The Rotten Fish Games way
During the 3rd Hellenic Game Developers Conference, 9-10 October 2010, the Rotten Fish Games team presented the way that it chose to develop its first Apple iPhone game. The presentation is available here but the topic was discussed at Thinking gamer's blog by Kostas Anagnostou, too. After many friends' comments I decided to postpone the next article to write about how to develop indie commercial games working in a flexible way like the one that Rotten Fish Games uses.
The Rotten Fish Games team founded in 2010 comprised of capable, experienced game-makers who thrive both on creative expression and crafting addicting gameplay experiences. Now they joined forces for an innovative and productive team. They come from various backgrounds and possess a depth of experience.
About the game
The first game is called Space Debris and is developed for iPhone by the following team members:
* Kostas Anagnostou: Original idea, Script, Programming, Design
* Georgios Chiotis: Production, Design, Programming, Promotion
* Nick Larin: Graphics, SFX
* Vicky Fysika: Music scores
* Dimitris Fragkos: Graphics Supervision
* Michael Fragos: Design Concepts
Space Debris for iPhone has the following development plan:
* May: The core team was formed based on the original idea
* June: Development starts and necessary hardware is bought
* July: Prototype versions with the selected engine
* August: Game design is finalised and graphics are being introduced
* September: Game design amendments and alpha[not beta as in presentation] version build
* October: First release candidate (1 stage[not level as in presentation])
* November: Beta testing [not AppStore as in presentation]
Participations: GameCon (Sep 2010), IGF (Oct 2010) [we did not manage to participate], etc
The Space Debris game is a shoot-em-up (SMUP) that has 3 stages with 5 levels in each stage, 5 bosses of variant difficulty one for each stage and a total of 15 min play for each stage. With 4 difficulty settings that means a total of 60 levels of 180 min gameplay for each game mode of the 3 available. Except the innovative (asteroids manipulation) weapon mechanics the classic SMUP experience is offered with 3 different play modes. Finally, there are two types of ships to choose from multiplying by 3 the entertainment options of the player. Two players co-operative mode is offered, too.
You can read more about the team and the game using the following links:
* Site: http://www.rottenfishgames.com
* Twitter: @rottenfishgames
* Facebook: Rotten Fish Games
* Space Debris: http://www.spacedebristhegame.blogspot.com
The game development model
A videogame is usually being developed by a company, a team or a single person alone. Each entity has its own pros and cons regarding the game development process.
A company can spend more money and human resources than an individual to develop a game and usually a business plan is a necessity with the related risk like any other investment. A company, depending on its size and portfolio, is able to produce up to multi-million game titles.
A team usually has more time than money to spend developing a videogame depending on its members professional or business activities. Althoug, a production plan is more suitable for a team instead of a business plan the risk to leave the project incomplete is greater since it depends on the members devotion instead of a publisher's requests. Without the legal constrains of a company even the publisher's involvement is not enough to save a project. It is imminent that no multi-million game can be developed by a team of any size.
An individual should have plenty of time to start with and maybe some money should be well-welcomed but it is not likely to develop the next best-selling shooter. However, it is profound that this individual should be talented enough to cover various skills like coding, graphics, sounds, music, writing, design etc. It is an one-man-show most of the times but sometimes a partnership with other people is necessary to complete the game. In that case the 3rd party involvement is the minimum needed.
A game is being developed for either a commercial or no-commercial purpose in mind. Commercial purpose aims for sales profit and to get some real money to support my company, my team or myself in order to be able to develop more videogames in the future without financial constrains. I may choose to develop for non-commercial purpose in order to gain more knowledge as a team, e.g. research and development for a a new platform, or as an individual, e.g. to help me go for the next dream job of mine.
An independant developer or indie for short is somebody (company or team or individual) that develops a videogame expressing himself and it is not a 3rd party outsourced and paid project or a publisher's idea.
How to develop as a team
For a team that develops a videogame to get money by selling it, without taking into account a company or an individual that works for the same purpose, the following work model offers the possibility to develop a game that a publisher will release, promote and sell covering any legal obstacles of the team's formation if no member of the team can cover that.
