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Resolutiion: 9 Tips from our first Gamedev-Journey
Five years ago two German twins jumped into crafting their first video game without any kind of experience. Now close to releasing Resolutiion, we are wondering: what did we learn in these five yeas? These are our nine most valuable lessons.
Here we are, five years later. The angry German twins who became angry German twin video-game-designers. From zero to our first 12 hour+ game.
Resolutiion is our journeyman’s piece, to be released this year.
We often say we have no clue what we’re doing. Which seems true most days. But, for anybody about to head out on their own gamedev-journey here are nine of the most valuable lessons we’ve learned along the way.
Buckle up, lovely ladybugs.
1 Expect the Unexpected
Ok, calm down.
You want to make that video game. You don’t know how to do it, or where to start, but you’re committed. You’re hungry. Better make a plan. Sit down, and write that plan. Write it, and then throw it away.
Plans are for people with experience. Not you. Yet.
Some of the biggest games, created by the biggest studios, with the biggest budgets, run by the biggest people in the business go bust. These guys know what they are doing, and they do make plans; and those plans fail. Often.
Our plan: finish in 1.5 years — turned out to be closer to five. We planned on a four hour game — our latest play-test took around 12 hours, and we do know all the secrets!
Video games are a crazy and complex artform: writing, programming, storytelling, world-building, visuals, sound, music, marketing, the-list-goes-on. As an indie-dev, you do most of these things on your own. How can you plan for all of those interconnected tasks?
We don’t think you can.
We think it’s an adventure, and the earlier you let go of plans, expectations and promises, the more fun you’ll have. Be open, learn new things, make mistakes and never set estimates extrapolated from your current state of knowledge — your capabilities will evolve, you will raise the bar for yourself.
Expect the unexpected.
2 Never Walk Alone
We’ve met and talked to lots of game-designers and developers. Many of whom were much better than us, had bolder ideas, bigger bank-accounts/networks/warchests.
Unfortunately many of them are still years away from getting something playable into the hands of their audience. Other’s shipped a half-finished game.
Why? And what did we do differently?
We came as a pair. We worked in tandem. We shared the load, and we bashed our heads against each other until we both were satisfied (or passed out).
I pushed for beauty, Richi pushed for fun. I wanted more story, Richi wanted more combat. I demanded complexity, Richi simplicity — a struggle for harmony.
Your ivory-tower opinion sucks, more often than you think. Find people who will put it to the test. Sometimes it takes a friend pull that ivory tower of your ass, and move on.
Never walk alone.
3 Work with Freelancers
The idea to give someone else your precious money for a small task that you can pull off on your own, feels very wrong. It might take you some 15 month of practice, but you can get there all by yourself.
At least that had been our thought until January 2018: looking at our progress of learning pixel-animation over the course of two years made us realize, that we needed a serious leap instead of a hundred more pixel-sized steps.
A couple of emails later we tracked down Chris Rafferty who agreed to help us polish our main character, at a reasonable price, that still made us bend backwards over our tiny budget.
So Chris went to work. He challenged our limits, gave honest feedback, and something magical happened: not only did our pixel-hero become better animated, we ourselves became better animators — much better.
Learning from a master made us exponentially faster. And we made a new friend in rainy Scotland. Cheers, brother.
Lesson learned: find freelancers early. Most are worth more than they charge, and chances are they’ll improve your skills as they improve your game.
So open that wallet and work with freelancers.
4 Recycle, Repeat, Reuse
Making a game takes years, needs hundreds or sound-files, thousands of graphics and tens of thousands of lines of code to produce. You, dear reader, will have to craft all of those. It’ll be a mess, and before you see the end of the road, you will be sick, bored and burned out.
To handle such an extreme amount of assets and workload, you need to copy, reuse and recycle anything and everything — but you want to do it in a smart way.
Recolor sprites, flip backgrounds, mirror whole levels backwards, use the same music track without the drums, and reskin as many enemies as your conscience will let you get away with.
The process is simple:
Repeat things a few times
Then mix with other elements
Finally change the core/color/texture
Repeat
When your inner artisan screams, take a step back and peek through the eyes of your players: they don’t approach your game as a perfectly tuned gallery of screenshots, but as a wild potpourri of impressions.
In fact, familiar elements will give your players a break from new signals. Let them focus on nuance. Shifting between familiar and unfamiliar can be a powerful motivator.
Don’t try to reinvent everything; instead recycle, repeat, reuse.
5 Iterate Everything
Every first time gamedev nods in consent: you built half your world before you realized some core idea just didn’t work.
Too bad.
Now you have another couple of hundred hours of work, and we promise: they’ll be extra boring.
We’re guilty of this: during Resolutiion’s development, we went out head over heels more than once:
When reworking the underwater maps, we added tons of new details, layered backgrounds, and light effects on top to make up for the lack of enemy-encounters. It looked great, but now every other areas felt flat and cheap in comparison.
That meant that in early 2019, we had to revisit every single level and upgrade all rooms with similar detail-density and quality — a very time- and nerve-consuming process.
Another backwards decision: the late inclusion of a map-system, when we had already build 95% of the game’s world; which —as it turned out— could not be represented appropriately on a 2D plane. Now we had to trace each individual room, break it apart and reposition it, so that in the end a flat map was possible, without 4-dimensional, space-time bending logic.
Lesson learned: never venture too far out with a single task in search of perfection. Instead, move all pieces together, one step at a time. Build as modular as possible. Balance the fun tasks with the boring ones — always iterate everything.
6 Stay Healthy
Independent game development is all about freedom. It is about art and beauty. It’s a personal journey to self-fulfillment and spiritual transcendence.
It is … a brutal sick grind of a fulltime job!
I quit my 9–6 job, five times a week, to end up in a 9–8 job, seven days a week, 365 days a year — except for the new year’s hangover.