Check Out Jack In This PAX East Video!

Hey everyone, this week we’ve got something a little different for you!

Currently, I’m in Seattle getting ready for the Mobile Games Forum happening this week. Jack is back in Hoboken preparing for Playcrafting’s Halloween event, which is on Saturday. We don’t have a long blog for you this time, but we do have something that we’ve been sitting on for a few weeks now. On October 6th, I got this message from Christopher Wulf:

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Chris was also in the Indie Showcase, for his game “Ellipsis”

 

They Were Filming Us The Whole Time!

We totally forgot about this, but during the PAX East Indie Showcase back in March, they interviewed Jack and asked him all about Where Shadows Slumber. The video finally went online and it came out awesome!

I do have two complaints:

  1. How come I’m not in this?! \[ v_v]/
  2. How come they left out two of the five games from the Indie Showcase?

Obviously, the second gripe is more serious than the first. There were 5 games at the Indie Showcase, but for some reason only developers from Ellipsis, Bulb Boyand Where Shadows Slumber made it into the video. That seems a bit unfair, so to rectify that, you should go download Agent A and Tavern Guardians – the missing games! Both games are super fun and I’m bummed that they weren’t featured in this video.

Anyway, enough griping! Watch this, enjoy Jack’s impossibly deep voice, and we’ll be back next week with my thoughts on how the Mobile Games Forum went:

 

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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.

IndieCade 10 Disappoints

Directly after my trip to Unite Austin, I flew straight to Los Angeles for IndieCade. I had never been to the show before, even though I’ve known about it for a few years now.

Ever since the Mr. Game! days, I’ve submitted games to their contest. It was a long-shot to assume that SkyRunner would make it in, but I thought we had a better chance with Where Shadows Slumber this year. I’ve never made it in to the showcase, and this year was no exception, but I’ve always wanted to figure out what kind of games IndieCade is looking for. On the bright side, they allowed me to show off the game during one of their show and tell segments! More on that later.

Jack and I went to IndieCade East a while back and really enjoyed it, so I thought I would do some field research on the main event and get some game testing in at the same time! Unfortunately, as I sit here writing this at my desk back in New Jersey, I’m struck by this awful realization: after 10 years in operation, IndieCade still doesn’t know how to put together a well-run event.

 

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Red Flags From The Start

Friday morning was incredibly stressful, and that feeling lingered on for the rest of the day. When I went to pick up my badge in the morning, I was dismayed to find a long single-file line that lead to a tent where one person was slowly handing out wristbands. As we all burned in the unforgiving Los Angeles sun, I started to freak out. IndieCade scheduled a talk with me and Oculus that morning and it didn’t look like I’d make it in time. Fortunately, Anita swooped in at the last second and just brought me to my meeting.

Oculus’ outreach team wanted to meet developers at IndieCade, and not just the ones presenting. Even though I’m working on a mobile puzzle game, I was able to meet Chris Jurney of Oculus! I tried to meet him at GDC 2017, but he was in meetings all day. But this time, I was the meetings all day >:). We discussed Where Shadows Slumber, and my post-release plans. Although this game can’t really ever come to VR, I do find the virtual reality medium pretty intriguing. They’re going to hook me up with an Oculus headset, which is insane. I’ll take it!

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From there, I went over to Game Tasting. Although Where Shadows Slumber was not an official IndieCade selection, they were nice enough to invite me to show off the game between 12 pm to 2 pm during the Game Testing segment. This is like IndieCade Lite, a quick look at some games that didn’t make it. To be honest, I liked the games near me even more than the ones at the official showcase! But we’ll discuss that more later.

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How can you say “get out, bum” to this face?

Due to some persistence (and my innocent baby face) I was able to get a second Game Tasting slot later that same day between 4 pm to 6 pm. In between, I saw a depressing talk about how Xbox Live Indie Games as a service is going to be shut down. That’s the first time I ever heard of that! It went offline the next day.

