you encountered during
the project that you think could be avoided?
Arnold - Team
mismatch. At first we didn't know what people we want with us and how to manage
a team. It took a pretty long time to figure out exactly what people we want to
work with and how to work within the team. I think this can only be avoided
with experience though - it's very hard to understand at first what the
specific team needs and what's more important and less important. I think a
very big good thing we did is setting the 20 hours/week thing - it works much
better then assignment based projects.
Shai - Always
thrice the schedule! You might think you know what's best and how long things
will take you to do but unforeseen circumstances are always there,
just waiting around the corner and you can never be prepared for them. We
have had so many people walking out mid-development or so many things that we
thought we finished with them and then a problem popped up and ruined our
plans, so what I did was basically just allow some margin of error to
everything and I learned that every game goes through it and to just not
stress. Everything has a solution, it's only a matter of finding it.
This point is also based off trial and error but all if comes
down to time and team management. Since my project will be a one-man team I
will be avoiding the pitfalls of the team members being mismatched or quitting,
I’m quite happy I don’t have to deal with those problems with this project. In
previous experience, I’ve been on a team where people don’t show up to work or
don’t contribute fairly to a project and it is a very frustrating thing. Adding
some extra time to allow for problems to be dealt with is a great idea for
keeping on top of things and I will be keeping it in mind as I go each week.
What gameplay elements would advise to stay away from for a
small game?
Arnold - Massive
multiplayer elements. No matter how good the game is, indie small games don't
have enough users on-line at first and this can kill a game. I've seen a couple
of examples for it this happening. 1v1/2v2 can work ok but don't count on many
on-line users.
Shai - Huge
open worlds and big multiplayers are such a big pitfall IMO for small games and
developers. It's nearly impossible to make these without a big budget so I'd
steer clear from them. Although if you think i'm wrong - hell, prove me wrong!
I'd be happy if you do :)
I agree with what they say on this entirely, large scale worlds
and multiplayer are difficult things to do because of the amount of time and
knowledge required to create them properly. Thankfully neither of these are
part of my games plan.
Did you use any time saving tricks in asset or concept creation?
if so what where they?
Arnold - I think the best one is having a
few people on the team that have their specific strength, but also can do other
things. This is mostly common in people who are working with UE4 - this creates
a situation where if there is a bottle-neck, it can be much easier solved by
just temporarily moving people from their main assignment to help another. It
speeds up the development process significantly
Shai - Using
outside references for assets and sometimes just not spending time on concepts
helped us just go right into modelling or just development. Also, using shared
documents helped us a lot with being more efficient.
Their
replies to this question were interesting for seeing their different ways of
speeding up the design work, Shai is the lead for the Art team and his rely
reflect some of the tricks used by myself and other people under his direction.
An example of this is, when describing characters Shai will always give me a
bunch of references for the general look of a character but will also give me
some specific references for things he wants the characters to wear. In
contrast to this Arnold is the lead for the programming side, so he gets his
group to aid each other to speed up the process by bouncing them between different
aspects as a group.
What element of the project do you think takes the longest
period of time? Could it be shortened in any way?
Arnold - I
think the thing that takes the most time in general is not a specific element
but how the whole thing works together. Game development has a lot of elements
to it and everything is connected to everything - at least when it comes to
delays, if you can solve the bottlenecks, it can speed the thing dramatically
Shai - The
conception. Doing pre-production right is key, and should not be overseen as
something "You can do along the way". You can, but it will steal the
majority of your time and create a dissonance between the development
teams. Do
pre-production before the actual work. Assess everything and it will save you
time later.
Their views on this are both about making sure that everything
is planned and managed properly. I agree that it can get messy if everything
isn’t planned out properly, it is easy to end up working on something
irrelevant to your current needs if you don’t plan.
How have you attempted to engage the gaming community to get
support for your game?
Arnold - Patreon
page, greenlight and dev forums are the immediate suspects. Every time I see
someone on facebook, twitter, or any other media who seems to be into things
like our game I try and message him and tell about it, show some links and hope
to get them into the community. It's a hard one-by-one work.
Shai - We
did, for Steam Greenlight, and the responses we got were a lot better than I
first expected.
Finally, they mostly use the standard social media platforms to
engage the community, but Arnold's extra
work into finding people who could be interested and contacting them personally
might be something I look towards doing later into the project.
No comments:
Post a Comment