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Marketing/Business

A Press Release Template for Indie Game Developers #NotGDC

Since so many of us are instead attending the cheaper and easier to get to #NotGDC, I thought we should make a point of sharing our own advice with each other.

Write a blog post or create a video to share a quick tip. Tell us about a cool resource you found. Whatever you do, share it by using the #NotGDC hashtag.

While many indies know that marketing is important, they may feel uncomfortable with it, don’t understand how to go about doing it, or feel that with their small budgets that marketing isn’t an option. So, what can they do?

Emmy Jonassen, the Indie Game Girl, created her site as a resource to help indie game developers “find the adoring fanbases your winning game deserves.”

She provides budget-friendly tips and tricks for indies using over a decade of experience in marketing, and recently tweeted about her press release template for indies:

If you’ve never written a press release before, finding a press release template is a great place to start. Just like schematics instruct engineers, a good press release template will instruct you to execute a solid press release.

It lists 8 major elements, including the headline, game description, and contact info.

She provides a number of other resources, such as the perfect landing page for the indie developer and her presentation at Konsoll 2013 on Marketing Indie Games on a $0 Budget.

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Game Development Marketing/Business

Building an Enduring Game Development Business #NotGDC

Since so many of us are instead attending the cheaper and easier to get to #NotGDC, I thought we should make a point of sharing our own advice with each other.

Write a blog post or create a video to share a quick tip. Tell us about a cool resource you found. Whatever you do, share it by using the #NotGDC hashtag.

Ernest Adams, author and game design consultant, recently shared an answer he gave to the question “What does it take to build an attractive business in the video gaming space that endures for many years?” on Quora.

Vision, flexibility, and ruthlessness.

Go read his full answer at the link above, in which he talks about what he saw happening at EA before it became the 800-pound gorilla of the game industry.

He contrasts EA with Zynga. When I attended GDC in 2011, I remember noticing all of the billboards advertising games, which isn’t something I was used to seeing in the Midwest. I remember seeing ads for Zynga and its games, and I imagined the amount of money it would take to do so. Zynga had an IPO that summer, and it was huge.

Soon, however, it fell hard. Zynga’s been cutting its workforce and lowering expectations, and last month it announced it was selling its very expensive headquarters in San Francisco.

Adams argues that Zynga was unable or unwilling to adapt to the market.

There is quite a bit written about what Zynga did wrong, but it didn’t really have much to fall back on when people started using Facebook on their phones more than their desktop environments.

Which is interesting because one of Zynga’s supposed reasons for success was that it applied “ghetto testing” to get market data that informed decisions about everything from what game mechanics to add to what virtual items to sell.

It rode one huge wave to success, and now it’s floundering.

EA, on the other hand, has many failures, but only because it sees many potential waves and tries to make sure it is in a position to ride them. If one wave crashes, it abandons it, and it can afford to because of all of the other waves it is successfully riding.

That adaptability is amazing when you think about how fast the industry changes and how many years it takes EA to publish a single game.

Now, as an indie game developer, EA might seem to be the exact opposite of what you want to model, but you don’t have to follow its business strategy. You might, however, learn a thing or two about making your indie game development business sustainable by learning from one of the largest successes in the industry.

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Game Development Marketing/Business

Are You Also at #NotGDC? Let’s Share Some Advice!

I knew this week was going to be both fun and frustrating because so many people on Twitter will be posting about the 30th annual Game Developers Conference, but I didn’t realize how many people would be posting about it the weekend prior.

Kyle Pulver wins with the best tweet so far:

GDC is exciting, but for many, it’s also pretty expensive to attend regularly if at all. I attended once in 2011 and since then haven’t made my way back yet.

But since so many of us are instead attending the cheaper and easier to get to #NotGDC, I thought we should make a point of sharing our own advice with each other.

Let’s talk game development. What would you tell your younger self about the realities of indie games if you could? How do you create that special effect you showed off recently? Where do you find your motivation? Where do you stand on the subject of curly braces in your code or screen shake in your visuals?

Go ahead and write a blog post, create a video, or host a podcast. It doesn’t have to be long, or perfect, or anything other than you sharing the nuggets of wisdom you’ve earned the hard way. Alternatively, if you found a cool link to someone else sharing the behind-the-scenes of their efforts, feel free to tell us about it, too.

Whatever you decide to do, share it by using the #NotGDC hashtag.

I’m looking forward to seeing you at our not-a-conference.

Categories
Marketing/Business Personal Development

Rami Ismail: You Don’t Stand a Chance in Indie Game Development

If you’re a new indie game developer hoping to make a living in the current market, you’re doomed. Supposedly.

At Control Conference 2015, Rami Ismail of Vlambeer, creators of Super Crate Box and Nuclear Throne, spoke about how unlikely a new indie game studio will survive its first game’s release.

He compared the ease of indie game development to the ease of photography. At some point in its history, photography became available to the masses, and professional photographers had to compete with amateur photographers who could point and shoot with results that were often good enough. It shook up the market for photographers. I’m sure somewhere there is an archive of articles about the photopaclypse.

Some of his arguments sounded familiar, and it is because they are. He makes the same argument that Jeff Tunnell made 10 years ago in his blog post Five Foundational Steps to Surviving as an Indie Game Developer, the biggest one being “Don’t quit your day job.”

