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gg comm weeekend & joining the garage

by Joshua Dallman · 10/08/2006 (2:03 pm) · 22 comments

the gg community weekend is wrapping up today, and it was a big success! a surprising number of people showed up all involved in the gg community in some way, and it was a great atmosphere with cool people and impressive games. people came as far away as the UK and sweden, and there was even free food and kegs! it couldn't have gone better -- thanks for putting on the event.

the big news for me is that I'm going to be moving to eugene and interning at the garage starting... tomorrow! it's both exciting and scary. exciting because it's a door into what I've wanted so painfully bad every day for the last 3 years of indie development, scary because, well, "be careful what you ask for." it's going to be a lot of work but so much damn fun. I won't bother with a job description - ask me again in a month - but suffice to say I'll be working with Jeff helping him and doing a wide net of tasks, with some focus on one. I'm also not sure how much I can say, I'll be more comfortable with that after time. my personal m.o. however will be to learn as much as I can from the talented artists, programmers, designers, and other trades there, who constantly amaze me, and to always approach things with a beginner's mind -- ready to accept, ready to doubt, open to all possibilities. thanks for the internship, guys! the timing was finally perfect and it's truly an honor.

with that, Shelled will be released nearly as-is within a month instead of undergoing further work in the eternal "3 months from now" finish date. I want and need to focus on what I'll be doing at the garage and not be distracted by my own project. red thumb games as a studio is not dead - many people at the garage work on their own projects independently - but starting out I don't want to be distracted and stretched too thin - I need to focus. this also means the planned split of Shelled into two games is cancelled, and Pods of War is nixxed. I have no immediate plans for a next game, though it is still my intention and dream to one day finish the ballet game I've been long designing.

segway to a bit of history. after high school I went straight into high tech, which I've done for 8 years, hating most days of it (not a good way to live your life). I tried to get out of it by going to college for something else, so 4 years ago I did that. but I was drifting, with interest in many subjects but no passion in any single of them. then it hit me to go to a game design college and get into games, my great lifetime passion, and a merging of my technical and artistic interests. but game design colleges were expensive (compared to the state college's more general ed stuff), so I surmised I could make a game for a fraction of the amount, learning in the process, making contacts, and having a product for sale to boot at the end instead of just a student reel. I dove into making games, and continued with high tech work to financially support it. and I ended up with some cool little games. but along the way I saw other indies succeeding as studios, if barely, and my goal shifted to pursue studio success.

shelled will not be a big seller. no portal would touch it - it's too complex, not intuitive, and too hardcore, at odds with its cuddly appearance. even with more time and more money invested in modifications via public playtesting iterations, it might still not work. you can't add more writers into a film script to make it better. there are some fundemental design flaws in the game that needed attention earlier in the dev cycle - actually, not in the dev cyle at all, but in pre-dev, which effectively never happened. chalk it up to experience. I spoke with a few indies with games in similar states who ruefully echoed the sentiment and mistake. prototype, bitches! no better beginner advice is there then that.

here's a compelling story. a team of 3 made a game in 7 weeks that will likely go to xbla - and if it doesn't it has other guaraunteed publishers interested. seven freakin weeks. how did they hit such gold? I pryed and got the answers: they started by each taking 10 design ideas on paper for a total of 30 and weeding out the best 10 of them. they prototyped 5 of them, seriously prototyped 2 of them, then whittled it down to the last one, which is the game they made. on top of that, they pulled a random group of college students aside every week or two to play the game's latest build to get feedback. cheers to them, that's how you make a game, and it's a hella fun game. it's a testament to what a small, *full time* team can do in a short period of time.

by comparison, shelled wasn't compared to other prototypes, and wasn't even prototyped - it went into full production straight from the design doc. the core firing mechanic wasn't even working proper until 6 months into it, and it was another 6 months before the other major game component (flying) was working. nobody playtested shelled until over a year into development, and by then the core game ideas were already pretty locked in. playtesting improved things interatively, but bigger-picture core problems remained, and still do. that's not the ideal way to make a game.

that shelled will not hit it off with a mass audience is ok. that became the goal, but it wasn't the original one. that one was to learn about the nuts and bolts of game-making, get some portfolio pieces in the form of completed full games, and open some doors. all of those goals have been met. I am still proud of what I did - it was the best game I could make, and I put my all into it. and it was a pleasure working with the great people I did on the project. they became friends, and it's been a blast. but it's time to finish it up and look ahead.

so look for shelled out sometime this month (after small fixes and DRM), and look for future blogs from me discussing garage stuff. exciting and fun times ahead!

josh
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#1
10/08/2006 (2:21 pm)
Congratulation Joshua!