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After I fulfilled my obligations to IndieCade, I finally got a chance to grab dinner and explore around 7:30 pm. What I saw did not impress me. Although the Japanese American National Museum is a beautiful building, it makes for an awkward venue. Games seemed to be strewn about haphazardly, taking up space in crowded rooms while other larger halls remained inexplicably empty. Perhaps the most striking visual dissonance I witnessed was the IndieCade banner standing in front of a reproduction of a Japanese Internment shack. The banner screamed Enjoy some unique cool games! while the shack screamed Franklin D. Roosevelt violated the constitutional rights of over 100,000 American citizens and some people still say he’s their favorite president.

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Recreation of Japanese internment shack (left) and IndieCade’s banner (right)

It appears that this is their first year in this new venue, so I’ll cut them some slack on that end. They need to find their footing by next year’s IndieCade though, because this could really sink them. Many times, the exhibits on Japanese-American history were more interesting than the games being shown next to them. I don’t know why IndieCade has chosen to distract attendees from their games by putting them right next to compelling American history displays. Many times I found myself walking away from the dry non-games being exhibited to read more interesting plaques about Japanese immigrants coming to America. Perhaps the choice of a museum is to remind everyone that games are art and not just commercial products, but the venue put unnecessary strain on a show that’s already hanging by a thread.

 

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The Main Showcase

The main showcase of IndieCade had some of the strangest games I’ve ever seen. I believe that is the point of the show – to showcase the odd side of video game innovation. There were role-playing games that used only food and speech as a medium. Some games had unique controllers (like a giant inflatable sphere you played inside) that could never be mass produced and sold, which is why they can really only be displayed at IndieCade. A few games required large spaces to play in, or elaborate setups like a mock office area. As my friend said to me on Saturday, “IndieCade is good, because if they didn’t showcase these games, how would anyone else find out about them?”

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He’s right, of course. However, these games lose their power when stacked on top of each other like this. Although they may stand out at a conference like PAX East, at IndieCade everything blurs together into a politically left-leaning parade of grad-student quality propaganda. It’s hard to stand out when you’re put next to 29 similar games in a room titled LOOK AT ALL THESE THINGS THAT ALL STAND OUT!

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“The Hackers of Resistance (HORs) is a queer transfeminist hacker collective of artists, activists, researchers, cyborgs, witches, and technologists, of color.”

The strangest thing I “played” was an interactive experience called “Hackers of Resistance” that took place in a 10 x 10 area enclosed by pipe and drape. The designers of the experience decorated the room like a makeshift hacker den out of something like Mr. Robot. As we hacked our way to destroying the Trump administration, I couldn’t tell if I was taking part in a delusional liberal fantasy or brilliant conservative parody. (Seriously, read that caption again and tell me that doesn’t sound like something Kat Timpf would write)

Given the setting, I decided it must be the former, but the dreadful acting of the performers kept me guessing until the very end. Since this game is essentially an interactive installation that requires a physical space, you can see why IndieCade is just about the only place it could be setup. That’s fine by me! But I can’t help but think that IndieCade is doing its political messages a disservice by painting them as obscure. Think about it – they’re highlighting the strangest elements of the left-wing game industry and then purposely branding them as “weird” and “strange.” Don’t they want their political beliefs to be seen as mainstream instead? In its desire to seem weird, it makes them seem weird, too.

I’m quite used to blatant political messaging in the game industry these days, so that wasn’t even my biggest problem with IndieCade. What bugged me is that the show seemed dreary. The showcase was supposed to stay open until 10 pm, but by 8:30 many developers had abdicated their booths. I don’t blame them – many said they had been there since 4 pm. Giving people a long shift like that at the end of the day is bad planning on the part of the organizers. I would have liked to play more, but the venue depressed me. Around this time, a show like Unite would just be getting started with fun parties that last until 1 am. IndieCade was like an old man who was up past his bedtime at 9 pm, and went up to bed before his guests went to sleep.

 

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It’s Not All Bad

Before you think that I’m just a mean-spirited wet blanket who flies across the country to have a miserable time on purpose, let’s talk about my favorite three games from the showcase!

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Bit Rat is a cool futuristic puzzle game for PC where you play as a rogue A.I. construct trying to escape your company. I didn’t get a chance to play it because the tables were always packed, but you should check it out! The pixel aesthetic really works for the type of game this is, and the puzzles seemed quite difficult.

