PAX East 2019 Recap

The show was a full week ago, but PAX East seems like yesterday! Jack and I are still exhausted from our travels to Boston, but I didn’t want to let too much time pass without recording our thoughts on the trip.


Day 0: The PREGAMER Show

This year’s PAX began differently than in recent years. I’ve never made it up to Boston a day early for Playcrafting’s PREGAMER party, but I’m glad I went for it this year. (The regular fee was included with our booth) Dan got a bar at the convention center hotel and covered the whole room in indie games! It was a nice way to start the show – essentially like a Spring Play esque Playcrafting event in a different city, the night before PAX East!

My strategy was to leave the iPad playing our trailer, and put our sweet MOO cards out to attract people over.

Your setup is pretty simple – two bar tables pushed together with a chair for each one, and a power strip behind you. I was next to an adult party card game (similar to Cards Against Humanity) so I don’t think the games are sorted into categories, it’s kind of a free for all. The event had a lot of people in it, but not too much traffic – meaning that I didn’t see too many people at the table as the night went on. Maybe that’s my fault for not bringing my cool Where Shadows Slumber banner? In any event, the people that played it really enjoyed it. One dude even bought it in front of me!

I got to chat with some young developers who are basically where Jack and I were at two years ago – they just graduated college and have a beautiful demo of a promising indie game, with a lot of work ahead of them.

(This wasn’t taken at PREGAMER, it’s just a sweet photo)

Next year, if you’re going to be in town for PAX anyway, you ought to at least show up to the party before the real convention begins! Also, if you happen to be at PAX but you couldn’t get a booth, this is a nice way to still represent your game and maybe get some media attention before the news storm hits.

Days 1 and 2: Showtime!

When the show began in earnest, I was shocked at how busy the event was from the moment it started. In recent years, Thursday has been a terribly slow day. Almost one of those days that makes you say “man, why does PAX even start on a Thursday anyway?” But this year Thursday felt more like a Friday, which was great!

It’s hard to quantify crowd sizes. Every year, Where Shadows Slumber has been at different spots on the show floor. (PAX East Indie Showcase in 2017, Indie MiniBooth in 2018, now Playcrafting in 2019) You don’t just want “a lot of people at the show”, but rather “a lot of people who come to your table excited about your game, eager to engage.” It would do us no good if 1,000,000 people came to PAX East but only cared about Roblox.

I can’t put it into hard numbers, but we felt busy all through the show. Tons of people remembered the game from last year’s spot at the Indie MiniBooth. A few diehards remembered the demo days, which is always heartening. And we bumped into some old friends from Stevens, too! There’s a suprising amount of them that either live in Boston or make the journey north just for PAX. The more of these shows I do, the more I look forward to just making connections with devs, industry people, journalists and old pals.

Our placement at the Playcrafting booth was perfect, too! We were facing out toward the aisle near a corner, with nothing in front of us. And since we were next to the Bose AR-cade (also run by Dan) we got a lot of spillover traffic from them, too. Jack joined the fun Thursday night, which was just in time, because I was already feeling tired. PAX East is a marathon, not a sprint!

Left to right: Jack Kelly, Kati Nawrocki, Adriano Valle, and Dan Butchko.
(I took this from the podium!)

Day 3: How Our Panel Went

Before we even had a booth at PAX East, I took the liberty of submitting a few panel ideas to the show just so we could talk about Where Shadows Slumber. This would be a special PAX, since it’s the first time our game is available on the market for sale instead of just as a demo or beta download. Some of my more selfish ideas didn’t fly, such as an entire 1 hour lecture on the greatness of our game, how beautiful it is, and how handsome the developers are. However, our panel “How Much Do Premium Games Make” was accepted!

It was scheduled for 1:30 pm on Day 3, Saturday. We didn’t get to pick the time, and I wouldn’t normally miss the busiest time of the show to do a panel, but we ended up getting a great crowd! Here’s a shot I took from the podium of them coming in:

Like lambs to the slaughter!

The panel was a fantastic success! Jack and I were joined by Dan Butchko of Playcrafting, Kati Nawrocki of Dots, and Adriano Valle of OrcPunk. (Though, to be honest, I know all of them through Playcrafting!) It was a frank and honest conversation about how difficult it is to be a premium indie game in a crowded marketplace. We talked about changes in consumer patterns, and new business models that can appeal to today’s phone gamer. The short version is that free-to-play isn’t just a “good idea” – it’s a requirement on mobile. Or… don’t focus so much on your game making money!

