Dave Crook
Co-founder & Art Director. Pixinworks
Hi all, am posting a few thoughts and observations.
My little gang of industry veteran reprobates and I, are in the process of building a development team here in Liverpool. With the aim of enriching that core team with additional experienced and new talent alike.
There is a lot of talent and opportunity here on our modest little island. And with the excellent support of North West Vision & Media and Pixel Lab, to help nurture the seeds of our various endeavours, we are heading into a rebirth of the small developer as an important element in the growth of digital games development.
The Get In The Game initiative 2009, is an excellent step towards that success.
October workshops & Sony presentation – A very useful set of workshops.
Always good to brush up on existing skills and learn new approaches. Been in Games Development for over 17 years and never stop learning. Always something new to pick up on.
The Agile Development workshop – Very interesting, in that it keeps you up to date on how the process has evolved. Youre able to discuss with other Developers various peaks and pitfalls in a general sense. And a reminder of some of the exercises that can readily illustrate to your own teams the benefits of a healthy process.
The Pitching workshop – Well what can I say … seeing yourself on screen … not a pretty sight. Joking aside, the workshop is an very good thing to do. You have an objective and creative environment within which to try out approaches, and see how others tackle a pitch.
The Sony presentation – Always good to get observations from a major publisher. Lets you see where theyre coming from and what drives their decision making process.
Initial pitch day – 20 minute slot, which we hit (phew) … seems like a long time, but don’t be fooled, it goes quickly. You have to stay focussed, if you run over too far you risk losing your audience. On reflection we had our point across at about 12 minutes. Food for thought when tackling the big pitch in March.
Intial pitch day + 1 – Gathered the troops to go over where we’re at and where we want to be. (Build on that core focus). Waiting for the decision in December … tick tock … tick tock
Team was elated when we got the good news of being accepted for the GITG commission. Week before Christmas, consolidating existing material & feedback.
The 10k commission gives us a certain amount of breathing space mentally as well as on a day to day basis.
Christmas period – Pace yourself … Time off to decompress, step back. Important to give a clearer view of how to tackle the next stage. Sometimes you need to stand still, however pervading the sense of urgency. To be honest, as anyone reading this will know, you never stop thinking about what youre doing. It’s a creative process, we never truly switch off. We can only ever dial it down.
Post festivities - Started back in on pitch production schedule
3 months – 10k – small team. ‘Its all about getting the point across ..’
We had decided on an x-movie. A mock-up of visual style and gameplay (In the same way a movie would approach a ‘sting’ ‘teaser’ or ‘full trailer’)
Form follows function – The function of the pitch, is to get a feel for the game across in the strongest and most succinct way …. So the best form in our experience, is a mock-up
Ask yourself … What is the seed … the essence of your game … the very core of ‘what you do’ …. Figuring out your hook, to differentiate you from other products.
The quicker you draw in your audience, the better.
Experience has shown that the x-movie is the best way to get your point across in a timely fashion. A playable game level prototype is what you tackle when youre ‘green lit’. That not to say it should be discounted … If your team already has such a thing in the works then it all adds to the pot.
In addition, what I have observed over time, is that a small team helps you to focus on what is essential for the core concept and not stray into areas that lead away from the core concept … the thing that will get your overall point across. (Yes you have to speculate to accumulate, but its good to have a process in place that allows you to form and discard potential ideas in a timely fashion, without incurring too high a cost)
The X-Statement is very useful in the early stages to help get this across and keep the team focussed.
So the lions share of the work for us, is on the x-movie. With the coders looking at potential ‘off the shelf’ tech alongside our own core tech aims. In parallel with this the game designer fleshing out the game structure. Its important to remember, each area feeds off the other, gameplay can help develop visual content, which can help develop core tech and visa versa * …
On the grown-up side of things, working up the budgets for pre-production and production.
* In the early pitch brainstorming stages (scribble talk scribble talk) its better to have more content and be able to trim it back, but you have to balance the production of these elements with a weather eye on the timeframe/overhead investment.
Don’t forget the Iterative Process – Step back regularly to make sure youre on track, or how much benefit a divergence would gain you … review … and move forward.
Midway point - Update meeting with Commissioners/exec producer. Excellent feedback.
We’re halfway now, all looking good …
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