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#big studio game development
askagamedev · 1 year
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You talked about a time where the project needed producers to keep the creative leads many ideas in check and on schedule. Do you have any horror stories of the reverse, where a producer kept such a tight leash on development that it hurt development?
I've seen things like that happen before. In my experience, production problems tend to appear when the producer in charge focuses too much on enforcing rules and procedure for its own sake. The procedures aren't too different from how other teams work, the difference is the level of enforcement of those procedures - like a designer and engineer not being allowed to chat about an issue or work out solutions informally without having an official meeting called by a producer to discuss the problem. One team I worked with ran this way.
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This team was running a live MMOG and had very strict procedures in place, including a floor plan that siloed the disciplines into our own respective camps - the engineers, designers, and artists were all physically seated in separate areas away from each other. Everything we did had to go through the proper channels and in the proper order - a meeting was called to go over issues, tasks had to be broken down, prioritized, and assigned for the time frame, and only then could work on anything begin. Impromptu sessions where I could call an engineer I knew over to my desk to talk about an issue I just discovered were frowned upon. Issues I know I could fix quite easily within a few minutes or hours would languish for weeks because of the procedure.
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This over-proceduralization wasn't necessarily a project killer, but it did hurt morale and job satisfaction through the walls it constructed between team disciplines. While working on that project, I felt very much like a cog in a machine. I was only allowed to do the work that the machine assigned to me, and I could rarely work outside of the assigned lines. Leveling up and growing was also difficult because it was more difficult to learn from other disciplines except through extremely small and distant windows. You may have expected a story of a producer tyrant demanding design changes but I haven't experienced that scenario myself. This isn't a horror story about that kind of nightmare scenario, but the slow and steady grind of my job satisfaction slowly worn down into drudgery.
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codingcorgi · 7 months
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Me in Sprint planning today
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bigboobshaunt · 8 months
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Something's gone terribly askew for video game fans to be thanking people who leaked an upcoming game's content* because, in their words, they wouldn't know whether to preorder a game or not going solely by previews, and @'ing the studio to tell them this.
*the leaking is not the issue here, to clarify. Gaming is a billion dollar industry, it's morally ok to leak, edit and pirate game content.
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void-botanist · 6 months
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Wait, did I send you an ask or not yet... Oh well, have another:
Would you ever write a novel for an established franchise, like Star Trek?
I would, but I feel like I'd gravitate toward franchises that no one has ever heard of, like Make My Day or Godzilla Singular Point (can you tell I have Netflix and I like watching random anime). If it were something more popular I feel like it would be a video game rather than a TV series/movie, like Risk of Rain 2. I could see myself doing novelizations of animated kids' movies though.
Would I ever write…
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sniperct · 4 months
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Ah, because I'm a nerd and I find this stuff fascinating, my favorite time of year, when star citizen releases their financials for the previous year (in this case, for 2022)
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Some numbers of interest by the end of 2022
headcount: 860 worldwide
Salaries and related costs excluding the publishing/marketing teams: 56M
Other Game Dev (overheads,studio rentals, travel, etc): 18.4M
Contracted Game Dev ( external services and dev teams): 9.5M
Publishing/community/marketing: 29.9m
Accounting/Admin and legal fees: 1.4 Million
Capital expenditures (hardware/software, fixtures, offices, server upgrades etc): 12.9 million USD
All told they took in 130.7 million and spent 129.5 million or thereabouts.
In other words, they're spending almost as much as they bring in.
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esleep · 9 months
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baldy gate looks fun but i don't have a pc that can run it or a ps5 so in order to play it i will have to spend approximately $1500. well there's other pastimes.