A line of questions… for us?!

I want to thank our fellow panelists, everyone who came to the panel, those who asked questions, and Matt our theater manager for making the event so successful! We’ve all leveled up and become “game devs who do panels sometimes” which I’m sure is just a few steps from “game devs who are incredibly successful and happy.” So close!

BONUS: I think Night 3 was when we got to try an awesome party bluffing game called Pluck Off! that is still in development. It’s a card game, so don’t expect to see it at too many video game events in the future, but if you can get a print & play it’s totally worth it. (Warning: don’t play with Jack, he’ll destroy your face)

Day 4: An Exhausted Success!

By the time Day 4 rolled around, I had basically checked out and spent most of the day collapsed in a chair in the back of the booth. This ended up being a mistake, as I actually missed a lot of people who planned to stop by the table but hadn’t scheduled a time. (Sorry people!)

We can call the weekend a success though, because we nudged so many people to buy & review our game that it brought our Apple rating up from a 4.4 to a 4.5! This may seem insignificant, but it brings us past the threshold that Apple uses when deciding which games to feature. Some games, like our muse Monument Valley, are featured at least once a week. If we climb the ranks, Apple might give us at least a feature every month. Bring on the Today tab, boys!

Me during day 4 of PAX East (Dramatization)

I don’t know about Jack, but I’m still recuperating from the weekend. I have no idea how some devs did three shows back to back in March… (This is the SXSW / GDC / PAX East Trifecta, sometimes called March Madness or dying.) I’m hoping to get back on the wagon soon though, because we have a lot of little changes to make to the build in response to your wonderful feedback. Jack and I spent the entirety of our 4 hour drive back to Hoboken planning what we can do in the short & long term to improve Where Shadows Slumber. I’m excited to put the plan into action!

Thank you to everyone who visited our table, bought our game, gave us a review, or attended our panel! You helped make a good PAX great. Wish us luck finding the energy to keep going!

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

The Good

In order to figure out what I was gonna write about this week, I took a quick scroll through the past few posts we’ve written, and I noticed something about the general tone of our blogs of late. Thanks to the pressure to get Where Shadows Slumber done, and the fact that we’ve entirely run out of new ideas for blog posts, everything we’ve written recently seems to have fallen into one of two camps:

  • A half-hearted explanation of a part of the game no one really wants to hear about, because we can’t afford to waste time writing blogs when we have work to do.
  • A frantic excuse for why the game hasn’t been released yet, which generally boils down to “working on this game is sucking out my soul”.

Even those descriptions fall into one of those categories! (Hint: it’s the second one). That fact aside, I’ve decided to take it in a different, more positive direction this week! Instead of talking about how much game development sucks, let’s talk about all the good that’s come from working on Where Shadows Slumber.

 

 

Lessons Learned

The first and most obvious positive result of working on Where Shadows Slumber would have to be the things that I’ve learned. Creating an entire game from the ground up in a game engine that I didn’t have much experience with has been incredibly challenging, but it has also left me with a lot of new knowledge and valuable experience.

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I’m still not the best coder on the team. That honor goes to Obe.

  • Unity itself. Unity is a very powerful, and professional, game engine. It may not have all of the depth of something like Unreal, or all of the customization of writing your own engine from the ground up, but there’s really no arguing that it’s not a “real” game engine. In fact, there is now a certification for programming in Unity.

 

  • C#. As a programmer, you get pretty used to picking up new languages, and, for the most part, it gets easier with every one you learn. The fact that I was able to learn C# isn’t the takeaway here – the fact that I was motivated to learn C# is. Without Where Shadows Slumber, I simply wouldn’t have had any reason to extend my programming repertoire.

 

  • Shaders. One of the most difficult technical challenges this project has posed has been the shaders. For the most part, the programming required for the actual game logic was similar to code I’ve written before. Shaders, however, delve into a very different type of programming. I now know far more about how Unity renders a frame than I ever thought I would, and I’m pretty happy to have that knowledge. Even if I don’t have to do any rendering work again, I’m glad to know what’s happening under the hood.

 

  • Project management. To continue a running theme throughout our blog posts, I’ll mention that this was the one that took me by surprise. When this project started, I was well aware of (most of) the technical challenges that lay ahead. What I didn’t anticipate was handling the vast array of tasks involved with actually managing a project. Where Shadows Slumber has helped me advance from a quintessential disorganized coder all the way to a slightly-less-disorganized coder!

