GameDev Protips: How To Finish And Ship Your First Few Games

It’s a known problem that new developers struggle with how exactly to go about putting their first game out on the market. Here are some tips to make that struggle a little less intimidating. First off, your first projects shouldn’t be long projects. You will improve as a developer over time, and your first projects likely won’t even be worth using within a few months. Because of this, plan for shorter projects (optimally about a month each) so that you don’t pigeonhole yourself into using poor coding or something that you did as a novice developer. Similarly, don’t sweat it if your project does take too long. New developers have no frame of reference and will often think projects take less time than they actually do. If you want a general rule, add about 50% onto your estimated project time.

Next, don’t worry too much about your first game’s design. As long as it is functional, it is helping you gain experience which is necessary for making anything worthwhile in the future. It simply won’t be possible to build something incredible as your first project. On a similar note, don’t worry about production values. As long as the game is fun, you can add the polish later. Focus on gaining your experience unless that polish is critical for learning something new in the future. Also, you should get other people to play your game. Letting other people play your game will help you realize any potential flaws or improvements that can be made that you wouldn’t have realized otherwise — the more the merrier!

Lastly, and most importantly, ensure that you’re continually making progress on your game. Set milestones for each quarter of your planned development time, and break those into even smaller tasks that can be reasonably worked towards and won’t be intimidating. Instead of saying “finish the game’s art,” break that single milestone into “finish the character’s art,” “finish the world’s art,” and so on so that you don’t lose track of what to do. To also help with keeping on track, you should review your game weekly, even if you don’t plan on working on it. If you go for too long without looking at your game, you won’t remember what you were doing or how to do it and are much more likely to lose your motivation and quit.

Important Takeaways: New developers often struggle getting their first project out, so here are some tips to help do so. First, plan short, approachable projects that you can quickly get out onto the market. This lets you gain experience and helps you avoid being forced to use novice developer coding mistakes in a final product due to how quickly your past skills become obsolete compared to newly improved skills. Focus on finishing and shipping your prototypes. Don’t spend all of your time focusing on how polished your game looks if you’re just trying to get something out there for feedback. As long as the game is functional, reasonably fun, and has some kind of art, it’ll be fine as a prototype. You need that experience as soon as possible and focusing on polish will slow that process. Save it for later on down the line. If you want some advice, letting other people play your game will show you some potential flaws or improvements that could be made that you would’ve failed to notice otherwise and how to go about implementing or fixing them. Finally, make sure that you’re continually making progress on your game. Set milestones then break those into smaller tasks that you can easily approach without being intimidated.

GameDev Protips: The Secret To Getting Paid For Your Game Ideas

Let’s imagine that you were tasked with digging a hole to reach a particularly desirable outcome. If you dig the hole, your work is valuable. But, if you know where to dig, how deep, and you provide the tools, you’re even much more valuable. It’s not enough to just have the idea — you have to formulate the plan and have the know-how to pull it off as well. Which is where your role as a potential project manager of sorts comes in. So what’s the secret? You’re a producer, so you better start acting like one if you want to get paid for your ideas. It’s hard to really understand how hard management can be if you’re new, and as much as it sounds like, it’s not always just sitting around telling other people what to do — especially in the budget-starved world of indie game development. Here are a few tips though.

Firstly, you can’t be a perfectionist. You can’t demand absolute perfection from others, or else you’ll be bogged down in micromanagement. You’ll have to deeply assess what a person can and cannot do, and assign them tasks that are within their abilities and the project’s scope. Don’t set up people for failure. As an idea guy, you’re probably not going to get much done yourself, and you have to be available to be interrupted quite often depending on the size of the team that you’re managing.

If you’re doing your job right, you’re the most enthusiastic and supportive person on the team. Treat everyone on your team as a hero (because they really are), no matter how much they can accomplish or how well they can do the task. The most important responsibility is planning the world is you know what needs to be done, and you need to make sure that you have the resources before you get there. There are so many things to do and decisions to make, and as a manager, it’s your job to outline these plans and set them in motion.

Remember to let other people manage specific areas. For example, I’m honestly not the best writer, and when working on my indie roguelike SanctuaryRPG, I actually delegated the writing to a small close-knit team of writers. This consisted of a “Lead Writer” and several other writers who were working under him. This streamlined the management process, making it so that I only had to manage one person in that particular segment of the team instead of each person individually.

As a manager, you’re making sure that everyone else can do the tasks that you gave them. Check in on them and see how they’re doing. Help them if they’re having trouble, or assign other people to do tasks that you don’t want them doing if it’s not something that they’re particularly adept at, or if it’s not worth the time investment for them. For example, I’m not the best at pixel art. When making an indie game, I usually am presented with the following two options: I could go out and attempt to learn pixel art and do it myself, or I could hire someone to do pixel art for me. Considering that I’ve spent the past decade doubling down on my knowledge of game design, game production, programming, and marketing, it would make little sense to try to do art myself. It would take far too long to shore up that particular weakness of mine.

Important Takeaways: Idea guys make get a bad reputation in the industry, but they’re actually instrumental to a project’s success. Don’t be afraid to be the idea guy. As a person who has ideas, your value lays not only in what you could do but in what you know and your ability to communicate and plan effectively. Keep learning, have a solid track record of having great ideas and strong managerial skills, demonstrate value to your team, and you too can play a role in the industry as a so-called “idea guy.”