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vinkumakkara · 1 year
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been meanin to pick up the reboot again to formulate more Bad Opinions on it. i have tons even right now though
i’ve been thinking about how i see its approach to being a “Saints Row” game in the context of the rest of the series. like sr1 and 2 knew exactly what they were and embraced it, they’re the result of the experimental era of the then fresh open world crime genre by people who were hopefully passionate and excited about what they were making. srtt and sriv are all wrapped around how much they are Not SR1 and SR2 Anymore You Guys, like they’re some really weird navel gazey/inwards turned creative endeavors that only worked in the moment if ever, but they definitely do engage with what came before a whole lot. the reboot... doesn’t really care either way. it’s not interested in any of the source material one bit and for the most part does not engage with it beyond some very surface level stuff if you’re generous. you can definitely tell the srr team were taking notes on what features worked and did not work in the old games (as you should), but it doesn’t really feel like it went beyond technical aspects like “people want layered clothing back”. “passion” isn’t something that you could ever demand of developers, this is ultimately their job and it’s the video game industry and most of these people had probably never worked on sr before, but i can’t help feeling bad anyways when the game just gives such a sense of cold detachment and lack of affection for what it’s supposed to be rebooting
like i know it’s supposed to be a whole new start. an attempt at redefining what “Saints Row” means, maybe. if the game actually did something that strongly resonated with a whole new audience that’d be one thing, but... it really didn’t? people overall just really don’t seem to care for it and while some of its numerous issues can be fixed with patches, some are unfortunately just built in and a symptom of wider issues at the company
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mayonakano-archive · 2 years
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anyway as someone who was gonna go into game design i do have thoughts and feelings on the matter of the push to photorealism alongside the crunch and terrible working conditions of most developers but nobody is here for that
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tcypionate · 4 months
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i think my issue with alien: isolation and trying to find games that implement ai in that way is that no one does. f.e.a.r. has smarter npcs that know to retreat. but i cant find any other game that has ai that breaks the standard shooter npc mold. probably because it takes more time and resources to train it, but you'd think it'd be a set standard by now :/
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anothermonikan · 5 months
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Y'Know idek what type of game I wanna make. like I can't just do an insane genre-mix. Me when I remember that everything I'm working for is so I can make viddy games (I haven't even competently tried to make one yet)
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catastrophic-crisis · 2 months
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Adult Swim Games titles to be delisted by May
Note, dated May 9th: Duck Game and Small Radios seem to be having their original store pages transferred to the studios/devs! This likely means that the affected and potentially affected games will be safe. I'm not going to update this post anymore, lest it grow too long or too complicated to follow along with. I'm going to turn off reblogs so that previous, unupdated versions of this post do not circulate.
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As the week has gone on we’ve seen even more developers come out and confirm that they too were contacted by Warner Bros. Discovery — the parent company behind Adult Swim Games — and informed that their titles would be delisted “within 60 days”. The latest developer to break the news is Team2Bit, makers of Fist Puncher which has been on Steam since 2013.
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I encourage you to read the full post by dev Matt Kain, but these excerpts from the post that breaks the news says a lot by themselves:
We've asked that Warner Bros. simply transfer the game to our Steam publisher account so that it can stay active, but so far they have said no with the reason being that they made the universal decision not to transfer the games back to the original studios and do not have the resources to do so. No, the transfer process is not complicated. It likely takes about 2 minutes on their end: https://partner.steamgames.com/doc/gettingstarted/managing_apps/transfer
And, I feel this needs to be said somewhere… but… Videogames are art. Videogames connect us. Videogames are important. Videogames are part of our cultural heritage and should be preserved.
Kain says the team will keep on pressing Warner Brothers for the game to be transferred to them.
The initial news of game retirement was broken by the developer for puzzle game Small Radios Big Televisions, Owen Deery. Deery has made the game available to download for free from the Fire Face website (his solodev company).
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Games confirmed to be retiring:
Fist Puncher (Confirmed - available on Steam)
Small Radios Big Televisions (Confirmed - available on Steam / PS4 / Fire Face website for free)
Soundodger+ (Confirmed - available on Steam / the itch.io release is unaffected)
Other games not yet confirmed and the platforms they are available on are listed here and here, and screenshots of the list can be found under the readmore.)
You can see all games published by Adult Swim Games on Steam listed here.
This post is actively being updated, please be patient.
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askagamedev · 1 year
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You mentioned that publishers will let devs like Naughty Dog work on other franchises, however by how you worded it you implied that there are devs locked to only working on one franchise. How does a developer get stuck with only working on one franchise and how do developers force them to only work at that franchise?