Ismail highlighted specific aspects of running an indie game development business that most new indies haven’t thought about or don’t know very well.

Whether it’s underestimating how much funding is needed, overestimating the number of people needed to work on a game, or not giving enough attention to your sales plan (or your personal health for that matter), you are ill prepared to do at all well in the market.

Quite frankly, the arguments he made, as insightful as they are, are depressing to hear.

But then he reminded you that this isn’t about making a living from your first game. It’s about surviving to make that next game. And the next.

It’s about building upon your successes and your failures. It’s about learning all of those things he said you don’t know so that you go from having no chance to having some chance.

A bit of insight into that kind of hard-earned learning comes early in another talk from Control Conference 2015. Vogelsap’s Jeroen Van Hasselt gave a presentation on why the highly-anticipated The Flock failed in the market:

You can catch something interesting at 1:34 seconds in.

During his introduction, we hear: “Vogelsap is a studio that specializes in making thrilling 3-D experiences that we present in an event and adventurous-like manner.”

Part of the presentation talks about how the student-run studio grew up, and I recognized that statement above as a mission statement.

Most new businesses don’t give enough attention to vision, mission, and purpose, and in fact Ismail says “vision” is just a word that doesn’t mean anything, but it’s clear that the people at Vogelsap at some point learned about them in the course of their own thrilling adventure while creating and releasing The Flock.

Worrying about vision, mission, and purpose isn’t bureaucratic corporate mumbo-jumbo. It’s not a pointless exercise to pretend you’re running a real grown-up business.

Vogelsap is not just making games. They have a focus, which most indies don’t have. When you hear about a new game with their name attached to it, you are going to have some idea of what to expect, and it won’t be a casual match-3.

What’s great is when indies share their learning and hard-earned lessons with the rest of us. Sometimes we pick up the lesson easily because it is intuitive. Other times, we might not grok them until we go through the experience for ourselves and come out the other side with a realization that this was exactly what they warned you about.

Your goal is to grow your indie game development knowledge, which is why it’s important to, as Ismail suggested, prepare for failure while aiming for success. Experience is infinitely more valuable as a teacher.

But keep your day job in the meantime.

Or don’t. I didn’t, ran out of money after a couple of years, and eventually got a day job again. I was stressed more than I have ever been stressed before, but I learned much more rapidly.

You’re an indie. You get to decide your path.

Categories
Marketing/Business

Indie Developers Have Always Needed to Treat Their Businesses Like Businesses

Dan Griliopoulos wrote Saddling Up The Horsemen: Is the market getting tougher for indie developers? at ShowMeTheGames.com, in which he argues once again that the so-called indiepocalypse isn’t new.

So is the market getting tougher? It’s easier than ever to get your games onto platforms; it’s easier than ever to make them; it’s probably easier than ever to finance them. But these all mean that the market is saturated, so it’s harder than ever to get anyone to pay attention to them – and there’s no simple, effective route to that.

He interviews a few people to get their perspective, but I have been hearing this story for many years.

Ever since I was part of the Dexterity forums, which are now the Indie Gamer forums, conversations have gone like this every few years:

“Man, things were so much easier in the past.”
“What are you talking about? Today’s indies have it so much better, what with all the tools and resources we never had back then.”
“Yeah, but it was easier to stand out and make money back then.”
“But there wasn’t that big of an audience then either.”

All last year, similar articles have come out basically saying there is a confluence of market conditions making the industry a more difficult place to succeed for most individuals, that it has always been this way, and we don’t even have enough data to talk about it very intelligently.

Bottom line: it’s easier than ever to make games, but obscurity has always been deadly to the indie game developer.

Some argue that getting attention and financial success as an indie game developer is primarily a matter of luck.

While I won’t discount luck being a factor, it’s not something you can plan for.

Since I can’t plan for it, what can I, as an indie game developer, do instead?

I can learn how to run my business like a business.

Because it is one.

I think the phenomenon of people worrying about how much easier it was to get attention in the past stems from the ability of so many to focus on just product development and having the marketing and sales taken care of for them.

Apple is producing a new type of platform that takes off, and it needs games? An indie game developer back then might think, “Wow, getting my game noticed is easy! My marketing plan can literally be a single line written on a napkin: ‘Release my game on iOS.’ There is nothing else I would have needed to do back then except focus on making a good game, which is what I really want to focus on anyway.”

In all of these indie game development platform waves, there was a rising demand in the market, and almost all you had to do was show up to take advantage of it. There were other parties such as Big Fish or Apple or Microsoft or Google who had a keen interest in seeing your success, so they did a lot of the leg work with promotions and awards. It’s like being the only water salesperson at a desert oasis. The money flows to the indies who exist in that space.

What happens when the market is saturated, and those parties don’t need to worry about promoting any one individual game so much? Suddenly, the lack of a marketing plan for an indie game developer is a huge gap in their business plan. Now you’re selling ice to Eskimos.

And many, many indie game developers aren’t aware of it. After all, they just want to make games. All of this business stuff? Ick.

This business anathema isn’t unique to game developers. Michael Gerber wrote The E-Myth Revisited: Why Most Small Businesses Don’t Work and What to Do about It back in 1995, which was a follow-up to his 1986 book The E-Myth.

