Community-Driven Discoverability for Indies

Notes on a talk by Patrick Corrieri of Dry Cactus, developer of Poly Bridge Game design decisions aimed at promoting the title in socially-driven way, rather than "real" marketing Battling against saturation, algorithmic curation (or no curation at all), lack of cross-promotion showing similar games (e.g., in Epic store) We need to drive as much … Continue reading Community-Driven Discoverability for Indies

How to Run an Indie Studio Without a Surprise Hit

Notes on a series of 3 micro-talks How to get client work and balance it against your own IP development (Christopher Langmuir of Anemone Hug Interactive) Anemone Hug has had 4x revenue groth every year (since 2015) 50% of all hours company-wide on internal IP development Can't hide from the business stuff You're going to … Continue reading How to Run an Indie Studio Without a Surprise Hit

Understanding & Tracing Numerical Errors in C++

Notes on a talk by Gino van den Bergen (@dtecta) Fixed point numbers snap to a regular grid; in floating point numbers, the rounding error increases the farther you get from zero IEEE 754 single-precision (32-bit) float is: 1 bit for sign 8 bits for the exponent 23 bits for the fraction (-1)^sign * 1.fraction … Continue reading Understanding & Tracing Numerical Errors in C++

Design by the Numbers: Using Data for Good

Notes on a talk by Evan Losi, lead game designer at Scopely Play tests only take you so far Capturing analytics Track everything—every time a player does anything Everything a person interacts with Which screens they open What activities people take Resources (what players earn and spend) Look at the aggregated data Key metrics/KPIs End … Continue reading Design by the Numbers: Using Data for Good

Tech Toolbox

Notes on a series of micro-talks Tools for voice tech—Nicole He (@nicolehe) Enhance.computer built using this Appropriating business voice tech for games Cutting edge tech here are in areas where mega corps can make money, like customer service chat bots DialogFlow from Google is an example of this; aimed at finding conversational intent without rigid … Continue reading Tech Toolbox

2014 vs 2018: The Shape of Success Before & After the Indiepocalypse

Notes on a talk by Jason Rohrer Speaker made 13 games in a row without making any money Financial success is a long term project, both for developing a reputation and for getting good at making games Expect failure; don’t give up after failure Indiepocalypse Came from a string of public failures from companies with … Continue reading 2014 vs 2018: The Shape of Success Before & After the Indiepocalypse

Perfecting Workflows: Tool Development to Empower Designers

Notes on a talk by Linda Kruse of The Good Evil (@ldacruz_) Need a flexible and maintainable system that enables efficient workflow and teamwork Independent of specific game mechanics Pipeline: artist to programmer to game designer (scripting/logic) to build process Problems with third party tools like Unity Designed for beginners Tedious setup  Not flexible enough … Continue reading Perfecting Workflows: Tool Development to Empower Designers

Analyzing for Workflow Reductions

Notes on a talk from Philip Bloom Are the tasks in your team’s workflow things that are essential to their creative process, or are they “boilerplate” that they have to get through to get to the real work? Reduce configuration, or at least Allow saving options or sharing them Simple tools and processes Best case: … Continue reading Analyzing for Workflow Reductions

Tooling for Small Team Workflows

Notes on a talk by Irina Z. from Bungie Bungie uses multidisciplinary small teams of 4 to 9 people Many small autonomous teams working on dedicated feature branches See “Pipeline support for feature branches in destiny” talk for more Setting stability expectations Previously had exhaustive testing and manual sign off to push to the single … Continue reading Tooling for Small Team Workflows