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There are some studios that work on their one single franchise or live service game basically forever. Infinity Ward has only ever worked on Call of Duty. The Sims Studio works exclusively on the Sims. 343 Industries has only ever worked on Halo games. Riot Games was almost exclusively the "League of Legends" studio from 2009 until 2019. I'm sure that you can think of other studios that were happy to stick with their franchise for many years. These studios aren't stuck working on that one franchise, they generally choose to do so.
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This isn't to say that a studio cannot fail at a chance given to them and then not be offered another. The EA Sports studio was given a chance to work on a non-sports project back in the mid-2000s. They got to work on the movie tie-in game for Superman Returns (2006), a real stretch from their annual sports title. Not only was the game terrible, they also were so far behind that they were forced to delay the game's release after the movie's release date by 5 months. Since then, the studio has stayed in their lane putting out 16 years worth of annual sports titles.
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It's also important to note that these are decisions by the studio leadership. The studio leadership decides what the studio will do, but the individual developers decide for themselves. They can choose to stay and work on the projects the studio wants or they can go to seek greener pastures elsewhere. I've often said that studios typically see 5-10% employee turnover (that is, 5-10% of the studio's employees will leave for various reasons) each year. One of the major drivers of employees leaving is accumulated franchise fatigue.
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ingramjinkins · 2 years
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 HEY! MAKE A GAME!
Here’s my new free 8-fold I was handing out at the SCAD Minicomic Expo! I’ll have more free copies with me at future shows.
I’ve been dabbling in game making lately using open source & free assets so I wanted to collect everything I’ve learned so far in one place. Coding has been really fun as a hobby since it marries skills I already have with an entirely new way of thinking.
This zine was put together with Electric Zine Maker which I highly recommend to everyone.
EDIT: I have been warned that OHRRPGCE is not good for those with photosensitivity, as it contains huge contrast and flashing. Sorry for the oversight, stay safe.
Transcription in read more
P1
Cover with “HEY! MAKE A GAME!” in big text. Ing’s cat Asher turns around and says “hm?” and then follows up at the bottom with “Isn’t that expensive tho?”. The credits at the bottom read “some thots by Ing”.
P2
A drawing of Ing holding up Asher and talking to him. They say “actually, buddy, there’s quite a few OPEN SOURCE SOFTWARE game engines that are kinda easy to learn!” Asher replies with “so... free? I like free.”
P3
This page is about TWINE. It’s for PC, Mac, Linux and is written in HTML, CSS and Java. Some notable games made with it include Us Lovely Corpses and Egg Baby. Text games, choose your own adventure, and interactive fiction! IN A WEBPAGE!! Asher looks towards the Twine interface while saying “easy!” At the bottom is a note that reads “let me add that learning HTML/CSS is a really great skill to build especially with the growing return to web 1.0 in the face of horrifying social media practices just saying”
P4
This page is about OHRRPGCE. It’s for PC, Mac, Linux and is written in C. A notable game made with it is Franken by Splendidland. Free RPGMaker but more stripped down-- which is good! Was built for creators with no programming knowledge so a great starting place if you just wanna MAKE something. Has its own asset maker built in so you can make the whole thing in the thing. There is a little pixel sprite of Asher in a wizard outfit at the bottom.
P5
This page is about Ren’py. It’s for PC, Mac, Linux and is written in Python. Some notable games are Doki Doki Literature Club! and Butterfly Soup. Ever wanted to make a visual novel, dating sim, or get freaky w it and program a whole simulator? Here u go. Syntax is like writing a screenplay! Extremely accessible (mostly gets difficult when you add branching paths). At the bottom of the page is Asher in a visual novel layout with a text box below him. He’s wearing a suit and petals are floating around him while he blushes. The text box says “A whole can of tuna? For ME?”
P6
This page is about Godot. It’s for PC, Mac, Linux and is written in C. 2D & 3D game dev for basically everything including consoles. This is for WHOLE ENTIRE game development. Much more advanced than the other programs mentioned in this zine & assets must be made outside the program. At the bottom, Asher is playing minigolf and about to make a putt. A notable game is that my brother is making a golf game with it :)
P7
This page starts with a list of Asset Resources. A tiny Ing head at the top says “I have one doll hair” as they hold a dollar looking sadly. The list is as follows: Blender, 3D modeling. Inkscape, making vector images. Atom, simple coding software (recc’d for Ren’py). Unsplash, free images. Freesound, free audio. thepatternlibrary.com, free repeating patterns. itch.io, lots of free/PWYW asset packs are published here! 
