Make Mr. Game! Great Again

Hey everyone — Frank DiCola here, creator and current publisher of Mr. Game! I’m about to get on a plane to head to San Antonio, TX for PAX South and I wanted to jot down a few ideas that were buzzing around in my head.

If you’re like me, you’re probably wondering two things:

  • How many Donald Trump references will there be in this blog post?
  • What is the plan for Mr. Game! in 2017?

The answer to the first one is easy: 1. One reference, and that’s all. I promise!

The answer to the second one is a bit more complicated, and serves as the subject for this blog post.

 

 

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Mr. Game! is Already Great, Right?

There are two ways to look at Mr. Game! – optimistically and pessimistically. On the bright side, a completely unknown group of college kids came together in 2013 and created a board game. Through the magic of Kickstarter, we raised over $17,000 in 2015 and manufactured copies of Mr. Game! that could be shared with the world.

That’s pretty awesome… but it isn’t unique. Part of growing up is realizing that although you’re a unique snowflake, it’s also the dead of winter in the middle of a blizzard. You are constantly surrounded by other unique snowflakes, and from far away they all look pretty much the same. There are a ton of board games funded through Kickstarter, and they are just a subset of the approximately 800 tabletop games and expansions that are released every month.

The pessimistic view of Mr. Game! is that our Kickstarter didn’t cover all the expenses related to publishing a game. Because of this, a lot of my own personal money has gone into promoting the game… so much that even if all of the games sold, I wouldn’t make my money back. (Forget about even making a profit!) Running low on money means that I can only go to certain conventions, and I can’t do as many Internet ads. It’s a downward spiral.

Mr. Game! may have started out great, but its less-than-stellar sales record doesn’t make it an appealing target for publishers. Combined with the fact that there is still inventory from the initial Kickstarter run to sell off, the game is in serious need of a great-again strategy.

 

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When EVERYBODY bumps into each other and falls over, it’s less embarrassing.

Two Possible Expansion Packs

 

If you’ve spoken to me in the past few months, or if you’ve been paying attention on social media, you are probably aware that I am designing an expansion pack to Mr. Game!

Two, actually. Since the summer of 2016, I’ve been spinning my wheels about adding a bundle of cards to the game. Tentatively titled “Mr. Trolling!” and “Mr. Strategy!”, these expansions would simply be tiny foil packages of 25 – 40 cards each, designed to be shuffled into the main deck of the base game.

Is your game too chaotic, and players feel like they can’t make any decisions? Add in “Mr. Strategy!”, which has plenty of Badges that you can use to plan your great escape.

Is your game too dull? Figured out all the best interpretations for every rule? Add in “Mr. Trolling!”, which has ridiculous cards and effects that will leave even the best Mr. Games at a loss for words.

That’s the plan, anyway. Two expansions at once is probably a stupid idea, but I just had too many good ideas for cards. If you’ve got a good idea for a card, you should stop reading and submit it to the website, already! If I’m going to consider it for an expansion, I’ll add a prototype version to the official Facebook album.

 

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Just make sure you don’t lie about the size of your crowd…

Bringing A Crowd To Kickstarter

Before I do any kind of expansion to Mr. Game!, it’s important to first check off a few boxes. I have no interest in running a Kickstarter campaign that just barely scrapes by at the end. That won’t make a profit, and it won’t help the future of the game. It will just create another hole that I need to spend a year digging myself out of.

There’s a good expression when it comes to crowdfunding: You bring your own crowd to Kickstarter. That means that the 30 days of a campaign are not meant to grow your audience, but rather you should mobilize an existing group towards a specific end. Since that’s the case, I intend to hit the following social goals before I even consider launching a second Kickstarter for Mr. Game! See the image below:

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The status of the Pre-Kickstarter Social Media Goal project as of January 26th, 2017

Pre-Kickstarter Social Media Goals

  1. 1000 ‘Likes’ on the official Facebook Page
  2. 200 individual ratings on Board Game Geek, overall average rating of 7.5
  3. 100 Subscribers to the Game Revenant YouTube channel
  4. 50 Reviews on Steam, overall average Positive rating

Now you might be saying to yourself at this moment “Frank, don’t bother measuring numbers like this on social media – they mean nothing!” I agree, and that’s why the numbers are intentionally pretty high. Achieving these goals would represent a huge departure from the audience Mr. Game! has currently, even if some people end up being ‘duds’ who do not engage on social media. A larger audience means a bigger network of friends and family who will support the game, back the Kickstarter, and ensure the expansion “sells through” at a fast pace.