 

There are a million other, small things that I learned throughout the production of the game, but these are the big ones. Throughout its development, Where Shadows Slumber has had a lot to teach me!

 

 

Personal Life

Another important (and perhaps more poignant) side-effect of working on Where Shadows Slumber is the personal relationships that it has helped cultivate.

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BFFs Forever!

Frank and I were friends in college, but just barely. We were in the same sketch comedy group, but outside of that, we didn’t really hang out. I guarantee that if it weren’t for Where Shadows Slumber, we wouldn’t be in contact at this point, and it probably would have been several years since we’d seen each other. Now, however, we’re definitely friends, and close friends at that. Frank and I are in nearly constant contact, which, annoying as it can be, keeps us pretty close. I don’t want to bore you by getting too gushy, so let’s just say that we do a good job of tolerating each other.

In addition to bolstering an existing friendship, this project has also created new friendships – with Alba and Noah, our sound engineers! They’re totally awesome, and I look forward to spending more time with them, hopefully even after we’re done with Where Shadows Slumber!

We may not be as close, but the other people that we’ve gotten to know are all of you! As an indie game, we have to do a lot of work to make sure people hear about the game. Throughout the past few years, we’ve been to over a dozen conventions, showcasing and pitching the game, making a name for ourselves, and, most importantly, meeting a bunch of really cool people! Seriously, all of the people we’ve met throughout this process, whether they be other game developers, fans, or just normal con-goers, are great. No matter if I’m annoyed with the game or frustrated with the drudge of development, going to a convention and seeing new people playing the game, or old fans coming back to check in, is always incredible. There are a lot of aspects of Where Shadows Slumber that I love, but that’s definitely the best part.

 

 

The Game Itself

I guess the actual most obvious result from Where Shadows Slumber would be the piles and piles of money we’re going to make from it. That, however, is not the point – as much as I would love for Where Shadows Slumber to make some money, that’s really ancillary to the whole ethos of the project.

Frank and I are avid gamers, and always have been. We set out not to make a lot of money or make the most popular game ever. We wanted to create something beautiful, something we could be proud of – and in that sense, I think we’ve done a pretty good job. When I look back on this project, I’m not going to look at my net profit – I’m going to look at Where Shadows Slumber itself, and I think I’ll always be happy with it.

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I think we’ve got a chance at this one!

Of course, Where Shadows Slumber will serve as more than just an ephemeral trophy to put on my emotional mantle. The game itself is the end goal here, and there are some tangible benefits to that:

  • Money. Even though this isn’t the goal of the project, Frank and I are both hoping to make a little something for our efforts.

 

  • “Resume bait”. At some point in the future, I expect that I’ll be looking for a job. When that time comes, I’ll be handing out my resume, hoping to catch the eye of some company. But I may be just one of hundreds of applicants, all with similar experience and qualifications. How can I stand out? By having something awesome on my resume, something that other people won’t have, something that shows that I can set a goal and reach it, that I can meet technical challenges, and that I can manage a development process.

 

  • Experience. Working on Where Shadows Slumber has given me an incredible cache of experience to draw on. Pretty much any technical problem I run into, I can find a parallel with some part of the development of Where Shadows Slumber. The end result is a game that’s more than a game; every part of that game represents a different challenge and a different piece of knowledge that I can now look back on.

 

  • A trophy. I know I said that Where Shadows Slumber was more than just a trophy, but it is also that. From conception to completion, Frank and I have worked tirelessly to bring this idea to life. This is something we’ve built ourselves, from the ground up, and it always will be. It’s something we can be proud of, and something we can always look back on.

 

 

A Fond Farewell

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Thanks for listening to me ramble on for a little bit. Anyone who has ever worked on a software development project (or pretty much any long project) knows just how stressful life can start to become when you reach the dreaded “crunch time”. We all end up hating our games as they come out, and I don’t want that to be the way that Where Shadows Slumber is released. So I’m glad I got a chance to take the time and share with you all the good things Where Shadows Slumber has done for me!

 

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You can always find out more about our game and how awesome it is at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, join the Game Revenant Discord, 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.

The Triangle of Truth

Hello again, everyone! It’s Frank again. I know you are all eagerly reading our weekly updates to find out when the game will be finished, but this week you may be disappointed. Rather than announcing a launch date, I’m going to explain to everyone the project management principles behind why Where Shadows Slumber has had such a long development cycle. We’re going to discuss the Triangle of Truth!