I got the audiobook in 2012, and I wish I had gotten it many years earlier. I didn’t because I thought the E stood for Electronic and was basically going to be about how Internet businesses are not any different from regular businesses.

Instead, the E stands for Entrepreneur, and the book is an eye-opener for anyone who is starting out.

Most small businesses are started not by business-savvy individuals but by technicians who think “I know how to make widgets. I’ll be my own boss!” These technicians work IN their own businesses, not realizing that what is needed is for someone to work ON the business itself, and for someone to manage the processes to get the results desired.

Indie Game Developer Business Plan

Running an indie game development business requires more than developing games. It’s a key part, sure, but a good business seeks out the opportunities that it can take advantage of. It finds ways to get attention, whether it was through ads, press contacts, YouTubers, or whatever the next thing is. It makes decisions about what game to make based on more than mere whim. It makes intelligent risks based on incomplete data, but it doesn’t ignore the data and guess. It defines success beyond vague statements like “making more money than I spent.”

So maybe it only looks like the successful indie game developers got their success through luck because so many of them don’t do have much more of a marketing plan beyond releasing on Steam or iOS. They don’t have much of a sales plan beyond, “I hope a lot of people buy my game. Like, a lot a lot.”

Again, luck can play a role for some. Flappy Bird was a game that happened to get picked up on network television one day long after it was released. Minecraft became a huge hit when Notch had a day job, and he never expected it to become the flagship title of an actual business.

But there’s a difference between hobbyists who have success find them and indie game developers running a business seeking success.

Maybe the problem isn’t that the market is crowded.

Maybe the problem is that many aspiring indies suddenly find that they have to do the hard work of running a business, work that looked like it took care of itself in the past.

NOTE: This article is also translated into Spanish by Javier Fernández Romero over at Zehn Games: Los indies siempre han tenido que tratar su negocio como lo que es: un negocio

Categories
Game Development Marketing/Business

How to Create a Game Development Project Plan

In the past, my game development project plans have been little more than to-do lists of tasks and features. I had no real deadlines and no idea when anything would be done. I basically picked a date for the entire thing to be finished without any real sense of how realistic it was, and then I worked on whatever task I felt like working on until I felt it was good enough to move on to the next one.

And then I would blow past my self-imposed deadline, feeling frustrated about how much work I still had left.

I mentioned that I will be focusing on impactful results over progress in 2016, and to help me do so, I decided to create a more detailed plan for my current game.

That plan covers what I’ll be working on and completing for the next three months. I want to release a playable game to at least one player, whether it is a customer or an alpha or beta tester, at the end of March.

I fully expect this plan to be a living document that changes as I identify new requirements or tasks, finish things early or late, and learn more about what I’m making.

Creating this plan was tough at first. I struggled with how to start, and even started searching online for project planning articles.

Then I realized I live and breathe Agile software development, and Agile project planning is a thing.

I’m normally on the tail end of the process, though. At the day job, my team estimates the effort on user stories, breaking them up into tasks if they are too big. We work in two week sprints, and planning the sprint is based on how much effort we as a team think we can accomplish during that time. So, as a developer, I am usually working on directly creating the software that someone else needs me to make, and while I have input to tweak or change requirements (“We can’t do it that way because it will cause problems with the existing architecure. How about if we do it this way instead?”), I don’t generally have the ability to decide what project the company is working on.

For my business, I needed to start from the beginning, and creating this project plan was a great exercise and gave me quite a bit of insight into what I’m actually going to be doing when I say I am working on my game.

I thought about signing up for a service such as Trello or downloading an open-source project planning application, but I decided to create a simple set of spreadsheets. I already have LibreOffice on my computer and didn’t want to sign up for yet another service. Since it’s just me working on this project, it doesn’t need to scale much, but larger teams might need something they can share and update at the same time.

The plan has five parts to it: a product vision statement, a project backlog, a roadmap, a release plan, and the current sprint.

Product Vision

DO NOT SKIP THIS STEP!

This part I already had, but it’s such a key aspect that I wanted to focus on it for at least a few words.

Nothing kills motivation more than not understanding what you’re working on or why you should be doing so in the first place.

A clear statement that defines what the project is, who the audience will be, and how this project supports the overall strategy for your business does wonders for your mental energy and focus.

I can’t emphasize this part enough. I used to gloss over the boring idea of a vision statement or defining a clear mission for your business that I read in pretty much every book about running your own business, productivity, and effectiveness.

Think about it this way: you need to take a trip. How will you travel?

Without a vision or a mission, any mode of travel is a viable option, right? If you want to travel by ocean cruise, you can do so. If you want to fly, you can do that, too. Driving might also be a completely valid option. Heck, not going is fine as well. You don’t really have a wrong answer possible here.

But there isn’t a right answer either.

Now imagine that this trip is an emergency. Someone you care about is in trouble, and you need to go save him/her. A luxury cruise seems like a poor option, and not going at all is pretty much thrown out as an option. Flying is faster, but driving gives you flexibility in travel at the destination. Hmmm…

What’s the difference between the two scenarios?