This is the way to make Mr. Game! great again, but I can’t do it alone! In fact, I can’t do it at all. In order to make these expansions happen, I need people in the community to take a few minutes out of their day and do me a serious favor.

The Facebook Page is the main social media hub of Mr. Game!, so if you haven’t invited your friends and family to Like it yet, do it! Play the game with them first. Show them this blog post. Then ask them to Like it and follow along. (You should Like it too!) Small businesses can’t succeed in a vacuum – it’s essential to have a dedicated fan base!

Board Game Geek is a very strange website, but immensely popular. Navigating it is a pain, but if you review the game on that site you’ll strike a serious blow against the Board Game Establishment. (Well, not really… but if you like to think of it that way then I won’t stop you.) Please make a BGG account, give the game a positive review, and tell people about your experience with the game.

The YouTube Channel is a bit of a new venture and could use a boost. It’s going to be the main hub for every game I create from now on. Gotta start somewhere!

Steam is currently hosting Tabletop Simulator and the Mr. Game! Downloadable Content bundle, but sales could be better. Solid reviews from people who own the game would really help out! Tell people about your experiences with both the digital and physical versions, perhaps highlighting the strengths and weaknesses of each.

 

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If this overlapping mob of early 2000’s phones can do it, so can you.

 

Contact Me Directly

I think that’s enough navel-gazing for one blog post. But there is one more thing – if you have an idea for how I should promote Mr. Game! and my business, reach out! Message me on Facebook. Tweet me @Yoshgunn, the official Mr. Game! account @WhoIsMrGame, and my studio @GameRevenant. Email me using contact@GameRevenant.com if you feel it’s something best discussed in private.

I’m very new at this and I’m taking any and all suggestions into consideration. So, if you’ve ever thought to yourself…

  • Why wasn’t Mr. Game! at [insert show name here]?
  • There should be a video about [topic] on the YouTube channel…
  • Frank should post about [topic] instead of [other topic]!
  • Mr. Game! should be available at [insert store name here], why isn’t it?

That means you should contact me directly and tell me that! I won’t criticize your ideas or call you stupid. In fact, my reaction will probably be “oh man, why didn’t I think of that a year ago!?” and I will be forever grateful for the advice. As my friend Jack Kelly wrote about earlier this week in his blog about adversity, constructive criticism is the key to success.

So get out there, tell the world about Mr. Game!, and let’s get ready to (maybe) do a Kickstarter for this thing at some undisclosed point in the future! Wooo!

 

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I’m going to need your help if we’re going to make a successful Mr. Game! Expansion Pack Kickstarter happen. Let me know if you have any questions or feedback! The game’s official website is WhoIsMrGame.com, where you can purchase a copy for yourself.

Frank DiCola is the founder of Game Revenant and the creator of Mr. Game!

Where Shadows Slumber: Adversity

FRIEND. Hey Jack, what’s up? You’re usually up to something interesting – are you working on anything right now?

JACK. Hey man – yeah, we just started working on a mobile puzzle game based on shadows! Basically-

FRIEND. Mobile? People are still doing that? I thought that mobile gaming was over [and anyone who decides to make a mobile game is a complete idiot!]”

 


 

I don’t think I quoted the above conversation exactly right, but I will say that it is exactly what you do hear as a game developer when these types of conversations occur. Deciding to go into indie game development can be a big risk, and while these conversations are important, they really aren’t that much fun.

In this post I’m going to delve into the concept of adversity and how to deal with it. This will be the first in a three-part series of blogs, all about staying focused and productive.