 

 


 

 

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The Triangle, Explained

The “Triangle” refers to a project management principle that has gone by many names, visualized in the image above. This diagram has been used to describe everything from project strategies and economic models to government healthcare systems and construction projects. It’s one of those mantras that just always seems to hold true, no matter the circumstances. When you are creating something, such as a mobile video game, you’d ideally like for it to be as good as possible for the cheapest cost and have a fast development cycle. Sadly, the edicts of being demand that you must sacrifice one side of the triangle to achieve the other two. As the desired two metrics increase, the sacrificed metric must decrease. Let’s define these bolded terms first, and then talk about Where Shadows Slumber.

Good: The product stands out among the crowd as something special. We want quality to be as high as possible.

Cheap: The cost incurred creating the product. (Not to be confused with the price a consumer pays for the final product) We want our cost to be as low as possible.

Fast: Time is money, so the sooner the project is done, the better. Life is short! We want our development cycle to be as short as possible.

When you see how Where Shadows Slumber lands on this diagram, everything will start to make sense.

 

We Chose “Good” and “Cheap”

Jack and I are two recent college graduates who teamed up together to make video games. The development of Where Shadows Slumber is not too dissimilar from the development of SkyRunner, our previous mobile game. We decided not to spend a truckload of money on the game, so that it could be as good as we can muster at the lowest personal cost. Essentially, we decided to spend time on the game rather than cash. This is because we have no money, so it was an easy decision.

That’s not to say that I’ve spent $0 on this game! It’s fair to say tens of thousands of dollars have gone toward the development of Where Shadows Slumber, easily. But our budget is a pittance compared to large indie studios and AAA development houses. The sides of the triangle have been chosen: we want a good game, and we can’t spend a lot of money, so we’ll just have to spend as long as it takes to get the job done.

What would Where Shadows Slumber look like if we sacrificed a different portion of the triangle? Let’s analyze where we are now, and then look at the others. Right now, we’re sacrificing time.

 

SACRIFICE: TIME  / /  GET: QUALITY, LOW COST

Time: We’ve been working on the game since the spring of 2015, and we’ll continue to work on it over the next few months. That’s a 3 year development cycle!

Cost: Game Revenant has spent ~$25,000 to pay our audio engineers, travel to conventions, and equipment. We work from our apartments and meet in coffee houses, so we don’t spend money on rent or utilities. Jack has a full-time job and I mooch off my generous, loving and forgiving family.

Quality: The game is superb, beautiful, and time-tested. We even created a free Demo that went through extensive user testing and has stood the test of time. This informed our approach to the final game, but it took a while to get to this point.

 

SACRIFICE: QUALITY  / /  GET: TIME, LOW COST

Quality: We always knew we wanted Where Shadows Slumber to be an awesome, premium mobile game. But if for some reason we decided to release a poorer quality version, we’d be done by now. What would happen if we sacrificed quality by having fewer puzzles, no meaningful story, and low-quality audio produced by Frank making noises with his mouth?

Time: We already created a rudimentary throwaway version back in 2015 when we first begun work on the game. We could have cut it off right there! Also, our Demo has been available for download since November 2016, so that gives you an idea of how much time we could have saved.

Cost: Obviously you don’t need to spend a lot of money if you don’t care about the final result. Jack and I could have just created a shorter, worse game and it only would have cost us a few app store developer fees (Apple, Google Play) and the cost of buying development devices for building and testing.

 

SACRIFICE: MONEY  / /  GET: QUALITY, FAST DEVELOPMENT

Cost: It is possible to get investors for indie games, either by getting a loan from the bank or by appealing to groups like Indie-Fund. Jack and I briefly considered this a year ago, but by that point we had put in so much of our own time, we felt like reaping the full benefits. (Remember – investors don’t give out money for free, they want a cut of the sales!) We could conceivably have gotten $500,000 – $1,000,000 to work on this game if we put our own money in and also got some investments. If we did…

Quality: Along with our personal efforts, we could have hired a small team of veteran developers to aid me and Jack. Veteran programmers would help Jack organize his code, and veteran artists would produce work superior to mine. With Jack and I to guide their efforts, we could take a management / visionary role and let the experts do the hard work. I think the quality would be the same it is now, but it would have gotten there faster. Speaking of which…

Time: My work would be cut in half if we paid an Animator / Character Gui* to handle all of the cutscenes and humanoid animation in the game. That would free me up to work purely on environments with Jack. On the development side, we could hire a full-time Quality Assurance Gui to test the game on various devices. A full-time Marketing Gui would handle our social media efforts, press relationships, and business travel. We could have also brought Alba and Noah into the fold a lot earlier, meaning most of their work would be done by now. Every gui we hire is another hat Jack and I don’t have to wear!

