Monday, August 24, 2015

Deadly sins of starting a independent video game company

Let’s get straight to the point, it’s a broad spectrum when it comes to getting a foot into door as a game design intern, lacking of fully understanding programming and still being a beginner at it. Gaining that trust for potential companies to employee you, teach you and become a chameleon overnight on whatever engine being utilizing. A choice of further investing downtime of creating, managing and overseeing a starter independent game developing company seems hasty, but having a few games outside of school under my belt to showcasing by either A) Producing more games, becoming successful B) Getting noticed for job potential C) Partnering with other starter companies. Stumbled upon an article of What NOT to do when starting as an indie game developer, and found it entertaining but awakening for having a future in the game industry. Hate to admit it, we want to impress, it’s our human nature to be better than the person standing next to us, but usually that some is ourselves.  For example, whenever we depart from school, it becomes a surreal moment, what do I do now, what do I create next? Sometimes are imaginations won’t meet our expectations, because as recent students or current students still don’t have access to high end gear game engines, so may need to take a backseat to ever creating a overly complex MMORPG free to play game. 

List of Deadly sins

1) Do not fall for survivorship bias (Don’t surrender to going directly to Iphone Applications because of the money, its more diverse than that)

2) Do not start with a complex idea (I.E. Mini World of Warcraft, ouch! Small the better, the more you learn from simple = greater the game mechanics and fun factor)

3) Do not make a simple idea complex (Taking a kitten and making him a jaguar, comparison clause)

4) Do not skip the prototype of phase development (The skeleton, the heart of the game, and not adding a bunch of useless trash straying away from the core of the game) 

5) Don’t forget the GDD (If you haven’t mastered that, keep trying, it’s the holy grail of ideas and missteps in game development) 

6) Do not underestimate the power of good planning (Most things are done with a plan, goal and more planning) 

7) Do not leave marketing to the last months of development (Found this one interesting because everyone is so tense to finish, they just want the Game build over with, loose it’s passion)  

8) Do not start on the Mobil maker (competition, platform problems that haven’t been learned yet, no awareness, market value and referring to Deadly Sin Uno) 

9) Do not play test only by the end of the project (This is given, if you’re serious in making it in the industry)

10) Budget for everything, include events, festivals (Who knew you need money to travel and promote, make a valuable connection, obvious but sometimes overlooked) 

11) Do not ignore the fact that you are part of an industry (Which means, reputation)

12) Do not wait for a diploma to start making things (Probably the biggest sin committed)

13) Do no hide those things

Goal, give it approximately 3-5years to impact with either joining a company, being independent and growing or partnering to expand the Rebel base!

Until we meet again,

-A.H.

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