 

Dealing With Criticism

Criticism is one of the most important aspects of game development, especially for indies. You need to know what people don’t like about your game, so that you can fix it. As such, people tend to be very forthcoming with their criticisms.

However, after endless hours of hard work, it’s easy for a developer to have trouble dealing with criticism. And it’s easy for a friend, intending to offer constructive criticism, to end up simply insulting or demotivating a developer.

Throughout the development of a game, us developers put a lot of thought and work into creating something we can be proud of. When someone else picks apart our creation, we often wonder – why does everyone make sure that us developers find out everything they dislike about our game?

Game development is a field that lives and dies by the opinions of players. The best way to find out what you need to change about your game is to ask your audience. And the best way for a gamer to ensure that a game ends up being good is to tell the developers what they don’t like. This relationship is a very good one, so don’t take it for granted.

 

Types of Adversity

How can game developers prepare to deal with adversity? By knowing what to expect.

Handling Detractors

 

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This was an early review of the Where Shadows Slumber demo for Android.

This is the most obvious type of adversity, and the type we have come to expect. No matter how awesome your game is, there will always be people who simply do not like it, and you will always hear from them. Something about your game is not good enough for them, whether it’s too short, or the graphics aren’t good enough, or the gameplay is too simple.

“You game is a big ol’ stupid!”

– Some dude who hates your game

The best way to deal with this type of adversity is to learn what you can from it, and then to let it go. Unfortunately, it’s impossible to please everyone. You game may be made for many different people to enjoy, but you still have a target audience, and a lot of people will fall outside of that audience. If you focus too much on trying to please every person who says something bad about your game, you’ll just drive yourself crazy. Just accept that this person will probably never love your game, and continue trying to make it the best it can be for those people who will enjoy playing it.

 

Handling Constructive Criticism

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(Above) The  incorrect way to respond to constructive criticism.

Constructive criticism is the lifeblood of the indie gaming community, and any developer who really wants to do well is always on the lookout for it. Constructive criticism tells you what parts of your game need improvement, and it comes directly from the mouth of your target audience.

This is a very important point – I can’t tell you how many times we implemented a feature that we thought would be cool, only to find that our fans didn’t like it. Sometimes you make the wrong decision (especially when working in a small team), and constructive criticism helps you find out what things you need to change before it’s too late.

“Tell us what you hate about our game. We have thick skin, we can take it!”

– Frank, at every convention we go to

This is the easiest type of adversity to deal with, since we are constantly seeking it. This person likes your game, and they’re just trying to make it better, so they can enjoy it even more! The most important thing about constructive criticism is to always be ready for it, and to always listen to and learn from it. The player told you exactly what they want – try to give it to them!

 

Handling Friends Who Are Trying To Help

“You can do this, but to be more accurate, you probably can’t.”         – Barney Stinson

The third type of adversity I’ll talk about today is one that I wouldn’t really have expected, when I first went into game development, and is the main reason that I decided to write about this topic. That is the adversity that you receive from your friends.

“But wait, didn’t we just talk about that? Your friends are giving you constructive criticism, right?”

Yes, your friends are often a good source of constructive criticism. Maybe my friends are just the worst, but I’ve also noticed another, more sinister type of criticism.

“I’m only saying this because I care about you – you are literally the worst.”

– Your ‘friends’

Your friends love you, and having them in your life is awesome. However, they don’t always share your passions, specifically about game development. Many of them might think that you’re getting your hopes up and stressing yourself out for no reason. Maybe you don’t spend as much time with them as you used to. Maybe they’re just jealous of how awesome your game is. Whatever the reason, they’ll probably let you know.

I’ve heard a lot of different comments, but most of them begin with some form of “I’m saying this because I care about you…” This is the ultimate way a friend will disguise a negative comment. A lot of times you’ll hear something like “You know your game isn’t going to take off, right? I just don’t want you to get your hopes up,” or “Why are you wasting so much time on that – I mean, it’s just a hobby, right?”

