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A day in the life of an indie developer: Part 1 of many
Krushr | 2:37 AM on 07.28.2008 5 comments


Ok, so the title lies a bit, I'm not really an indie developer, I mean, yeah, I'm a programmer (to an extent) and yeah, I do 'work' for an unsigned developer, but we're just a bunch of students working on a project so we can pass the semester. Hell, technically I'm not even a programmer yet, I'm just one of the guys people turn to when they want to know if something is achievable within the engine.

But enough technicalities, that's not why I started this, I actually started this because I haven't sorted out my own website yet (that's coded, designed and hosted somewhere), but wanted to get my thoughts out early so I don't lose them later on.

Here's a quick run down on what's going to happen over the next 5 or 6 months at my learning institution of choice:

-This coming Wednesday, about 4 or 5 groups, consisting of 4 people or less (I'm technically not in a group, didn't attend the first day this semester) are going to pitch their games. All in all, there's some very achievable ideas in there, a futuristic racer in the vein of Wipeout and F-Zero, a gore filled 3rd person survival game where the player is a viking, a fighting game based on tae-kwon do tournament rules and a few other small projects (including the cool idea of something like GeoWars, but in a 3d space). None of us know which projects are going to be picked or how many are going to be picked. We have a rough idea of what they're looking for however.

-The Wednesday following that, we're all required to apply for jobs/positions within the projects which have been picked. This process involves all the usual job application stuff; a letter of application, a resume and an interview - it also requires us to dress nicely for the occasion, a change from my usual band shirts and jeans. At this stage, for me to get anywhere, I need to apply for a position doing some sort of coding, given that my skills in other areas are weak.

-After that, they've set us various checkpoints for us to have basic gameplay elements completed by.

-Our work eventually gets assessed sometime, then we're given time to polish it up before we submit a gameplay video (I think) to the panel of judges who are deciding the best unsigned indie game at this year's Game Connect: Asia Pacific, they'll end up nailing it down to the four best who will get to demo their games at the conference, which is a goal we're all chasing after.

-After that, who knows, I sure as hell don't.

So, we essentially have 18 weeks all up, to design, implement and 'publish' a game, with a working prototype finished by week 8, and we all still don't know what we're going to do yet. I'll probably update with another post after wednesday or maybe thursday (when we find out what was selected). It's not going to be easy, but it will be fun, stressful, antagonising etc. etc. (so basically like helping a friend move, like I did on the weekend). So until my next post <insert some sort of informal goodbye here>.



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5 comments | showing # 1 to 5

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Zombutler's Destructoid Blog
EVERYONE GET OUT!!!!!!!!!!! THE WALL OF TEXT IS GONNA COLLAPSE!!!!!!!!!!! RUNNNNNNN
Zombutler's Destructoid Blog
Pshaw seriously, sounds interesting....you pitch a game about a goblin who grew up on a farm and handled chickens all his life...he could have special powers related to chickens....you could call it...COCK GOBLIN
RJG's Destructoid Blog
Sounds like fun, actually. I started teaching myself programming a while back (it was only Python, but still, it's a start) but I got sick and left it and haven't bothered to pick it up again yet.

It also sounds like they're giving you the full development process condensed in to a few weeks, not years. The viking game sounds great. Survival horror in a medieval world against stuff that is mostly just horrible imaginations and "there be dragons" stuff.

Good luck with it.
thefil's Destructoid Blog
I've been forcing myself to adhere to a Tuesday/Thursday "explore game development" schedule. XNA is a great tool for experimentation.
twincannon's Destructoid Blog
Good luck, indie devving is a lot of fun but can also be stressful and shitty if not handled properly. Best situation is to be good friends with everyone involved in my experiences (although this can also lead to drama explosions, but generally the lack of stress involved in working together is worth it). Just remember to give and take... everyone will have ideas and obviously not all of them can be used, this is one of the hardest first steps for a lot of new indie groups to get over and where a lot of people tend to leave. Of course you guys being students don't have much of a choice so that's nice in that regard. ;)

Learning coding myself now after spending the last few years modeling and mapping. Art is just kind of boring me lately and I've always been a systems integration/balance man anyway. :) Starting out with plain old C and if I care to advance from that, plan on going to C++ then C#.

Looking forward to reading about your experiences, be sure to link your website if/when you transfer to that.


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