Since only personal time and money are being given to develop the videogame the risk is somehow smaller that a company's but not propotionally different most of the times. Member of the team can spend their time in creative work and not everyday routine like e-mails to sell the game. Each member of the team can work in autonomous mode and not like a company's employee having to follow tasks from above the hierarchy. Each developer is able to work on its own pace and partnering with other developers around the world is also important.
Modern technology frees from old-time problems and issues of a similar team few years ago. There is no space constraint or time constraint since each team's member can work conveniently from each own place whatever time he/she wants. There is no limitation of available resources and applications, too. There is no need to relocate to another place to work. Of course many companies offer the capability to work remotely but there are other issues needed to be solved in that case.
Also, there should be deliverables and deadlines but there is no real need for SLAs except the necessity to sign an NDA as a minimum precaution if the members are not knowing each other well. Each developer can work with the applications he/she knows well and he/she does not need to learn a company's specific toolset to work with.
Except the need to form the team in order to develop a commercial game that will lead to a future transformation to a company or a partnership with a company or whatever, the team should answer three basic questions: "What", "How" and "Where".
Has the team all the necessary members to finish the game? Is there any writer able to write the next top-selling adventure or the team should select another genre like a platform game for start? What tools can its members use? What is the most appropriate platform for the videogame to develop to? What is the suitable engine for the videogame? In what system the game is going to be released? Is the team able to work, let's say, for PSN or PSP? Why to develop for consoles, PCs or mobiles? Can the team afford to buy the hardware that is needed to work or for a console's SDK?
It is important for a team to target the international market and not only the local one, e.g. why to develop in greek if no one would ever buy it in Greece? Except the case the game will cover its development costs being released in a local language the team should support at least the English language and then another one since English can be understood globally. The selection of the target platform is important, too, e.g. why to develop for a console with a joypad while the game requires huge amount of keystrokes?
Finally, the team should communicate the new game when it is near its completion. If the team is not able to find a business partner to sell the game before the game finishes it is impossible to get any profit or a single sale unless the game is the next best-seller! Normally, a team should show similar dedication to a company in order to finish the game but it is somehow different the way of doing things.
The game must finish
No matter how close to the initial design the final game is, it should finish in order the team has a potential to get some sales and survive. It is beneficial for each member, too, since a finished videogame can be easily added to member's portfolio. What impression a future partner will get if the team did not finish the videogame it started to develop?
Nevertheless, usually a videogame development does not finish at all. Even in that case the benefits for the team members are great. It is obvious that they get experience they would not have been able to get and sometimes the incomplete game can be the base for the next dream project or be sold to another team or company etc.
Human beings learn through their mistakes, that's for sure, so, the path you follow to develop the videogame is the way that leads you to your destination. If you do not test yourself you do not know if you are able to work in that field no matter how you love it. We start, we fail and we start again till we succeed.
Team and videogame promotion
Nowadays, there is a variety of media for a team to use to promote itself and its creations namely the videogames it develops. Internet and the web can reach many people around the globe and the sale channels today are changing to offer more downloadable content than ever before. Do not forget that there is no limit for a man's fantasy and you can develop videogames even for a device with a fixed characters green LCD screen and then sell it to whoever is willing to pay for that entertainment.
Also, there are so many free alternatives to build your site and your videogame's site using a wordpress or blogspot or other similar service that there is no need to hire a specialist like a web designers and programmers to build your page if you cannot affort him. Members and team portfolio can be placed there, too, increasing the career advancement opportunities. Game development is a creative process, so, creative people can build a creative site as well.
The videogame should have a separate site and no matter how the game evolves during the development phase it is important to create anticipation for the game or find a publisher even if the game can be sold through a site on the internet. The sooner the better as they say.
Additionally to promotion, a game's site can serve as the on-line shop for that game with free or relatively cheap solutions being available either supporting credit cards payments or mail delivery. Many manufacturers offer their own marketplace like Apple's AppStore.
Rotten Fish Games is not the only team in Greece that works that way since there are many more teams developing successful and commercial videogames. To get more info about Rotten Fish Games and its first iPhone game Space Debris visit the following links:
* Site: http://www.rottenfishgames.com
* Twitter: @rottenfishgames
* Facebook: Rotten Fish Games
* Space Debris: http://www.spacedebristhegame.blogspot.com