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Keyboard Sports: Saving Qwerty is an absolutely hilarious PC game where you use the keyboard to control your character’s position. That may not sound special, but I mean that quite literally: you don’t use keyboard keys to issue commands like “go right” or “go left.” Instead, the keys on your keyboard are mapped to physical locations within the game! See the tutorial level above, for example, where the spacious couch (hehe) is mapped to the space bar. There’s always an overlay on the screen so you can kind of gauge what to do, but it’s constantly changing which adds to the humor.

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Detention is a point-and-click horror puzzle adventure game set during a dark period in Taiwan’s history. I could have used less jump scares, but the overall experience is really tight. The actual mechanic this game uses for its monsters is one of the creepiest I’ve ever seen, but it’s apparently pretty common in China. You hold your breath to avoid being captured by ghosts! I don’t want to give too much away, but it’s very scary and I wish more games would do stuff like this. Incorporating folk tales into games is a great source of inspiration.

These three games showcase what IndieCade should be about, in my opinion. Alternative control schemes like the one found in Keyboard Sports are innovative, but still accessible to a wide audience. Cultural inspiration, as seen in Detention, doesn’t have to be overly preachy. Games can be weird and still be very well-made and polished, like Bit Rat. Too often, games at IndieCade use their “strange” identity as a shield to protect against the criticism that all game developers have to deal with. There’s no excuse for bad artwork, buggy code, or toothless gameplay – the label “indie” does not mean “I get away with delivering a lower quality product.” Anyway, instead of castigating more of IndieCade’s worst offenders, I’d rather show off the ones I enjoyed playing. Best of luck to these three games!

 

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By Sunday, The Nominee Gallery Vanished

By the final day of IndieCade, the Nominee Gallery was closed because an unrelated event was taking place in their room. (It seemed to be a Japanese-American dinner honoring some of the elderly in the community, but I didn’t pry too much.) Standing outside the venue, I heard quite a few people complaining.

“I was going to see the Nominees on Sunday, but they’re gone!”

The only thing more disappointing than not enjoying the official showcase is being robbed of an entire day to experience the official showcase. It’s just another bad choice by the staff – why wouldn’t you make sure your main showcase runs all three days? They were forced to do this because of the previous bad decision to host the event in a busy museum. Fortunately, I saw all I needed to see of the Nominee Gallery. But put yourself in the shoes of someone who bought a Sunday pass!

 

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The Talks Depended on the Room

I stand by the statement above: your experience going to the panels and talks at IndieCade will vary wildly depending on which ones you attended. The deciding factor seemed to be the room you chose.

I quite enjoyed the puzzle talk by Linelight creator Brett Taylor and Semblance creator Ben Myres. There was a talk about how to make “AAA Indie Games” by husband-and-wife team Tristan and Aby Moore. “50 Ways to Fail in VR” was a ton of fun, a great talk by Mike Murdock about hard lessons learned making virtual reality games. What did these games have in common? They took place in small classrooms with a simple projector screen and whiteboard. They also filled up quite fast!

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Brett and Ben tell us a bit about their games before their fireside chat about puzzle design.

The talks that served only to waste my time took place on the main stage; a large theater-styled presentation area with a massive projector, a tech booth, and tons of audio equipment. The IndieCade staff seemed woefully inadequate at operating this room. One talk started fifteen minutes late due to technical difficulties. At one point, ten minutes deep into technical drama, an exasperated technician scolded at the audience:

“Does anyone have an HDMI to VGA cable?! That’s what’s holding us up here!”

…as if I flew across the country and booked a hotel in an expensive area of Los Angeles just to personally hand-deliver you a cable you had months to purchase. Seriously, dude?

 

It Gets Worse Before It Gets Worse

But by far, the worst talk at IndieCade was the final one with Keita Takahashi, of Katamari Damacy fame. This was supposed to close out IndieCade with an intimate chat between the audience and a veteran game developer. Instead, it served to expose more flaws in the organizational structure of IndieCade. Find it online if you want to waste 50 minutes of your life.

I don’t have anything against Mr. Takahashi. He seems like a cool guy, and he has a wonderfully child-like sense of humor. But they evidently didn’t give him an agenda for this talk, because he began by trying to find his childhood home in Google Earth. As he struggled to do this, I realized both he and Brandon Boyer were trying to run the talk via their mobile phones for some inexplicable reason. This would become a recurring feature of the talk – waiting for the screen to slowly load whatever was on their phone.