Christophe
#2
10/08/2006 (3:30 pm)
Congrats!! I'm sure you'll do great! :)
#3
10/08/2006 (4:38 pm)
Sounds like a good plan! Congrats!
#4
10/08/2006 (5:12 pm)
interesting.. Good Luck, Have Fun and learn a Ton!!
#5
10/08/2006 (5:28 pm)
Awesome to finally meet you and hopefully I'll see you around the Garage!
#6
10/08/2006 (5:39 pm)
finally!! I was wondering when this would finally happen. best news is a long time Joshua. nobody out side of garagegames themselves carries the indie spirit like you do. i'm really happy you will be working together directly now. wow. awesome news!
#7
10/08/2006 (5:52 pm)
Yep, congrats and great to meet you!
I must have missed you today, but hopefully I'll make it in to the garage for a few hours tomorrow to say good bye (for now that is).
#8
10/08/2006 (7:58 pm)
Congrats Joshua, I have no doubt great things will come of it.
#9
10/08/2006 (8:25 pm)
Gratz at the intership!

I didn't end up playing shelled this weekend. Had a hard drive issue.
Hope you got what you wanted out of the testing.
#10
10/08/2006 (10:02 pm)
congrats! and thanks for the great blogs you always do. Nice insight into what goes right and wrong on game projects.
#11
10/09/2006 (1:35 am)
Cool news, Josh! Nice to hear you'll be making games all day. It's fun, even if it does have the potential to fry one's circuits.

I'm bummed that I couldn't make it down to Eugene, that sounded like a good time. Sadly my schedule - and a computer going haywire on me - conspired to keep me in Portland. Thanks to you (and Ben, and Tim, and Eric) for getting me the lowdown on the community weekend.
#12
10/09/2006 (5:14 am)
Congrats on the internship :)

Lots of lessons to be learned from Shelled! It'll make for an interesting post-mortem read in a few months time *nudge* *nudge* ;)
#13
10/09/2006 (5:22 am)
I am excited for you to intern with Garage Games. I don't know as many people in this community as well as I'd like, but I know that if there is anyone else with as much of an insane hunger and absolute willingness to learn and grow as a game developer as I have, it's you. I am seriously happy for you.
#14
10/09/2006 (7:27 am)
Congrats!!! and ditto on what Anton said.
#15
10/09/2006 (7:29 am)
grats! just watch the grease stains on the garage floor ;)
#16
10/09/2006 (9:21 am)
Congrats again, it was great meeting you! Enjoy the craziness that is Eugene and soak up everything you can at GG.

* Technically (IIRC), ~7 people, 8 weeks, a bunch of concept docs, two prototypes, and a few crunches for deadlines. But we like your numbers, too. ;-)
#17
10/09/2006 (10:14 am)
I think we actually had about 3-10 ideas each, but only each brought 3 or 4 which were on paper for maybe a total of 16. We did have an earlier round of design docs which had maybe 5 concepts. But who's counting?

But yes, 6 developers, not three. Also, 7 weeks is true but that was to our IGF build...

Anyway, thanks to the GG community for playing our game and giving us some great feedback. It's also a great team morale boost to know people enjoyed playing.
#18
10/09/2006 (10:18 am)
Congrats buddy! Live the dream!
#19
10/09/2006 (3:01 pm)
Congratulations on the internship! From what I've seen here, it seems like you'll both get a lot out of it.

And if you need any guidance on the IGF judging, just let me know... I know you need to keep focused on GG stuff now. ;)
#20
10/09/2006 (9:00 pm)
I am really happy for you, Joshua, and I hope things will go well for you.

Fredrik S
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