Perhaps they are saying it because they care about you, and perhaps they mean well. Game development requires a lot of motivation and momentum, and hearing these things from the people who most care about you can be very disheartening. Sometimes you need to hear these things, but if you’re simply committed to creating something you can be proud of, you don’t need that kind of demotivation.

So how do we best deal with this type of adversity? To be honest, I wish I knew. The easier strategy is to simply nod along with them – “yeah, I know my game isn’t that great, but it’s a fun hobby.” This doesn’t seem fair to you, as you’ve put a lot of work into your game, but it’ll get them off your back. The other strategy is to explain to them that you’re doing everything you can to make this game a success. You’re putting a lot of work into it, and you would appreciate their support. If they have any constructive feedback, you would love to hear it.

Honestly, I think the second strategy is probably better, but as an introverted developer, I find myself utilizing the first more often. This is something I’m working on, but I think this is the type of adversity that is the most difficult to overcome. If you have any tips or thoughts about this one, we would love to hear from you!

 

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Hopefully this post gives you a little bit of insight into some of the types of adversity you will most likely see as a game developer, and how to deal with them. Next time I’m going to discuss another topic that I find plagues me and many other game developers: staying motivated.

Until then, let us know if you have any questions or feedback! As always, you can find out more about the game at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebook, itch.io, or Twitch, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com.

Jack Kelly is the head developer and designer for Where Shadows Slumber.

2016 Year In Review

Christmas is behind us, and the year is coming to an end. For the final blog post of 2016, we decided to recap the major events in the lifetime of Where Shadows Slumber that occurred this year.

When we began 2016, the game’s demo (currently available on iOS and Google Play) was only 2 months into development. As we created and refined our 10 level demo over the next 12 months, we also had the opportunity to attend some incredible game industry events. Here are some of our favorite development milestones!

 

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Jack got cropped out of this picture, as punishment for being too darn tall.

April / IndieCade East

At the very end of April, we had the great fortune of attending IndieCade East. This juried “Show and Tell” event required us to submit an application and go through an approval process before being allowed to showcase the game. We’re so glad that the judges were impressed with our game, even during its infant stages. This was the earliest feedback we got from total strangers, and it was positive yet constructive.

 

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Dan Butchko, the CEO of Playcrafting.

July / Playcrafting Summer Expo

Throughout the year, we attended two of the gaming nights hosted by Playcrafting at Microsoft’s offices in New York City. These intimate gatherings are great for indies looking for a foothold in the industry – lots of people go to them, admission is free for developers, and there’s even free pizza! Both the Spring Expo and July’s Summer Expo were excellent opportunities for us to show off the game and get some candid feedback from strangers.

 

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September / Studio Madness

After a busy summer, we finally got a chance to sit down with Earl Madness, a photojournalist we met at IndieCade. Our long form interview is available to view on YouTube – in it, we discuss our hopes and dreams for Where Shadows Slumber, as well as some general thoughts about the game industry.

 

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October / Website Launches

Web developer Caroline Amaba pulled off an incredible feat in October – creating a website as beautiful as our game! The site launched in October and has been a massive source of subscriptions to our newsletter, which means traffic is high as well as interest. Keep up the good work, o Mistress of Webs!

 

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October / Gameacon

We attended Gameacon 2016 in Atlantic City, NJ for the first time in October. For a new convention, we were pleasantly surprised by the crowd that came to our table to see Where Shadows Slumber. To top it all off, we were nominated for a Crystal Award – Best Mobile Design! Unfortunately, we did not win. But the experience really helped shape the future strategy of the game, and for that we are thankful!

 

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November / The Demo Launches

On the first day of November, we launched our game on Google Play! Shortly afterward (November 2nd, or midnight on the 3rd…) we launched our game on the App Store. We don’t like to talk about that scheduling mishap, but we should.

A word of caution: when you schedule an app to “release” on the App Store at a certain time on a certain date, the game is not available at that time on that date. Rather, it begins processing at that time and date and will be on the store a solid 24 hours later. The good news is, it happened to the demo and not the final game’s release! We won’t make that mistake again.

