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#i had the realization that my FAVORITE splatoon artist EVER
a-loving-ghost · 2 months
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been a hot minute since i talked about spyke but eurhrj. hes is infesting my brain again
so sea urchins are tall as HELL obviously but like
is spyke considered? shorter than average?? by sea urchin standards????
considering that he's been living on his own since he was a kid (iirc i cpupd be wrong dont kill me) could he have like?? stunted growth???
the only other urchin in the game is murch who is also considerably taller than the player despite i think only being 2-3 years older (and also not an adult like spyke is so theres a chance he goes through some big growth spurt) and also, he doesnt look nearly as scrawny as the old man (loving) in the inkopolis alley so??????!!??
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dragonbeak · 7 years
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Woohoo~! Now that I’ve returned from BronyCon I’m ready to report on it!  A big thank you to all the staff and attendees that made BC wonderful~!  This was my third year and I think it may have been my best one yet, I still have to do my final number crunching tho.
This was actually my first time ever manning a dealer corner booth by myself.  I was a little nervous but spent months working out the logistics!  This was also my first time selling wall scrolls, and I definitely understimated the demand on those! Ha, ha!
I’ll get into the nitty gritty after the cut, but I also want to announce that I’ve officially been accepted into AWA’s Artist Alley this year as well~!  So, I hope to see some of y’all in Atlanta come September!
I’ll admit, even after two years of BC I still wasn’t sure on which stock to prioritize.  It’s one of my harder cons to predict because it’s very niche.  Bring MLP obviously, but gauging what other fandoms will sell is tough!  I decided to think of BC as Momocon and bring similar numbers.  I was also not sure if I was near the exit or the entrance, turns out I was at the entrance, and I think this may have bumped up my sales.  There wasn’t like a continuous stream of non stop people from the entrance but it made my booth location easy to remember I think.
So, I was fairly surprised to find that a lot of my video game and anime items sold fairly well!  I sold out of nearly all my wall scrolls, including display copies, other than Barn Mates which had a couple remaining.  I had totally underestimated how popular wall scrolls would be. Dragon Maid, Splatoon, and Overwatch were very popular, however Steven Universe was less so compared to previous years.  I think, similar to Momocon, while SU does have a large fan base it’s at an age now where many artists have been able to produce merch, making for a saturated market.  I guess it makes sense that other girly series would do well at BC overall though.
Chrysalis remained the top contender for pony popularity in my sales, and I was down to my few display prints after selling 20 copies!  When I debuted her in 2015 I managed to sell almost 40, so she’s slowing down a bit but she’s still definitely my most popular print.
Prints were definitely my best seller!  I was worried a bit since last year I made a bunch of new MLP prints with the Mane Six VAs attending however I failed to sell many copies of most of my designs (I was also in the AA instead of the Dealer’s).  I still haven’t sold out of any ponies (minus Chryssi) but definitely moved a lot more this year!  Several of my anime/video game prints I became really short on as well, since I was mostly going off my Momocon leftovers.
I was also able to sell out of my grab bags while not having them eclipse my new merch, so that’s good.  The vast majority of them sold Sunday.
The art stands continued to not sell well compared to prints, buttons, and key chains.  After two conventions, I think I may need to rethink my art stand strategy if I want them to sell better.
Oh, oh!  Also my spinning key chain display finally got its chance to shine by being put on a corner.  That allowed customers to more easily see there was a second side when they could walk around it I think.  It’s something that I’ve had a great difficulty with when placing it on a single table facing outward.
As always, the staff of BronyCon were wonderful!  BC staff are some of my favorite of all the cons I’ve been to, to be real.  Their emails were always timely and informative, and questions I had were answered quickly as well.  Every now and then a staff member would make the rounds and make sure we vendors were doing okay, I didn’t have anything big to report though.
The vendor badges even have the hall opening and closing times printed on the back, and I appreciate that there were signs around the hall to discourage customers from photographing displays.  I realize the con staff can’t completely control con goers but the thought was appreciated!
