Digital Dave

Musings on projects, business and life.

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GDC: Day 1. Networking: F+

Sorry, Darius… I swear your articles didn’t go to the wayside today. For some unexplainable reason, I found it incredibly challenging to “bug” people today while they were looking through all the swag, or hanging out in between sessions. I had plenty of opportunties to fire up a conversation, but I just couldn’t cross that line to initiate it! I hope tomorrow goes a little better. At least I have the luxury of having 4 more days here, versus 2. What irritates me is that I know I am incredibly easy to talk to, when somebody else initiates the talking. If I could just initiate a talk, things would be on the verge of being perfect.

Funny thing is that, as many situations as I was in where I could actually spark a conversation, nobody around me tried to do it either. Maybe everyone had the first day hibby-jibbies or something…

Today had a lot of really cool discussion, along with many inspirational post-postmortems. Most notably, the guys from Aquaria. The creator of N/N+. And Pixel Junk.

The first session spoke about the state of the independent game industry. In an effort to not rehash the same content, Adam Martin wrote up a really good “jurnalist” style coverage. Check it out on his blog. http://t-machine.org/

Some quick highlights from today… Because us programmers like to get to the point.

  • Input Output Theory
    • Concentrate on what your game outputs to the player.  Make it fun. Make it unique.  Don’t rehash the same ol` same ol` just for the sake of ‘that’s how it’s always done’.  Try to use algorithmic manipulation to do really cool things to give back to the player.  For example: Do strange feedback things with the graphics. See: Everyday Shooter.
  • Company
    • You can not sell what you don’t own.  If you have 5 people on your team right now, and 2 years down the road, you decide to finish the game, but the guy who wrote the core code isn’t with you anymore, you’re out of luck.
    • Put together a company
    • Transfer your assets to the company
  • Marketing
    • Develop a Personality
      • Introversion: “To challenge perceptions and push boundaries through the release of outstanding video games, to be free to explore”
    • Build Brand Awareness
      • Through employees, partners, press, customers.
    • Establish strong relationship with your community*****
    • Dealing with the Press
      • Send Copies of your Game
      • Do Press Releases
      • ONE point of contact between you and the press
      • Understand their deadline pressures
      • Provide them with an Asset CD
  • Online Games (Flash, Shockwave, Etc.)
    • Will be Huge in the near future
    • Sites/Portals to think about
      • http://www.arcadetown.com
      • http://www.instantaction.com
      • http://www.garagegames.com/
      • http://www.kongregate.com/
      • http://www.flashgamelicense.com/

And everything after that became a blur.  While it was interesting, I was tired of moving my pen. (*sniff* where’s laptop *sniff*)

View Todays Pictures Here

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Got to play some games during lunch. Nice Setup!


For some reason, I found this pretty damn funny! The rational for it was that she played KD? for a lot longer than a game like God of War($60), but KD was only $20! And she was curious to see if time is a good way to put value to a game.

Category: Career

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  • http://www.instantaction.com Curt

    Glad to make the list, Dave. Of course, we’d love to hear more specifics, should you feel so inclined, both of praise and of what you think would make the system a better play.

  • http://www.instantaction.com Curt

    Glad to make the list, Dave. Of course, we’d love to hear more specifics, should you feel so inclined, both of praise and of what you think would make the system a better play.

David McGraw

Founder of iGotIt Games. Trader. Runner. Warrior. Motivator.