 

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November / Accepted Into MIVS

After an arduous submission process, Where Shadows Slumber was accepted into MAGFest’s Indie Videogame Showcase (MIVS). We’ll have the good fortune of attending this event in just over a week (Jan 5th – 8th) at National Harbor, Maryland. This is our first time attending the Music and Gaming Festival in any capacity, so it’s going to be a wild ride! We’ll keep you posted on how that turns out just after we return.

 

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December / Playcrafting and 16 Bit Awards

Our previous attendance at two Playcrafting events made us eligible to apply for a ’16 Bit Award. We had no idea at the time, but apparently Playcrafting holds a massive award ceremony at the end of every year! Our submission was accepted and we were officially nominated for Best Mobile Game. Although we didn’t take home the grand prize, we had a blast at the ’16 Bit Awards. They went all out for this thing! The event had free food and a live band, and we got to hang out with some really cool developers. 10/10, would go again!

 

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That’s All For Now!

We’re going to save the “look ahead” for a future blog post, where we’ll discuss what to look forward to in 2017. Some major events are just around the corner – and there is at least one morsel of news that we are legally barred from publicly announcing. (Don’t worry, it’s good news!)

This year has been good to us. We hope it has been good to you, too. If not, well… just wait longer! 2017, here we come!

 

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How was your year? We’d love to hear about any cool projects you’re working on. Maybe you’ve made progress on your game in a significant way – or perhaps 2017 is the start of something new? Whatever the case may be, feel free to use our comments section as a way to get the word out about your game! See you in the new year.

Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.

Process Spotlight: Three Phases

Last week, Jack described the creative impulse that drove him to invent the game’s unique shadow mechanic. This week, I want to go in a totally different direction. We’re going to zoom out and look at this project – all of Where Shadows Slumber – from 1,000 yards away and see what it looks like. From this distance, we don’t care about beautiful art, clever mechanics, stable builds, or challenging puzzles. All of that is assumed. We only see a calendar. Days turn into weeks, which become months, and then years.

Wait a second – this article won’t make much sense to you if you’ve never played Where Shadows Slumber before. The demo is available on both major app stores, so download it and give us a review before you read on:

The App Store  |  Google Play

Out here, we are 100% focused on project management. This blog post is for anyone who’s ever wondered “How do you make a game? Where do you start? How do you know when you’re done? When does everything that happens, happen?”

To be honest, we’re not entirely sure. This is only our third collaborative game project, and it’s the first one we’ve done with serious financial goals in mind. So take our advice with a grain of salt: it might not work for your game project, and it might not even work for us.

 

Doug Lombardi Shows Us The Way

 

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Doug Lombardi schools the Stevens Game Development Club via Skype.

In my final year of graduate school at Stevens, the game development club hosted a truly awesome event: Doug Lombardi, the Vice-President of Marketing at Valve Software, Skyped into our weekly meeting to give us sage game development wisdom. I had the honor of attending!

His full talk can be found here, but I can give you a mangled, shortened version. When asked about the game development process, he said that if he had to make Portal all over again today he would start by finishing the first three levels. “Make sure it looks incredible and plays like butter – then, send it out to any journalist that will pick up the story.” The idea was simple. Your first priority ought to be creating a polished, perfect snippet of your game that you can show the public. While they get excited about that appetizer, share it with their friends, and begin engaging with you, you can develop the final game. By the time the finished product launches, everyone is excited for it because they’ve had a taste and they want more. Additionally, websites like Polygon love to be known for covering interesting indie games before anyone else.

Doug Lombardi knows what he’s talking about. This is his job! But this strategy is not something that young developers ever think of. “Why would I show someone my game before it’s done? Why would I only work on a portion of the game instead of the whole thing?”

In today’s culture, the hype surrounding new games is just an assumed part of your marketing plan. Games that have been released are fun to play – but people enjoy speculating about games that aren’t out yet even more. Gamers love to theorycraft about what a game is going to be like before they know all the details. It’s a coping mechanism to deal with the anticipation of waiting for launch day.

