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However, this means we’re depending on our limited artistic abilities for the art assets of the game: I’m designing and drawing sprites, and Conrad is making backgrounds and designing the user interface (UI). While #ilujam’s rules state that the game you make does not need a visual element, our game company prides itself on quality visual novels, so we’re staying in our wheelhouse. If you’ll note, neither of us is an artist, and we’re making a dating sim. I’m a project manager who moonlights as a writer. To see how these games usually turn out, check out some entries from the recently-ended Ludum Dare GameJam, whose theme was “An Unconventional Weapon.” ResourcesĬonrad is a programmer. That’s the beauty of a gamejam, though: an imposed limitation puts normal game development on a smaller scale, and forces the processes-coding, writing, art-to become more streamlined and more raw. A one-month deadline is not the most grueling pace oftentimes, you’ll see gamejams run for one weekend only, on-site, where groups of game developers work nonstop to push as complete a game as possible. The biggest and most obvious limitation is time, but I also have a full-time job to contend with, and Conrad is often overtasked with the day-to-day pressures of running a game company. Even though it’s small, I’ve divided the planning for our #ilujam game into three parts: limitations, resources, and timing. Then again, art and technical art (the act of integrating art with code) is time-consuming as well! But to me, a new producer, the most important part is planning. What’s the most important part of games development? From the outside, it may seem like the coding bits, which you need a lot of training for. (Full disclosure: Date Nighto games may be reviewed by Women Write About Comics, but never by me, and I will never see or influence advanced reviews before publication.) And for the next month, we’ll be exploring why, as my partner Conrad Kreyling and I make a short dating sim called Beach Island. But when it comes down to it, games are hard. Quite frankly, that sucks! As a game producer for a small game company called Date Nighto, making sure my creative and technical teams are happy and healthy are my top priorities. In the world of video games, many producers and directors see mandatory overtime not as a contingency plan but as a natural part of game development, to be regularly used as a way to cut costs and make the most ambitious games on the shortest schedules. Kotaku’s Jason Schreier filed an in-depth investigative report on the horrors of crunch which I highly recommend. This is called “crunch,” and while other industries have equivalents (teachers before finals, comics creators before deadlines), the AAA games industry pressures itself to release bigger, more robust, and more feature-rich games, which results in grueling periods of crunch and many veteran developers abandoning the field in favor of… having a life. Writing, art, styling, and coding have to come together as a unified whole, often with a development timeline that forces passionate game developers to work ceaselessly for months on end.
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This week: Why are games so hard?-the role of a game producer. Want to know what goes into making a video game? I’ll be posting weekly updates in a structured development blog here. All through the month of June, my partner and I are creating a dating sim for the International Love Ultimatum Gamejam ( #ilujam on Twitter and Tumblr).