What happened is that the emergency gave you context for your trip. You had decisions to make in both cases, but in the emergency, your decision-making became instantly easier because options were eliminated and you had criteria you could weigh the remaining options against.

One of the biggest jobs you have as an indie game developer and business owner is making decisions. Without a vision, a purpose, or a mission, your decisions can be random and take you anywhere.

So establishing a vision for your project gives you a high-level context within which you can make key decisions.

My vision for this project involves publishing a simple educational Android game to get more first-hand knowledge about potential customers on that platform. I’m not talking about personal information. I mean I always hear about how Android users are not willing to pay for games and that iOS is a better platform, but I want to confirm this data with MY games and not just the flood of games of varying quality in the market.

My principles for this project include that it should be educational, family-friendly, and have an accessible interface.

I changed my approach with this project last year because I realized the physics simulation I was working on didn’t serve the educational aspect of my vision.

Without a vision, I would have no direction. I could easily have kept working on the physics simulation version of this game because it was fun to try to get leaves to move in the wind just right; unfortunately, it would have been a waste of time as it doesn’t serve my vision for my business as a whole.

Establishing a clear vision for your project and ensuring that it is in alignment with the vision you have for your business (you have one of those, right?) is a hugely important step. It gives your project the context you need to make decisions easier.

Project Backlog

The backlog is basically a prioritized list of features. It’s slightly more involved than the to-do lists I complained about earlier.

The project backlog was fairly easy to make. I thought up a list of features I wanted and wrote them down.

The tough part was writing some of these features out as user stories. I found Mike Cohn of Mountain Goat Software has provided a sample spreadsheet-based product backlog, and I created my backlog based upon his recommendations. Cohn’s website has a lot of great articles on user stories, backlogs, and project planning, by the way.

Leaf Raking Backlog

He recommends the format: “As a <role>, I want to <do something> so that <business value>.”

By focusing on the player’s experience when planning this project, I am less likely to get mired in a fascinating technical problem for months. Not that those fascinating technical problems won’t happen as part of a user story, but it’s like having mini-vision statements to give context to your work.

The context of a user story around a technical problem should sharpen my focus on accomplishing my bigger goal as opposed to merely geeking out over a hard coding problem that my players won’t care about if I ever finish the game in the first place.

Writing such stories is hard if you don’t have experience with it. It’s easy to write user stories that are not really user stories or don’t really do a good job of explaining what the work is meant to be. Just following the format above isn’t enough.

As an example, here is how I started writing the Main Menu theme’s stories:

As a player I want to launch the main menu so that I can start a new game
As a player I want to launch the main menu so that I can continue an existing game
As a player I want to launch the main menu so that I can quit the game
As a player I want to launch the main menu so that I can change options

But it felt awkward and forced. The main menu is what comes up when you start the game, so there it’s actually more of a passive event. I’ve basically taken the notes I made myself “Create a main menu with four options: new game, continue, quit, and options” and tried to force them into a user story format.

Thinking about it some more, I made them better by focusing on what the player was doing and the real benefit or reason why:

As a player I want to start a new game so that I can have some educational fun.
As a player I want to continue an existing game so that I can pick up where I left off last time
As a player I want to quit the game so that I can go do something else
As a player I want to change options so that I can tweak/update my play experience

I kept writing, tweaking, and deleting features and stories until I couldn’t think of anything else I needed. I ended up with 41 stories for this project.

The next step was estimating them. At this stage, there is no point in trying to estimate each and every story accurately. After all, we suck as a species at estimating. I don’t expect to be 100% correct, but this exercise should help me identify roughly how large the project is.

I used the common project planning estimation technique of using t-shirt sizes. Stories were estimated as Small, Medium, or Large.

Finally, I prioritized the entire backlog. Given what I know about the project so far, what should be finished first? What’s less important and can wait? The idea is that whatever I’m working on is the most valuable thing at the time, and yes, I fully expect that priorities can change.

I used values spaced out by 10 so that future stories can be prioritized in between existing stories.

The most important features were assigned 10, and the least important 100, and all stories fell between those two values. Some stories shared the same priority value, mainly indicating that they should be done together.

I didn’t purposefully use numbers between 10 and 100, but it worked out that way. If I had more stories to prioritize, I probably would have kept increasing the maximum priority value beyond 100. You could use whatever values make sense for you, but the main idea is to have everything in your backlog ranked based on priority.

Just by prioritizing and estimating the backlog items, this project plan puts my past project plans to shame. I know at a glance what is important, what features I’ll be working on first, and how much effort I expect they will take. This information is good to know.

Project Roadmap

A roadmap is a rough timeline explaining when certain parts of the game project will be worked upon and when they can be expected to be finished. It’s not about features so much as what value the project will have at different times throughout the project’s life.

I’ve never made a project roadmap before, so I needed to do some research. It wasn’t that difficult. I already estimated the effort needed for the known features in my backlog, and they are already prioritized. I basically needed to look at groups of my priorities and identify high-level concepts based on my features.

I had to take my t-shirt estimates and apply them to a calendar somehow. I have no historical data as I’m starting a fresh project, and so I don’t know how many features I can accomplish in a given week. As someone with a day job and a family life, I only have so much time to dedicate, so things that might normally take a developer a day or two can drag out for a week or more split across multiple short work sessions.

