24 hours - Alex Schwartz

Transcription

24 hours - Alex Schwartz
Speakers
Alex Schwartz
Yilmaz Kiymaz
Friday, February 12, 2010
1
Making games
in 24 hours
.
Meowwww
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2
What we did:
Game about ramen
Friday, February 12, 2010
3
The call to action - Toucharcade
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4
Developer Profile
What we did
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5
Progress updates
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6
24 hours
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7
Trailer
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8
Rapid Prototyping Tips
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Common game prototyping ‘best practice’
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Friday, February 12, 2010
Low scope
Start with core mechanic
Focus on taking risks
Ability to kill your babies
Kyle Gabler - 2005 Gamasutra article on ‘7 day
game prototypes’
Petri Purho, Cactus, and Chris DeLeon’s
experimental games
9
Fake it
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Development
• You have 24 hours
• None of your code is reusable
• Extensibility? Optimization? Nah...
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Finish line
• Documentation (readme)
• App Store Submission
• Be ‘trailer-ready’
• Extras / pleasantries (online framework)
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10
Warnings
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Feature creep
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Not just a buzz word
Keep the vision intact
Some ideas - too good to be ignored
... a beaming MS Paint Geisha sticking her head up
and saying one of a few words like NOODLE, KOI and
BUSHIDOOOO? A bit like in Mortal Kombat with Toasty.
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Some ideas - can safely be ignored
What about some near-tentacle porn only to reveal
the breasts belong to a Japanese businessman
drunkeningly singing karaoke in the supermarket
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11
Asking for help
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Lots of talented people in the
area
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Don’t hesitate to contact
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Never know who is up at 2am
waiting for a challenge
12
Distractions
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24 hours
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Pets - double edged
sword
Avoid other chores and
deadlines
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13
Ego vs. Reality
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Can’t stay up 30+ hours
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Exhaustion wastes time
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Efficiency
Clear your head
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Location
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Walks , shower, nap
Easy access to food/drink/beds
14
Do it for the fun of doing it
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15
Or for the energy drinks
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