*Gui is a gender-neutral version of “guy” that we used to use in Off Center

 

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There Is Always A Drawback

It should be stated that when you sacrifice a portion of the triangle, you don’t get it back. There is always a cost. If you spend money, it’s gone. If you sacrifice quality, your game suffers. And if you spend three years working on a game, you suffer.

I’ve lived in isolation for a period of three years ( ! ), all the while neglecting personal relationships with friends and families, turned down jobs, rejected business opportunities, let my body grow fat, and forgone other personal life goals in order to work on Where Shadows Slumber for as many hours a day as possible. (Imagine my surprise when I discovered that women are not eager to date a man who spends 10 hours every day in front of a computer and rarely leaves the house. Shocker!)

Jack has been working his fingers to the bone every day at not one, but TWO tasks: his full-time work at a startup in NYC and his passion project Where Shadows Slumber. He’s written about this before on our blog, and I encourage you to read his past writing. I was particularly mortified at the mention of how he has to find small scraps of time throughout the day (30 minutes in the morning, 25 on the train, 45 between arriving home from work at night and making dinner) just to work on the game. I have no right to complain – in light of his sacrifice, my life is a breeze. What kind of person would lead their friend into this kind of a life?

I don’t mean to be dramatic, but the point of this blog post is that the toll is real. Choose your sides of the triangle carefully, because the side you scorn will stop at nothing to seek revenge.

 

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Where Shadows Slumber: Eventually Good

Miyamoto’s famous quote that “a delayed game is eventually good, but a rushed game is forever bad” may not be true anymore in a world where games can be patched and DLC can be sold. In a world where software is now a service, rushed games might eventually become good, given time.

However, this is also an industry where you live and die by your first impressions. Users don’t ever return to write a second review, and journalists move from game to game quickly. Jack and I are making a sacrifice of time to ensure that Where Shadows Slumber makes a splash when it hits the market. We can’t spend money we don’t have, but we can always put in just a bit more work.

Are you a game developer, artist, musician, writer, or creator working on a passion project? Feel free to share this blog post with your friends and family, especially if they have ever asked you “gee, when are you going to be done with this darn thing?” Let me know what they say in the comments below!

 

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This has been a project management blog from the creators of Where Shadows Slumber. Have a question about aesthetics that wasn’t mentioned here? You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Indies: You Are Your Game

Hello, everyone!

This is Frank DiCola of Game Revenant, here with another post on our blog. Typically we use this space to chronicle the development of Where Shadows Slumber, a mobile puzzle adventure coming to iOS and Android later this year. However, this week things will be different. We’re going to take some time to brag about how great we are, both as game developers and as Renaissance men.

Yes, you read that correctly. This blog is about the personal skills that accompany independent game development, and why we have them and you don’t.

We’ll get a chance to talk about how Jack and I first met, the importance of acting and public speaking classes, and how indies become inseparable from their games.

 

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FRANK: “Where are my EGGS???” / JACK: “Here, here are your EGGS!!”

Where It All Began – Off Center

This blog post is a good opportunity to answer some questions that people ask us.

How did you meet? Did you always know you wanted to work on games?

Jack and I both went to Stevens Institute of Technology, graduating just a few years apart. We actually met in the comedy troupe known as “Off Center” (pronounced “off-chenter”) that performed sketch comedy and improv shows. I had just gotten rejected from the main stage fall play Noises Off, which was a new experience for me. Coming from high school, I was used to being the big fish in a small pond. I felt really confused, and Off Center was there for me. I started going to their show planning meetings.

The club focused on running short, free comedy shows twice a semester. They would usually be in the largest lecture hall we could find on campus. It wasn’t exactly a stage, since the seats were raised in an amphitheater style. It was more like a Colosseum.

I remember being really impressed during the meeting where we were casting everyone into the various sketches for the show. Jack took on like, 12 roles or something insane. Just because the show needed him! His stage presence was (and is) undeniable as well. Whenever the director told people they needed to be louder, they would just say “try to be as loud as Jack.”

Of course, we didn’t realize we both wanted to make video games until we found ourselves in an Intro to Game Design class a few years later. By then, we were already friends. But we’re not here to talk about game development. Let’s talk about the skills acting provides and why you, an indie developer, absolutely need them.