So I guessed that Small features should take me about an hour, Medium stories are about two hours, and Large stories are likely going to need to be broken up into smaller tasks I can estimate as Small and Medium stories.

And given my goals for weekly development hours, I can figure out which features and stories will be done when.

Leaf Raking Roadmap

My game puts the player in the role of a child who is raking leaves to earn money. There are a few stories and features around the raking mechanic. Since raking is such a key part of the project, it’s one of the first things I want to finish early. I say finish even though I know game projects can change in development and I might change how it works at any time based on experiments and playtesting, but my roadmap shows I will have the raking mechanic done this month.

Raking requires neighbors and their yards, and so I will also start working on the neighborhood this month. Since I have a number of features involving them, some prioritized later in my backlog, I know I will need to continue working on this aspect of the game through to February. My roadmap reflects this knowledge.

Creating the roadmap helped me tweak the backlog priorities, and the backlog’s priorities helped me create the roadmap. I bounced back and forth between these two sheets in my project plan’s spreadsheet file until I felt I had the priorities and rough scheduling right.

And there it was: a visible communication to Future Me about what I wanted to accomplish with this project and by when.

Release Plan

A release plan explains at a high-level how you intend to deliver working software at the end of XYZ sprints. That is, some teams work for multiple sprints before producing a release. Others strive to ensure their software is always in a releasable state.

I decided to “release” weekly. That is, at the end of a week, I expect to have my game at a certain level of functionality identified at the beginning of the week. So my release plan identifies what I expect to work on each week from the beginning of the project until my expected release at the end of March.

Leaf Raking Release Plan

It doesn’t say exactly what I’ll be working on. That is, it’s not like I’m planning exactly which specific stories or features I’ll be working on between February 14th through the 20th.

However, that week I will be working on adding the concept of holidays to the game world’s calendar, which influences things such as whether the general store is open or if neighbors are out of town. I will add a new room to the player’s home that has specific functionality available. And I will also be working on a Large feature that I have designed as a game mechanic. By the end of the week, I expect all of those things to be done.

But I don’t necessarily know what those things should exactly look like today. I don’t have them planned as a set of tasks to work on yet.

And that’s OK. When I get to that week, the project might have changed so significantly that this feature is no longer relevant. I won’t waste time planning the specific work involved until that sprint is my next sprint.

Just like how changes to my roadmap and my backlog could impact each other, my release plan helped me figure out my roadmap.

Given my current estimates of both my backlog and how much I could accomplish in a given week, my roadmap had to be adjusted a few times. At a high level, I overestimated how fast I can finish a given set of features, and my lower-level release planning helped me see it and correct it.

Sprint Planning

Now I have a prioritized backlog, a roadmap to show me how my project will develop at a monthly level, and a release plan to show me what I’ll have accomplished on a weekly basis.

The next thing to do is plan the next sprint’s worth of work.

I first give the sprint a name. Maybe it’s not that important, but it’s another layer of context. What am I trying to accomplish this sprint? A good name helps me remember when I’m waist-deep in the work.

Here is where I take the stories I initially wrote and ask myself questions. Stories aren’t meant to be detailed project documents but invitations to a conversation, but since it is just me, I have the benefit of knowing what I mean but the disadvantage of not necessarily remembering or having thought of the details.

Sprint planning is when those details come out.

For instance, when the player selects New Game from the Main Menu, what exactly should happen from the user’s perspective? In the future I have planned to create a playable introduction to the world of the game, but I don’t want to work on it until I have the core game play down. So I specified that for now the player will start out in his/her bedroom. Suddenly this story requires the task to create an in-game bedroom.

I took each of the stories I planned to work on and broke them into as many tasks as necessary to make it clear to me what I specifically needed to do to say the story was done.

I don’t need to specify a lot of detail before I can start working. If something comes up that I hadn’t thought of before, I’ll make a decision then. You want to plan enough to know what you’re doing but not so much that you waste time on details you can’t possibly know the answer to until you face them.

I estimated the tasks based on hours I thought they would take to accomplish. I didn’t try to get it down to the minute so much as I tried to get a feel for how much time it will take me to get this week’s work done.

Leaf Raking Sprint Plan

My first sprint last week was estimated at about nine hours of work. Some tasks were done within minutes and others took much longer than expected. I ended up doing only 5.5 hours of game development to get all of this sprint done, so I was a bit off.

Each week I’ll do sprint planning again, and over time I’ll get a better feel for how much I can reasonably accomplish in a week’s worth of effort.

Was It Worth It?

Creating the initial plan took me only about a day’s worth of effort, although it was spread over a week’s worth of shorter sessions for me. Each week I can expect to invest some time in planning the next sprint, and each month I expect to spend some time updating the plan as a whole.

That’s quite a bit of overhead for a plan that is subject to change, especially with my limited, part-time efforts. The plan is also somewhat incomplete as it assumes I will be working on the project without interruption. I could get sick, and there is bound to be a weekend trip to visit family in the next couple of months that throws off my release plan if I don’t take it into account.

But even this early in the project it has been incredibly valuable to me.

Having a high-level roadmap and release plan helps me focus on my priorities. Instead of having a vague sense of wanting to finish a game and a list of ideas masquerading as features, I know what my next few months will look like in terms of my daily effort. My work for the day, the week, and the month has a much clearer context than ever before.