The decision not to give Mr. Takahashi a translator was also mind-boggling. I felt bad for him – English is not his native language, and he is not fluent by any means. With no talking points or written speech, he spent half the talk fumbling around in Google Maps until that got old and they transitioned to Question and Answer time. It’s a shame they didn’t focus more on the few interesting bits of the talk, like his inspiration from Japanese sculptor Taro Okamoto. Without a solid plan, I can’t blame them for bombing on stage. When it comes to stuff like this, I usually blame whoever is at the top making the decisions that cause people to fail.

 

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Next time, Visit charming Little Tokyo, but skip IndieCade.

The Final Verdict

I’m not going to submit my games to IndieCade anymore, and I can’t see myself returning to the show any time soon. If you’re still interested in it, follow my guidelines below and I can help you avoid disappointment.

Should I attend IndieCade? If you live within walking or brief driving distance, there’s no reason not to go. Don’t spend money on a hotel or air travel, though. This show doesn’t deserve national or international attention in its current state. As a local show, it would be pretty awesome though.

What kind of pass should I get? I can’t see any reason why you would need more than a single day pass, probably Saturday. That had the biggest crowd. The games were all there. Besides, your wristband could probably get you in on Sunday too. They were all the same color.

Should I submit my game to IndieCade? Unless your game is as weird as some of the other stuff they highlight, don’t bother. There are two caveats: If your game is brazenly political and decidedly left-of-center, you’re good. Also, if you can modify your game to be super weird just for this show, go for it.

Will I fit in at IndieCade? Probably not. For a show that brags about its inclusive nature, it operates more like an exclusive club. IndieCade isn’t for everybody, whether its organizers want to admit it or not.

 

IndieCade Isn’t Fun

Before I went to IndieCade, I didn’t think all games had to be “fun.” I assumed that was a corporate label slapped on the industry that only applied to mass market games. “Games don’t need to be fun! It’s enough if they’re just engaging, interesting, or weird” I thought to myself. Oh, Frank-of-Last-Week… you were a fool!

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After playing scores of dull games at IndieCade, I’ve flipped my stance. I think fun is more important than ever, especially when you’re trying to make a game that deals with hard problems. I saw a lot of games that promised to tackle heavy issues (“this is a game about dealing with mental illness,” etc) but the only things the player could do were (a) walk around a 3D environment and (b) look around a 3D environment. That’s not innovative, and it doesn’t keep its promise either. The Spaces exhibit at IndieCade featured at least three of these. We wouldn’t stand for that if a AAA studio did that. Why do we accept this from indies?

What I think they’re missing is that fun is an important numbing device that helps people through painful topics. Without it, your work will just end up stressing people out and repelling them.

That stressful anxiety I felt since Friday morning was still with me by the show’s end. I felt it as I left the museum and passed by the ghostly faces of Japanese-American prisoners one last time. Death seems to haunt IndieCade, and I wonder if the show will be over for good sometime in the next few years. You’re either growing or dying, and IndieCade did not project strength during their 10th year in operation.

 

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Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber. The views expressed in this blog post are his own and do not reflect the opinions of anyone else on the Where Shadows Slumber team.

An Indie Developer’s First Trip to Unite

I’ve been an avid Unity user for nearly 5 years at this point. Without this creative tool, I would not be making games. It’s as simple as that. I owe a lot to this engine; it’s making my dreams come true. It’s even changed the landscape of the commercial game engine market. (Remember when the Unreal Engine 4 had a monthly subscription?)

Despite my love for Unity, somehow I never had the chance to attend Unite, their flagship conference. At Unite, they gather developers, influencers, sponsors, speakers, and Unity employees under one roof for two days of workshops. I finally decided to go when I saw they were holding one in Austin, Texas. Just a short plane ride away, compared to some of the other places they hold this show. Just in the next few weeks, they have three events across the globe: Unite Melbourne, Unite Singapore, and Unite India!

Have you ever been to Unite? No? Then this is the blog for you. It’s a straightforward account of my travels this past week to Unite Austin 2017. If you’re deciding whether or not to go, I hope this honest blog helps you make a decision.

