Thursday, February 28, 2013

Making it in Indie Games: Starter Guide

image Every now and then someone will ask me for advice on making it as a professional indie game developer. First, it’s a huge honor to be asked that. So I want to say “Thank you!” Second… damn, if I really want to help out it’s a serious endeavor. Of course, I could always say “Give it your best! Work hard! Be true to yourself!” and it wouldn’t be a terrible reply… just not a terribly useful one, either. So here it is. Here is what I’m going to link when that rare situation arises again, because it’s too much work to write it up more than once! This is advice that I feel may actually be practical to someone who is just starting out as an indie game developer. Hope it helps! INDIEPENDENT So yeah, what does being “indie” even mean? Is “indie” short for independent? Is this game “indie”? Is “indie” a genre? IT’S CONFUSING - WHY DO WE NEED THE WORD “INDIE” AT ALL. To answer the last question, I offer the following scenarios. Scenario 1: a person is looking to make games, and perhaps start their own studio. They type “game development” into a search engine. The results, to say the least, are underwhelming. Dry. Academic. Programming-centric. (Try it yourself and see.) Scenario 2: the person instead types “indie games” into a search engine. Instead of pages upon pages of conferences, bachelor’s degrees, and programming tools, that person is met instead with pages upon pages of games to play and vibrant communities filled with people who are doing exactly what he or she wants to be doing. Some of them went to school, but many did not. A wealth of different ideas and tools are used. There are even documentaries about making games! It’s not just something where you get a degree and wait in line for a job. You can start making games RIGHT NOW. The word “indie” is more than just a way to describe a type of developmental process… like any label, it actually provides an avenue for people to explore that process and then flourish within it. It has a real purpose. It serves real lessons on game creation and entrepreneurialism. It offers real motivation! Of course, it can be irritating to see the term misused, or become a vehicle for pretentiousness and arrogance. Like any label, “indie” also breeds a certain amount dogmatism, croneyism, and other -isms. But the net result is really worth something. As someone who once gave up on professional game-making because I thought it meant a 9-to-5, I can tell you that it’s genuinely valuable. As for what games are “truly” indie, we’ll never fully agree, and that’s probably for the best. But I can tell you the criteria I’ve devised for The Independent Gaming Source to determine whether a game is fit for coverage: 1. “Independent”, as in no publisher. 2. Small studio (roughly 20 members or less). I choose that definition because it’s the most useful one. Someone who is looking to become an “indie” game developer is interested in what is possible under those constraints and how those types of studios operate. It excludes companies like Valve and Double Fine, which are certainly independent but too large to be “indie”. It also excludes “feels indie”-type games that are not self-published. Under that definition you still run into gray areas, but hey, just because we don’t know when “red” turns into “purple” doesn’t mean the words aren’t useful. Just think about someone who wants to make a game with a small team and self-publish it… what should they type into Google for inspiration, advice, community, etc.? “Indie” is still as good a word as any, in my opinion. So, should I go to school to learn how to make games? The most important thing to know about video game development and schooling is that no one, whether it’s an indie studio or big company, cares about degrees. How could it, when some of its most prominent members are drop-outs or never-beens? John Carmack, Cliff Bleszinski, Jonathan Blow, and Team Meat are all prominent members of this club. A degree is a piece of paper that says you can do something in theory - game developers want to know that you have enough passion to do real work, regardless of whether you’re being graded on it. And if you’re thinking of going indie, it won’t matter what other people think - you’ll simply need that passion to succeed or else you won’t. You’re the only one holding the door open in that case. This isn’t to dissuade you from going to college, per se (I studied computer science in college, and while it was far from a perfect experience, I also gained a lot from both the curriculum and the friends I made there). The point is make something - games, mods, art, and music. If school helps you with that, great. If it doesn’t, then you need to rethink how you’re spending your most valuable resources: time and money (both of which can be exorbitant costs for schooling). If I go to school, what should I study? At a regular university, I would suggest majoring in computer science, even if you “just want to be a designer”. The design of games is very much tied to how they are made. At an art school, illustration, concept art, and 3d modeling courses are probably the most useful for games. At a game school, they will hopefully try to involve you in all aspects of game creation, from programming to design. I would stay far away from design-only schools or curricula - those are either scams or are better suited to academia than actual game-making. Also, it’s worth finding out whether or not the school owns what you make while you’re a student there. See also: Jonathan Blow - How to Program Independent Games (read the comments as well as watch the video) Okay, you say make something. How do I start? My best advice for those starting out is not to get ahead of themselves. It’s easy to start worrying about tools, teams, platforms, deals, marketing, awards, and whatever else before you’ve even gotten a sprite moving around the screen. Those stars in your eyes will blind you. They’ll freeze you up. You need to be actively making games all the time. If we were talking about painting, I’d tell you to pick up a painting kit and a sketchpad at your local art store ASAP and just have at it. You’d proceed to put absolute crap down on the pad and get frustrated. But it’d also be kind of fun - so you’d keep doing it. Along the way you’d read some theory and study other people’s work. With good taste and under a critical eye, you would keep doing that until the day you painted something good. We’re talking about games, though. I recommend Game Maker and Unity as two all-purpose game-making suites. They both have a good balance of power versus ease-of-use; they’re both affordable or have free demos, and they both have a wealth of tutorials and plug-ins online. Both are used by professional developers (Unity in particular). Grab one of those and start running through the tutorials. When you run into trouble, ask for help. Give help back when you begin figuring things out. Get active in a game-making community. But above all else, keep making games. It’s the only way to truly answer all of those questions in your head right now. Also, watch this: LASTLY, MY TOP 10 TIPS
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