I am able to focus on my features from the perspective of the player as opposed to the perspective of me wearing the developer hat, which means my development will be more purposeful and effective. I will always know why I am working on something, which should help me be more conscious with my development choices. I should be less likely to find myself at the end of a year without a game published because I didn’t realize I was spending too much time on some neat algorithm.

And I have a reasonable level of confidence that I will create a first release of my game to at least one player by the end of three months. It will likely still be rough, with perhaps quite a bit of polish needed, but my goal is to get a release out then, and my plan shows me a way to get there.

In the meantime, I also have smaller planned releases of new functionality to test and get feedback on. For example, just by posting a screenshot of my project at the end of the first sprint I got some comments on Twitter that made me rethink the UI element I was using.

While I still believe in low-overhead, lightweight plans over intimidating 300-page documents no one will ever read, I think my past plans were too light to the point that it would be considered generous to call them plans. They didn’t help me figure out what I was doing or assist me in making decisions about the project. This project plan, however, has already helped me quite a bit, and I’ve barely started.

So yes, I believe spending time as a part-time indie game developer on detailed project planning was worth it.

Sources

I did a bit of research as there were aspects of this type of planning I had never done before. Here are some great links I found to articles, book chapters, and other resources that I found valuable:

Quarterly Planning Time and More on Planning by Steve Pavlina: some old articles on the importance of planning. He also had a recent newsletter in which he promoted the value of creating detailed, long-range plans.

Agile Project Management for Dummies Cheat Sheet: I’ve heard good things about For Dummies books. Although I haven’t read this book, the cheat sheet gave me a good overview and summary of the project planning process.

Mountain Goat Software by Mike Cohn: There are so many good free articles here that give you an overview of many aspects of Agile project planning and Scrum.

The Art of Agile Development: Release Planning by James Shore: This chapter portion focused on release planning, and I found it helped me understand what I was really trying to create with my release plan. There is a common idea of the “last responsible moment” to break down things into details, and this resource does a good job of talking about it.

How to do Agile Release Planning by Kent J. McDonald: Another article on release planning with links to quite a few resources on the topic.

We Need Planning; Do We Need Estimation? by Johanna Rothman: A quick read about the idea that detailed estimates aren’t a good use of time. You want to work on the most important thing and deliver results incrementally and iteratively. “This is risk management for estimation and replanning. Yes, I am a fan of #NoEstimates, because the smaller we make the chunks, the easier it is to see what to plan and replan.”

Categories
Game Development Marketing/Business Personal Development

2016 Will Be Different

I know I’m a bit late to the New Year-themed posts, but I spent the last week thinking and working on my plan for the new year.

But first, I’d like to talk about 2015.

What Went Well in 2015?

First, I learned about a lot of stuff.

I read 54 books, which is a little more than one book a week. In 2013 and 2014, I read around 40 books each, so I’m proud of finally hitting this book-per-week accomplishment.

Audiobooks from the library and a 20 minute commute to the day job helped. Ebooks on my tablet to read during lunch and other periods of downtime also helped. Most of the ebooks were obtained through Project Gutenburg, Pragmatic Programmers, and the Humble Book Bundle. And I also enjoyed reading a huge stack of Terry Pratchett books that a friend lent me shortly before Pratchett’s death.

Only six books were directly related to either game development or personal development. The rest were fairly evenly split between fiction and non-fiction.

That isn’t to say that I didn’t learn much. I learned about the Prohibition era, the Wright brothers, and Charles Lindbergh’s historic flight over the Atlantic. I learned about the history of chess, and I learned about Phil Jackson and Michael Jordan’s leadership on the Bulls. I learned about prostitution in Chicago’s Everleigh Club, and I learned about how humanity’s understanding of information as a concept has changed over the centuries. I allowed myself to get fascinated with biographies and histories, and I think the exposure to all of these ideas and knowledge can only help my creativity.

Another thing that went well in 2015 was that I remembered my goals.

In the past, I would make goals for the beginning of the year, and then I would find myself at the end of the year remembering that I had set goals almost a year prior. I would lose sight of the big picture because I was focused on the actual details of work for a long period of time, or I would just forget that I had a goal and so not remember to make plans to achieve it. Some people hate New Year’s resolutions because they never keep them, and I would feel this frustration with my goals.

If I got sick, it would sometimes set me back so much that I had a hard time getting back into whatever daily habit I had established. It was too easy to get knocked off of my routine and keep me off.

Last year, however, I think I did a very good job of keeping my goals in front of me. I may not have actually MET my goals, but throughout the year I was making progress on them or at least being fully aware when I CHOSE not to give them a priority.

I made highly visible reminders for my quarterly game development and writing quotas I was trying to meet, my monthly “big deals” I wanted to accomplish, and my weekly outcomes.

At any given time, I knew what I was supposed to be focusing on. As an example of one result, I put in a lot more game development hours than I have in the past.

Considering that many business owners say that focus is one of their greatest challenges, I’d say that 2015 was a win in this area.

What Went Wrong in 2015?

Last year was the first year my business made no income.

That’s exactly $0.

It’s not hard to see why. The main reason was because I didn’t publish a game.