 

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Day 1: “Keynote? Never Heard Of Him.”

Time to confess… there is one problem with this blog: I completely missed Day 1 of Unite, so I can’t tell you what it was like!

I meant to be there, but my flight got rerouted in mid-air to Dallas because of weather in Austin. We stayed at that airport for 2 hours before taking off again. I was supposed to have gotten in around 4:30, which would have been just enough time to check into my hotel and walk across the street to the Austin Convention Center. Instead, we landed at 8:00 pm… right when things were wrapping up and badge pickups had already closed. Damn!

Perhaps you can consider this a cautionary tale. If your travel plan relies on everything going perfectly, you’re not planning – you’re dreaming.

You can check the schedule to see what happened, because your guess is as good as mine. There was a keynote talk, and I’m sorry I missed it! They put it online here.

 

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Day 2: Party Time!

Day 2 was my first real day at Unite. This was my chance to familiarize myself with the main showcase, the talks, and the crowd. My first impressions:

  • Unity gives out free food at breakfast and lunch and it’s really good
  • There weren’t as many people as I was expecting. Or perhaps Unity chose a convention space that was a bit too large for this show?
  • The main showcase seemed underwhelming…

The negative first impressions didn’t really last though. As I went about exploring I found there was plenty to do and tons of people to meet. In fact, Unity scheduled some meetings with me prior to the show, which surprised me! Their Analytics team wanted to meet face-to-face to ask me user questions. I really appreciated that, even if I didn’t personally gain from it. The fact that they want feedback that badly shows me they care about constantly improving the engine, which is a good sign.

The schedule for the talks is online (you can find them here), but if you were wondering what was in the main showcase, I saw the following:

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(a) This live talk show segment being filmed that you could watch

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(b) A live demo area that was for mini-classes

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(c) An Ask The Experts section where you could sit down with Unity employees

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(d) Unity demos with members of the company nearby to explain the tech

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(e) The usual showcase of professional, released games Made With Unity

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(f) A separate showcase for VR titles Made With Unity

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(g) A gallery of printed images, which I was not expecting!

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(h) Booths for sponsors and partner companies, like Nintendo

I didn’t realize this, but Day 2 is also party night apparently! Unity knows how to throw an awesome party. I went to three! First, there was an Amazon App Store party. I believe they invited us because the Where Shadows Slumber demo is on their store. After speaking with one of their developer outreach leads, they even gave me an Amazon testing device!

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What an unexpected surprise!

Then I went to the Unity Analytics party, which was a happy hour before the real deal – the Unite party. It was insane, man. They rented out an entire venue called Fair Market and had the whole thing catered! There were taco stations, chili bowls, dessert food trucks, an open bar… I went a little wild. I didn’t leave until 10:30. :0

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It might seem weird to keep mentioning the parties and the food, but it gets to the core of what Unite is. Don’t go into this expecting some kind of staid business trip. You can totally get a lot done – just networking with Unity employees was worth the money. But I think the real way to enjoy Unite is to treat it like a big gathering of indie devs who just want to talk, hangout, and get to know each other. I wish I knew that going in.

Recognize that the price of admission also covers events that are meant to promote bonding and companionship. Take the name literally! It’s not just wordplay – this is really about remote developers coming together and uniting!

 

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Unity takes their food seriously.

Day 3

By Day 3, I found my footing. I went to a steady stream of talks, with time in between to attend some of the mini-lessons given by Unity. Their employees are so friendly! I missed an entire talk about the Unity Profiler, so I went up to the presenter and asked for help. Not only did he help me, we went to the Ask The Experts section and spent a full half-hour going over Where Shadows Slumber and how to optimize mobile games. It was incredible!

The talks I went to definitely varied in quality. There were some I was looking forward to that really disappointed me (the “Lessons Learned from PSVR” one was not as fun as the description indicated), and others that didn’t seem relevant at first, but totally inspired me. By far, the best one was a talk about this Walking Dead mobile game by Jason Booth of Disruptor Beam.

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Go find this online when he posts it. There’s so much information coming at your face, your face is going to leave your body to find a new one. And that that body will EXPLOOOOODE WITH KNOWLEDGE! He wasn’t shy about the parts of Unity that he didn’t like. That just made me trust him more! Essentially the talk was all about how they got this ridiculous massive world to show up even on lower-end mobile devices. His command of graphics and optimization was impressive.