The idea of making a “press release” version of the game was not something we ever considered before, but the idea informed our thinking so much that we planned our entire development effort around this idea. Because of Mr. Lombardi’s excellent advice, we decided at the outset to structure the project into the following 3 Phases:

  • The Throwaway Phase
  • The Press Release Phase
  • The Production Phase

Using this strategy, our complicated game is actually broken down into three small projects, each one larger then the next. This lets us take on selective parts of the game as we are ready for them. Unfortunately, I failed to put timeboxes on these Phases, which sets out expectations about how long each Phase should take to complete. This was a big mistake, and it meant that we (ok, mostly just myself) were allowed to procrastinate, stretching the Phases for a bit too long. Since there are no estimates on these Phases, I’ll just show you how the project is shaping up based on the data we’ve collected on ourselves during the course of the project:

  • The Throwaway Phase (May 11th, 2015 – November 9th, 2015) 6 months
  • The Press Release Phase (November 9th, 2015 – January 10th, 2017) 14 months
  • The Production Phase (January 10th, 2017 – December 31st, 2017) 12 months?

Let’s talk about each Phase in some more detail, and then we’ll analyze where the project is at right now.

 

The Throwaway Phase

 

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The Throwaway Project used the basic Unity shadow system, where lights dim at a distance. Notice that the player model is the same one that is currently in our demo.

This was the first Phase of our project, and as the name implies it was “thrown away” once we finished it. The purpose of the Throwaway Phase is to work on the game in a safe environment where you can try stuff out without worrying about the public ever seeing it. Our Throwaway Phase ended last November, and we have not released it to the public. It was never designed that way. Save for a few screenshots, you’ll never see the Throwaway project.

That’s because we made it for ourselves (and a select group of testers) and not the general populace. It was a Unity project where Jack could write and rewrite code, create test scenes, and nail down tricky mechanics. I used it as a way to refine my artistic pipeline and answer some of the more fundamental questions about the game’s art, like “what is the visual style of the game?” and “how does artwork get from my modeling program into Unity?”

Answering these basic questions saved us from dealing with some big headaches later. No one wants their engineer to build an entire game in a game engine only to find out that the artist can’t import their work into that same game engine. A mistake like that could cost you months – better to do a quick test during the Throwaway Phase and get that risk out of the way.

The dirty secret of the Throwaway Phase is that the game could have died there. In fact, the Throwaway Phase is meant to be a “proving ground” for the game. Is it a fun game even when it doesn’t look pretty? Is there something unique about it that makes it worth creating? In my life, I’ve thrown out many game designs at this stage because they were unworthy of more of my time. Don’t be afraid to do this! Time flies – remember death. Life is too short to work on bad games.

Obviously, we knew right away that we wanted to keep working on Where Shadows Slumber (which was called Light / Shadow Game at the time), so we migrated from the Throwaway Phase to the Press Release Phase. We kept some of the code and one 3D model, but from here on out we recreated everything from scratch. That might sound like a real waste of time, but it’s not. People learn skills quickly. I’m a better artist than I was a few months ago just because of my time working on the game. I prefer to start over rather than use shoddy files crafted by the inferior Frank of the past.

 

The Press Release Phase

 

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Level 7 of the ‘Press Release’ Demo of Where Shadows Slumber.

Don’t be fooled like I was – this Phase is not meant for you to advertise your game or begin talking to customers. That was a mistake I made early on. This Phase is when we created the demo that is available now on the store through the App Store and Google Play. It’s a development Phase designed to prepare you for the Production Phase, where development and marketing combine until they crescendo into a record-breaking app launch.

We focused on creating something worth releasing. We decided on a 10 level demonstration of the game’s mind-bending mechanics, haunting ambiance, and beautiful worlds. Doug Lombardi suggested 3 for Portal, but levels in Where Shadows Slumber go a lot faster than the puzzles in Portal, so 10 made more sense. The production quality of this “Press Release” project is meant to reflect that of the final game, so it’s a huge step up from the Throwaway.