An entire year went by without me creating and publishing a commercial game, and a commercial game should be my primary way of trying to earn income for my business.

Now, I worked on a project during this time. I had some false starts with it, though, and I changed direction, and it took me awhile to get the design down to something manageable. I did paper and digital prototypes, and I did some infrastructure/technical work as well.

What’s frustrating is that I made an effort to put in more time towards game development. I have a day job and a family, and so taking advantage of my limited “spare” time to make progress on my game project required discipline and effort.

And quite frankly, THAT part worked out fairly well. As I mentioned above, I set quotas for myself, and I managed to spend more hours on game development in 2015 than on game development and writing combined in either 2013 or 2014. So, good job, Self.

The problem is that I didn’t have a specific plan. I had tried to make a plan, but it was little more than a list of tasks that weren’t necessarily well thought out.

This kind of a minimalist plan might be more than enough for some game developers, but since I didn’t set deadlines or milestones for myself, it was easy for me to take a task and work on it for way longer than I needed to. That game menu could be generalized and data-driven, right? I could write my own “simple” physics engine, right?

I tried not to worry about estimates or deadlines, and instead I focused on just making progress every day. The thinking was that eventually I would finish.

The thinking turns out to have a flaw. Basically, I was focused primarily on effort, and it didn’t get me anywhere very quickly.

In the past, I made some money through Google AdSense and Amazon affiliate links. Not much, but more than enough to pay for my web hosting.

These days, my blog isn’t as popular as it once was, and ad revenue has almost completely dried up. I used to make an order of magnitude more per month, and I could expect to get a check from Google every six months or so. Now, it’s been a couple of years since they last paid me because I haven’t hit their minimum threshold yet.

And according to my projections, they won’t pay me this year, either.

How Will 2016 Be Different?

In 2015, I set a goal of publishing at least one game by December 31st. I fully expected to publish one much earlier, but I gave myself that long deadline as a very generous cushion.

Every month, I would find myself realizing that I was getting closer to that deadline without much to show for it. Then it was December, and then it was 2016. Oof.

So, that generous cushion was stupid. I never felt any urgency.

At dsmAgile in September, I saw Geoff Wilson give a presentation called “Barely Manage to Lead”. He talked about a game project that failed after working for a year and a half before getting user feedback. Today, one of his keys to success is to create and deliver a Minimum Viable Product in 90 days or less.

I found that even though I actually had about 90 days after his talk to focus on creating this MVP, I still didn’t accomplish it.

The lack of a solid plan was my real failing. I erred on the side of too little formality. After all, it was just me in my business. It’s not like I needed to do any kind of formal reporting to a stakeholder about progress or release projections.

But remember, last year showed me that keeping my goals in front of me helped me remember to keep working on them. I realized what I needed to do was focus on impactful results instead of effort.

Since a more laid-back kind of project plan (or the lack of one) didn’t help, I’m going to swing the pendulum the other way and do more formal planning.

2016 Plans

I spent almost nine hours over the last week creating a project backlog, identifying all of the features and goals I have for my project. I created a project roadmap for the first time in my life, which helped me identify roughly what I’ll be working on and when. I created an initial release plan based on my rough estimates, breaking down what I’ll be working on each week for the next three months. And I have my first week’s tasks based on the items in my backlog that I will be working on.

I’ve never had such a plan in place for myself. The closest I came was when I was working on Stop That Hero! and had created a backlog with items allocated to sprints, but I allowed myself to slip self-imposed deadlines too often instead of doing the needed reprioritizing and replanning. I felt like I needed to do real work instead, and I never realized how much creating a prioritized plan IS real work.

This project plan, however, fills me with confidence that I will have something to show for my efforts in a few months. For the investment of a few hours, I’m sure I’ll save plenty of time and will be able to hit my goal.

I also want to direct my learning a lot more, and so I will create a skill-development plan.

I want to repeat my book-a-week accomplishment this year, but I want to be more conscious and deliberate about what I read in service of my skill-development goals. For example, if I want to improve my cooking skills, I’ll seek out multiple culinary books and audiobooks and read them all in a row.

My outcome focus also means I’m open to other ways to accomplish this learning besides reading. As another example, one of my goals is to learn more about Machine Learning, and aside from reading about it, I know I can watch Caltech’s Machine Learning lectures that a colleague told me about.

So, bottom-line: 2016 will be different because my focus will be on outcomes as opposed to effort and putting in hours. Those things will still be needed, especially as I’m a part-time indie game developer with a day job and family, but those efforts will be aimed at targets rather than be seen as good for their own sake.

I will take what I did well in 2015 and harness it way better. I’m excited about 2016, and I can’t wait to tell you how I succeeded.

Happy new year! B-)

Categories
Game Design Game Development Games Marketing/Business

Making Your Game Accessible to People Who Are Color Blind

I’ve written in the past about designing games for color blind players because I believe accessibility is important. It doesn’t take too much effort, and a significant number of players will appreciate it.

Alan Zucconi wrote a multiple-page, interactive tutorial on making your game accessible to color blind players.

He provides a shader that simulates different types of blindness, such as Protanopia (red-green color blindness), in order to help a developer test a game to see how accessible it is.