 

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Hoping to Return

I’m writing this from a hotel room in Los Angeles. (I went straight to IndieCade after Unite) Now that I’ve attended my first Unite, I’ve got just one piece of advice for anyone attending: fill your schedule. When I planned this trip, I allowed for gaps in my schedule to explore the main expo hall. I was expecting something along the lines of GDC – a massive expo hall you could never possibly see all of. Instead, I found it to be a bit lacking. I was able to make the rounds in an hour or two. So, avoid gaps in your schedule and fill your time with meetings or talks! You’ll find that more helpful than wandering around aimlessly.

I hope to return to Unite America next year! (I’m calling it “Unite America” because I don’t know if they’ll be in Austin again.) However, my one condition is that I’d like to return to give talks about Where Shadows Slumber and maybe have a booth in the Made With Unity showcase.

Which reminds me of another talk I saw, all about Unity Connect… time to jump on that!

 

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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.

Dream Team

As Frank mentioned a few weeks ago, we’re getting closer and closer to the release of Where Shadows Slumber in Spring 2018, and as such, we’re going to try to take on a bit more of an active role in terms of publicizing the game. To that end, I’m going to take some time today to answer a question I’ve been asked a few times, that’s very vaguely related to the topic of publicity. “If you guys were to start another indie game development project,” they ask, “how would you want to expand your team? What skills and responsibilities would you want from your new team members?”

This is an excellent question – pursuing a decently-scaled project requires a lot of forethought and planning, and none of it is more important than designing your dream team. After all, you’re going to be working with these people for a while – so what does your dream team look like? The best way to answer this question is with experience. I’ve been working on this project on a two-person team for over two years now. What’s my dream team?

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I will never cave and get Photoshop or something else “professional”!

 

In The Beginning…

When Frank and I first embarked on Where Shadows Slumber, we felt like we already had a pretty good team. Our personal dynamic was good, and we knew that together we had the set of skills that would be required – I would do the programming and design, and Frank would do the art and sound. Boy were we in for a rude awakening!

You see, for our first project, SkyRunner, we did the same thing. We built and released it, and it never really felt like our team had a gap in skills. It didn’t do so well, but we viewed it as a learning experience either way, so we never felt that we had failed to do anything in particular. When planning Where Shadows Slumber, we tried to do the same thing – design/programming, and art/sound. What we didn’t realize was that there was a huge gap in our skillsets. One of, if not the most important skills was something that we simply didn’t possess. We’ve been managing okay without it, but everything would be going a lot smoother if we had thought about it up front.

 

Where We Are Now

Before I get into the things that we don’t have, let’s talk about what we do have. We have a very lean, very agile team, with pretty strong design, artistic, and programming skills. There hasn’t really been a point when I’ve thought “man, I don’t think I’m gonna be able to implement this” or “wow, I really wish Frank were better at art” or anything. These are our strong points, and these are the things that we’ve consistently done well throughout development. I don’t think we need to do anything to improve on these skills at the moment.

On the flip side, there are a couple of areas where we are lacking. You’ll notice that I previously listed ‘sound’ as one of the tasks, but I didn’t mention it above. That’s because neither of us has any training or experience in sound design. Frank heroically took on the sound for the demo, since it sort of feels like a more artistic endeavor, but we quickly realized that we would need someone else to do the sound design for Where Shadows Slumber if we wanted it to have a real professional sound.

However, sound isn’t the thing that we were missing at the beginning. We’ve been looking for sound people, and we’re confident that we’ll be able to incorporate great sound design into the game. No, there’s something else, a huge blind spot, something that could potentially destroy us all and leave us with nothing, something that we never realized we needed, but can’t live without. There’s one more task that encompasses everything we’ve already talked about, and is perhaps more important than all of them put together.

 

Publicity!

A successful game is one that a lot of people download. The idea is that if your game is really good, people will download it. Unfortunately, this idea doesn’t always pan out – in order to get people to download your game, you need to give them some reason to. This is where a marketing and publicity expert really helps.

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“Our game really speaks for itself.”