Currently, it’s taking a bit longer than we’d like. This is on me – the art for a game like this tends to take much longer than the coding, and I’m the only artist on the team. We’re not moving at a good pace, so I’m planning on restructuring my life a little bit to spend more time each week working on the game.

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Google Play aggregated ratings as of December 12th. (Source)

There is good news, though – the glowing response to our released demo has motivated me to work harder! Believe it or not, this is actually part of the project management plan. Keeping developers motivated is difficult. If you release your game too early, you’ll get critical feedback that will make you want to quit. If you wait too long to release your game, the developers might get anxious that they’re working on something horrible that no one has had the chance to openly criticize. Engaging the community at the right time isn’t just a good marketing strategy. It’s also part of keeping morale up!

 

The Production Phase

 

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The final designs we’re considering for the official logo. Credit: Zak Moy

We have not yet begun this Phase in earnest, although Jack has been working on some preliminary narrative designs. He’s also got a notebook chock full of level designs, just waiting to be put into Unity. Above, you can see the logo designs our talented friend Zak Moy has been working on for us.

This is the most straightforward Phase to explain because it’s what everyone assumes – you build the game that you’ve already started and engage your audience along the way. Using Facebook, Twitter, blogs (spoiler: you’re reading part of our marketing plan right now), Reddit, and anything else you can get your hands on, you drip information out to the community as development progresses. The desire to have new content to show them acts as a motivator, causing you to actually produce new content.

Marketing and development coincide on launch day. A terrible crisis happens (one always does!) and then the launch goes well from there. I’ll have to write about this Phase again once we’re finished. The picture I’m painting right now is a bit too rosy and it’s actually getting me worried.

We’ll have the most work to do in this Phase, but also the most clarity. There’s no more room for wiggle-room. We know our game won’t have jumping, multiplayer, shotguns, real-time strategy base building, or MOBA mechanics. With a clear idea of what we’re building (and what we’re not building), development can go smoothly without taking us down the rabbit holes of scope creep.

 

Recap

 

Let’s look at our estimated Phase times again:

  • The Throwaway Phase (May 11th, 2015 – November 9th, 2015) 6 months
  • The Press Release Phase (November 9th, 2015 – January 10th, 2017) 14 months
  • The Production Phase (January 10th, 2017 – December 31st, 2017) 12 months?

There’s a big problem with this. Can you see it? The Production Phase is estimated to take less time than the Press Release Phase, even though the Press Release Phase is just 1/10th of the effort it will take to make the final game. How do we account for this?

Part of the reason we’re confident of our delivery date is that, as the project rolls onward, we make concrete decisions about the game every day. Each decision we make means there is less uncertainty in the work we do, which in turn allows us to move on confidently in our plan. Ideally, by the time we begin the Production Phase in January, we are moving full steam ahead at a rapid pace. We’ll know the story, the characters, the setting, the levels, and the mechanics. The code will be finalized for the most part, and the artwork will follow from our concrete plan.

It’s an ambitious goal, and I wouldn’t be surprised if we get delayed by a month or two. That’s why I want to stress that this is an estimate and not a promised release date.

Would We Follow This Plan Again?

 

patcha

Patcha approves. If he approves, then so do I!

I think this is a great way to make games. It gives you room to experiment and even trash the project if you don’t think it’s a winning idea (during the The Throwaway Phase). It allows you to get a build out to the community early and build excitement for your game (during the Press Release Phase). Finally, when it comes time to develop, you can do so with a clear mind (the Production Phase).

Big budget game studios have their own way of doing things, but if you’re a small team like us I can’t recommend this process highly enough. For projects with a larger scope (blockbuster FPS games, RPGs) you may want to consider having numerous Press Release Phases so you can take miniature steps toward Production while keeping your growing player base happy.

 

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Thanks for taking the time to read about our process. Are you a game developer or software management expert? How have you structured your projects in the past? Let us know in the comments below! Next week, Jack will post a detailed overview of how he implemented the game’s shadow mechanic in Unity, so get your software engineering hat ready!

Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.