While the download and tutorial itself is Unity-specific, he provides a good amount of background on the different types of color blindness. That information could be applied no matter what game development tools you use.

Even if you didn’t want to use the shader in question, the tutorial explains the theory behind it so you could always implement your own tool.

For example, I used SDL and a custom engine to create my casual strategy game Stop That Hero!, so adding shader support just to test colors seemed like a lot of work.

Instead, I took a screenshot and the RGB values Zucconi provided, then manually plugged those values into the Channel Mixer tool in GIMP to generate the following image:

Stop That Hero! with Protanopia

If you don’t have Protanopia, you can see the difference. The image on the right looks darker, and some of the colors aren’t discernible. I am pleased to see that my use of contrasting colors mostly worked, as the mountains and trees are easy to see compared to the ground.

On the other hand, key visual indicators are lost. My use of red to represent a depleted health bar is almost indistinguishable from the green part if you have red-green color blindness. Whoops. B-(

The images in Zucconi’s tutorial have a slider that lets you see how different kinds of color blindness may change how your game’s visual will be received. It’s amazing to see a gorgeous, colorful game like The Witness become washed out and almost monochromatic.

And for some people, it’s a permanent filter they can’t opt-out of, so if your game depends on color in order to play, you’ll want to make sure it doesn’t inadvertently leave these people out.

Categories
Games Marketing/Business

Clinical Trials for Games? Brain Games Based on Real Science

I normally listen to audiobooks in my car, but I had just finished one and hadn’t visited the library yet to check out another, so I had the radio on.

I caught the tail end of an NPR story about a game trying to get approved by the FDA, so I told my phone to remind me to look it up later.

Will Doctors Soon Be Prescribing Video Games for Mental Health? by April Dembosky was that story, and it talks about the many games that claim they are good for your brain but don’t have any real science to back it up.

I’m reminded of Nintendo’s Brain Age. In its official title is “Train your brain in minutes a day!”

In 2007, CNN’s Linnie Rawlinson wrote up her experience playing it, asking Can Nintendo’s ‘Brain Training’ really boost your little gray cells?. While she had fun playing it, she didn’t believe the claims. She asked a neuroscientist about it and was told that while it may help, it’s “hard to measure the impact that brain training could have.”

The NPR story refers to a very, very long letter signed by cognitive psychologists and neuroscientists rejecting the claims:

In summary: We object to the claim that brain games offer consumers a scientifically grounded avenue to reduce or reverse cognitive decline when there is no compelling scientific evidence to date that they do. The promise of a magic bullet detracts from the best evidence to date, which is that cognitive health in old age reflects the long-term effects of healthy, engaged lifestyles. In the judgment of the signatories, exaggerated and misleading claims exploit the anxiety of older adults about impending cognitive decline. We encourage continued careful research and validation in this field.

One of those scientists decided it wasn’t enough to admonish game marketers and decided to try to create a brain game that would stand up to scientific rigor.

Neuroracer was the research developed by a team of neuroscientists and was specifically targeted at training cognitive control abilities. While it’s not commercially available, it did demonstrate how a game could actually help with cognitive ability.

Neuroracer was made for scientists as a research tool. Based on this technology, Project:EVO is the clinical product being created by Akili Interactive Labs. It’s been covered in many mainstream media outlets, but hardly at all in game press. I found one reference to Akili at Gamasutra, and it was a blog post by Noah Falstein on general neuroscience in games.

From the Akili Interactive Labs website:

Project: EVO platform is currently being tested in a variety of clinical studies in multiple patient populations around the globe, including ADHD, autism, depression, and traumatic brain injury.

It’s quite an ambitious endeavor. Adam Gazzaley, co-founder of Akili Interactive Labs, claims he has four other games in development if Project:EVO makes it through the gauntlet.

And with what Neuroracer demonstrated, perhaps there will be a growing market of science-based brain games that actually do help who they claim to help.

Categories
Geek / Technical Marketing/Business Personal Development

I’m Going to the No Fluff Just Stuff Conference Today #NFJS

I’m not a Java developer, but I am going to the “The conference series for JVM software developers” called No Fluff Just Stuff today here in Des Moines, Iowa.

Why? My main tool has been C++ for years. I haven’t programmed in Java since college, and that was over a decade ago.

Partly because it’s a local conference. I don’t have to travel or get a hotel.

Partly because my day job is paying for it. When you are offered free training, you take it.

And partly because I didn’t actually know it was a Java-specific conference when I signed up for it. /me looks down at his shoes sheepishly.

The itinerary I put together for the next few days is geared towards the general talks about software architecture, metrics, and other topics that can translate well outside of a specific programming language or platform. I am especially interested in the microservices architecture session, ever since I first heard about it at an Agile Iowa presentation.

There’s even a magician among the speakers, so it should be entertaining.

And who knows? Maybe I’ll pick up some cool ideas from the Java practitioners.

I’m a bit disappointed that the Android tablet I’m bringing doesn’t seem to have as full-featured an app as the iOS version. Somehow at a Java conference the Java-oriented platform doesn’t let you download slides? One of the Play store’s reviews for the NFJS app complained about needing to carry around not only his own Android tablet but also the conference-provided iPad, which was awkward. I wonder if I’ll be doing the same today.

Anyone else going?