This can be a tough pill to swallow – paying someone who may literally never contribute to the actual game itself can feel pretty awful. Despite this, your publicity expert will probably end up being the most important person on your team.

Think of this person as a salesman, helping you sell your product. It doesn’t matter if you have a billion units of the best product on the market – if you don’t have someone to sell it for you, you’re not going anywhere. Infrastructure like the app stores make this a little easier, since you can publish a game yourself, but you still need someone advocating for you and getting people to download the game.

We don’t have the experience or know-how to actually do this. It seems easy – just talk to people, tell them about the game, take any chance to promote it. But the reality is much more difficult. In reality, it’s a full-time job. Talking to bloggers, reaching out to potential publishers, doing interviews, even writing blog posts, all of it adds up to a lot more work than we had anticipated.

In the same way that your game’s name is the first thing people will see about your game, any efforts you make at publicity – ads, going to shows, posts on Facebook – are going to be right up there in your first impression. Why wouldn’t you do everything you can to make sure you make the best first impression possible? It doesn’t matter how great your game is if no one feels like they want to play it!

 

“Doesn’t Play Well With Others”

Getting back to the question at hand – what would I take into account when picking out my DREAM TEAM?

Well, clearly, more people working on any aspect of the game means that the work will be done faster, right? While this is true, it’s also subject to diminishing returns. This means that two people doing the job will get it done faster than just one, but not twice as fast. In the same way, the third person on the job adds even less.

This effect is compounded by the fact that coordinating the implementation of a complex system is a tricky business. If I’m the only one working on my game, then I completely understand the whole system, and I know what changes I need to make and how they will affect the rest of the game. As soon as someone else is involved, we each have to coordinate all of our changes and work to understand the whole system. This overhead can slow things down quite a bit, to the point where it seems like it might be more efficient if just one person were working on it. You’d have to ask Frank, but I assume the same thing goes for coordinating artistic styles and assets.

how-complex-systems-fail

“Alright, new guy, here’s our system. It’s really pretty simple…”

Now, it probably sounds like I’m a crotchety old programmer who refuses to change or take a second opinion on my work. I like to think that this is not the case – I work with a handful of other programmers every day at work, and we do awesome stuff. The difference is one of scale, timing, and goals:

  • Where Shadows Slumber is a small enough project that one programmer can conceive of and manage the entire system. If I were working on a bigger project, you bet I’d want more programmers, just so that we could wrap our collective head around the tasks at hand.
  • We are nearing the end of development for Where Shadows Slumber. There’s still a long time and a lot of work left, but we’re about 80% of the way through development. Bringing someone on now would require spending a lot of time bringing them up to speed. Since there’s so little time left anyways, adding another programmer might actually cost us time, rather than save it.
  • As the only programmer and head designer for Where Shadows Slumber, I think of it as my baby, my brainchild. When working on it, I have very specific ideations and goals – hiring another programmer would mean there’s another person with their own ideas and goals. If they don’t line up with my own, then we’re gonna butt heads a lot throughout development.

Hopefully these points do a good job of explaining why I’m still the only one doing any programming work on Where Shadows Slumber. If I were to start another project, these are the things I would think about when hiring a programmer.

 

The DREAM TEAM

DREAM Team

Dreamin’ of the Dream Team

So, if it wasn’t obvious from everything above, my first addition to the team would be a professional, dedicated marketing and publicity person. Alongside that, I would want a sound designer – which, fortunately, we are actually working toward.

Those two roles, in addition to Frank and myself, would put us in a pretty good place, in my opinion. If I were to continue expanding the team, my next move would probably be to get another artist and programmer to help with the heavy lifting. The best way to avoid diminishing returns, I think, would be to divide the work into discrete parts – for instance, the art could be divided into the art for the game itself, and the cutscenes. If I were to bring on another programmer, I would want someone with expertise in graphics and aesthetics, since those are my weakest areas.

So, if you’re looking to put together your own dream team, my recommendations are to make sure that you don’t overload any one person, and to definitely, definitely not underestimate the value of a dedicated publicity expert. Otherwise you’ll end up posting blogs full of crappy MS Paint art and thinking “Eh, it’ll be fine”.

 

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If you want to know more about how our team is put together, or are curious about building your own dream team, 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, 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