The next list is for Paid Software I Like. A little Asher says “Meowby next paycheck...” The list is as follows: Aseprite, for spriting! 1-time payment, powerful but easy to use interface. RPGMaker series, Remember OFF?? Let’s goooo. Sometimes it’s for sale on Steam. Clip Studio, dump Adobe into the sea.
P8
This is the back cover and has the website ingramjinkins.com at the top. Asher has his paws on his face and looks joyous as he thinks about a panicked lizard. He says “Thx ING! Now I can make a game! Maybe one about catching pesky lizards!!” At the bottom there is text that reads “made w/ CLIP STUDIO and alienmelon’s ELECTRIC ZINE MAKER”.
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theharlotofferelden · 9 months
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Gonna need to put Mary Kirby + other long time staff being fired into perspective because this isn't a recent development. Bioware has been plagued with issues for well over a decade, and it's not just because of EA.
When Gaider decided to move on from Dragon Age in 2014, everyone thought it was just because he wanted to move onto a different project. He ended up leaving the company completely in 2016 after working on Anthem for a bit, and it was later reported that staff on the project had issues with his writing. He didn't mention why he left Bioware until very recently in a long twitter thread detailing that, while Bioware is a company known for its storytelling and characters, upper management went from valuing its writers to quietly resenting them, and feeling as though the writing were "holding the company back."
When they started working with Frostbite they encountered so many technical problems with it because it was specifically designed for FPS games. They were literally designing the tools they needed to work on both Dragon Age Inquisition and Mass Effect Andromeda while they were working on those games. Darrah (or perhaps Laidlaw, I forget which) even acknowledged when he was interviewed by Jason Schreier for Blood, Sweat, and Pixels, that this is a big industry no-no. But Bioware was put in a hard spot to either work with Frostbite or use the Eclipse engine that DAO was designed on (which I'm assuming would've required developing the engine and toolkit further to bring the graphics up to industry standards). So they ended up working with Frostbite which resulted in a fuckton of issues both for Dragon Age Inquisition and Mass Effect Andromeda, because the teams behind both projects had to design their own tools.
With the added stress of the toolkit also came the toxic work environment, departments that were perpetually understaffed, directors leaving and new writers coming in with different visions for the project, time mismanagement where they spent too much time on "high concept" gameplay, not having a clear vision for the game, resentments between studios, inexperience with coordinating video calls across multiple studios, the resultant mandatory crunch, etc. All of this is mentioned in this article about Mass Effect Andromeda's production cycle and this article about Anthem's.
Casey Hudson and Gérard Lehiany left Bioware in 2014 right in the middle of production on Andromeda (Casey rejoined the company as general manager in 2017, but left again in 2020). David Gaider left in 2016 in the middle of production on Anthem, as did Aaryn Flynn who left before the game was shipped in 2019. Mike Laidlaw left in 2017 and left production of Dragon Age Dreadwolf in Mark Darrah's hands, who left in the middle of its production in 2020. Matt Goldman (creative director for Dreadwolf) left the following year. Mac Walters (production director on Dreadwolf) who's been with the company for over 19 years left in January of this year. Are you seeing the pattern here?
I don't doubt that EA has influence over Bioware considering the recent layoffs appear related to the announcement back in March that EA would lay off 6% of its workforce. But it's clear there's something deeper that's going on at Bioware, and it's really not good.
When veteran senior staff are leaving one by one along with other long time staff, and it's been reported that the studio has a toxic work environment with management issues that make crunch necessary, there is something deeply wrong with the company and how things are being run. This is a sinking ship, and in all likelihood everyone is betting on keeping the company afloat with the success of Dragon Age Dreadwolf and/or the next Mass Effects game.
I want to say something more about how broadly the mainstream AAA video games industry is abusive and how incredibly fucked up their practices of layoffs have been normalized, but this is already pretty long. What I will say is that I'm not claiming this means DA4 or the next ME game is going to tank. It sure as fuck doesn't look good for it, but despite my grievances with Dragon Age, I do want the game to be successful and for Bioware to keep doing what they're doing.