 

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The Only Thing You Have To Fear Is Public Speaking

You never know when opportunity is going to strike. Often times, as an indie developer, you’ll be given the rare chance to “pitch” your game to someone important. It could be a potential publisher who doesn’t have time to play your demo but can spare 30 seconds to hear a quick description. Maybe it’s a spur of the moment pitching contest, like the one I got 3rd place in at GDC last year, where you have to come up with a verbal presentation with no prep time and deliver it five times in a crowded bar. Heaven forbid, it could be an actual stage presentation where you need to pitch your game in front of an actual audience with nothing but your own PowerPoint presentation to save you.

Are your palms getting sweaty yet? Now imagine you’re at a booth at a show like PAX East demonstrating your game. About a hundred people will walk by the booth every hour. Do you have what it takes to attract them to your game? Could you handle talking to that many strangers for such a long period of time?

If these “opportunities” feel more like nightmares, you aren’t alone. Public speaking is something that people rarely get to experience for themselves. As a result, when you’re “put on the spot”, you panic. It’s perfectly normal. Public speaking is a skill you have not honed, and now you need to do it for the first time ever in front of a real audience?! No fair!

The skills you need for the examples above are all things that Jack and I exposed ourselves to during the Off Center years. After performing more than 15 shows over the course of a few years, with a few main-stage productions thrown in there, you get the hang of it. You learn how to:

  • Speak slowly, confidently, and audibly
  • Be comfortable making up a script and then deviating from it if necessary
  • Say what you need to say without going over the time allotted
  • Communicate your message non-verbally with your body

It’s normal to be afraid of acting in a play, giving a speech, or improvising a scene. But as independent developers, you are the public face of your game! Like it or not, there’s no one else that can wear this marketing hat for you. You have to do it. And you can’t ignore important opportunities to win prizes or glory just because you neglected to put points into your Speechcraft skill. Should your game really suffer because you never learned how to project your voice? What if the future of your game depended on knowing what to do with your hands while you stand up on stage nervously? (Hint: don’t put them in your pockets)

 

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We live right near Manhattan, where the UCB has a few teaching theaters.

3 Ways To Level Your Speechcraft Skill

Let’s get nerdy for a moment. Imagine this is nothing more than a role-playing game like Morrowind, and you’re a character with various skills and abilities. You have a Speechcraft skill, but it’s low. Very low. High enough that you can talk to your friends and family, but not much higher than that. You’re super nervous for the first 10 minutes you’re with a stranger, such as on a job interview. As for getting up on a stage and talking to a crowd, you’re level restricted from even trying that. What do you do?

If you were trying to level your Sword skill, you’d take fencing classes. If you wanted to level Lockpicking, you’d probably join a hobbyist group of (ethical) lockpicks who have a passion for locks and love to crack them for fun. To level your Speechcraft in real life, you need to make an actual plan to expose yourself to public speaking. It won’t just happen on its own. This is a skill, after all. Skills don’t just magically level with no effort on your part. Here are three things you can do:

Join the club: If you’re still in high school or college, I really encourage you to try out for the play or join any kind of drama club your school has. Larger schools may have a wide range of acting stuff – the most helpful thing will be improv. Improvisation is a school of comedy where the actors go on stage without a script and make everything up on the spot. You don’t need to learn how to be a hilarious comedian. What you need is the ability to go out on stage without a plan and do more than just survive — thrive!

Join a community theater: If you’re out of school, it would be weird to hang around your school like a weirdo. I would never do that. <_< So instead, see if your town has a local theater that puts on a few plays a year. Don’t worry about the competition, just audition and see what happens. Remember, you’re not training for Broadway. You just need to become a competent enough speaker to feel comfortable in your own skin.

Take improv classes: This one will cost money, but if you live near a city (especially a hip cool city where all the people are hip and cool and do hip, cool things) you should be able to find a comedy club that also offers classes. The best part about doing this is that they’ll treat you like a beginner instead of expecting you to already be good. Some of these classes also do shows at the end as a final exam / graduation. It’s a good way to test your skill. After all, if you can make up a bunch of silly jokes, you can certainly talk about something you know very well – your game!

 


 

The next time I see you at a convention, you better look me in the eye and shake my hand! Then, you better beat me for first prize in the game pitching contest.

See you in the Colosseum.

 

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Get out there and start acting! If you have any other questions about Where Shadows Slumber, feel free to contact us! You can always find out more about our game at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, join the Game Revenant Discord, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.