And honestly, whether those games do well or not is really besides the point. Something is wrong at Bioware, whether it's the company itself or the fact it's owned by EA, and it can't be solved with mass layoffs. This is a cultural problem within the company itself, and it's very unlikely to be addressed considering how MEA failing seems to have done little to change how things are being run right now.
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nanowrimo · 7 months
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Write Smarter, Not Harder: 5 Ways to Conquer Chaotic Writing
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Every year, we’re lucky to have great sponsors for our nonprofit events. ButterDocs, a 2023 NaNoWriMo sponsor, is an all-in-one writing app built for productivity, collaboration, and a more joyful writing experience. Today, the folks at ButterDocs share a few tips on organizing your writing to meet your goals:
NaNoWriMo is about to start, and you're champing at the bit to get to 50,000 words. But that's no easy feat! Because life doesn't stop when NaNoWriMo starts.
You're still going to have climb a mountain of chaos to reach your goal: Chaos like not being able to find your notes and outlines when you need them since they're scattered across multiple apps, or the constant lure of internet distractions.
And of course, once NaNoWriMo ends, the writing process continues. You'll need to get feedback, be able to actually easily take advantage of that feedback, and make revisions (especially if your ultimate goal isn't just a rough draft, but a polished novel).
Here are five tips from ButterDocs to beat the chaos and make your writing workflow less work and more flow.
1. Know what you're about to do.
We know you want to start maximizing your word count from Day One, but you'll thank yourself on Day Twenty if you lay the groundwork for yourself. Take some time to organize your research, develop your characters, lay out your major plot points, and consider your themes.
You don't need to buy and learn advanced plotting software. A digital whiteboard can be as intuitive as pinning index cards to a cork board.
2. Write in the best environment for you.
You're about to spend a lot of time writing. It's a good idea to get comfortable.
Think about what environment you write best in. Do you need the hubbub and energy of a busy coffee shop? Or the serenity of a cozy nook?
Once you find the right place, put the same effort into finding a writing app you'll actually enjoy writing in.
3. Stay in your writing flow.
Focus and dedication during NaNoWriMo is the whole ball game. Lose either, and your chances of hitting 50,000 words are harder.
Whatever your NaNoWriMo goals are, give yourself the best chances to succeed with tools that will help you get and stay focused. A timer, word counter, and goal tracker will help you with timed writing sprints and hitting daily writing goals.
4. Recover from distractions.
Distractions will happen. Chaotic writing aside, the human brain wants to wander for dopamine. And life inevitably gets in the way.
What's important is how you recover. Don't let one distraction or missed writing day snowball into another and another. Give yourself tools that help you get back on track. A simple notification to come back to your writing can be a big help.
5. Pull others in to help you move forward.
You may be participating in NaNoWriMo as an individual, but know this: you are not alone.
You have the entire NaNoWriMo community, among many other writing communities and groups you can turn to for any genre of writing.
When you feel stuck or need feedback on a draft, don't be afraid to ask for help. Just be sure to invite people into a writing app where you have control over the collaboration.
ButterDocs Early Access + NaNoWriMo Resources
Conquer chaotic writing by using a writing app built for exactly that. With ButterDocs, you can plan, write, share, and edit your writing all in one place, without the chaos. It's by the team that built Arc Studio, a leading screenwriting app with hundreds of thousands of users.
ButterDocs launches today in early access and we'd love to invite you to check it out for NaNoWriMo.
All NaNoWriMo participants can receive a free year of ButterDocs if you sign up by December 1st, 2023.
We're running a free online event on October 25th for everyone who signs up: "Getting (and Staying) in Your Creative Writing Zone During NaNoWriMo." with Grant Faulkner (Executive Director of NaNoWrimo), Matt Trinetti (founder of London Writers' Salon), and Allison Trowbridge (founder of CopperBooks). If you can't make it, we'll email ButterDocs users the recording afterward.
Visit https://butterdocs.com/NaNoWriMo to learn more about ButterDocs, claim your free account, and enter an exclusive sweepstakes giveaway for NaNoWriMo participants!
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catskets · 3 months
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
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FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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