I APPRECIATE THAT THE MARKET PLACE HOURS AREN’T STUPID LONG SO THAT WE CAN ACTUALLY GO GET DINNER AND HANG OUT WITH FRIENDS!
I think BC hits that sweet spot where it’s small enough to be well run but big enough that it attracts attendees who save up a lot to visit the Marketplace.  So, depending on what’s going on next year I’d love to come again!
Thank you for all who did visit me and the staff for hosting another great BC!
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synthaphone · 7 years
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So my friend posted an influence board today and I realized that I haven’t made one of these since I was in high school, so I decided to make a new one for myself!
i talk forever under the cut
1. Lilo and Stitch- I love the character designs and backgrounds from this movie especially, and it was one of the first movies that I decided I wanted to go to the movies to see as a kid. I was obsessed with the characters for a really long time and loved the animated series a ton, so its definitely left an impact on me and is still probably my favorite Disney movie today (not including PIXAR movies)
2. Doug TenNapel - I no longer actively seek out this dudes work because he’s got some shit-ass opinions and I don’t like him, but his art style is really distinctive and has definitely influenced my work. The way he handled his brushwork in GEAR and the atmosphere and feel of The Neverhood are what stick out to me as favorites, as well as some of his character designs- I actively admired the way he draws legs and bug people in particular and tried to mimic those elements in my art while in high school.
3. J. Otto Seibold - I love Seibold’s approach to character design, composition, and the general aesthetic of his work. I don’t think his style carried into my work as much as I wanted it to, but he still stands out in my mind as one of the artists that inspired me most in high school.
4. Samurai Jack - I’ve only watched 7 episodes of this show, but the way it handles backgrounds and action scenes is absolutely fantastic. I usually don’t enjoy fight scenes, even ones that I know are supposed to be well choreographed, but I can watch that first big fight with the dogs and Jack vs. the robot bugs 40 billion times, and most of the other fights I can remember feel that way to me as well. 
5. Neopets - For a long time as a kid, my highest aspirations were to work for Neopets and to learn how to draw as well as their site art, which I thought was the best artwork I had ever seen. Nowadays, I’m actually more often inspired by the older, more gradient-y artwork, because it’s really specifically strange and distinct looking.
6. Beanie Babies - I loved them as a kid and they heavily influenced the way I draw stuffed toys. I remember a lot of the places where they put the seams, and I feel like it led to me having a better understanding of construction somehow.
7. Tomokazu Komiya (and Pokemon in general) - Pokemon is a HUGE inspiration for the way I approach creature design and for the world the games take place in, but more recently I’ve been specifically fond of Tomokazu Komiya’s Pokemon card illustrations. They’re very dynamic and extremely stylized, and I just really love his approach to all of the Pokemon he illustrates.
8. Rodney Alan Greenblat - His art is so colorful and whimsical and I really love his sense of character design as well
9. Calico Critters/Sylvanian Families - I avidly collected these for years, and they kind of stand out to me as a sort of weird outlier among my interests? I tend to really love sci fi, bright colors, and fantastical things, and these dolls are really subdued and old fashioned by comparison. Something about how soft and mundane they are really speaks to me though, haha.
10. Spyro the Dragon - I would play this at my cousins house when I was 4, and I was terrible at it but I LOVED it. I discovered how much I loved dragons through it and it firmly cemented things like ‘gems’ and ‘orbs’ as magical, valuable objects for years. I still really love the style, music, environments, and sound effects, as well as how cute the model for Spyro is in the game. I only really remember the first game extensively though, since that’s the one I’ve replayed some of recently.
11. Steven Universe - LOVE the backgrounds and color schemes of this show, and the simple way they approach drawing people and humanoid characters was such a good influence for me. I tend to avoid drawing human characters, and this style is a way better stepping stone to figuring out a unique style than Invader Zim was (god that style held back the way I drew human beings for years, because they were SO stylized)
12. Homestar Runner - I loved the bright colors and weird, imperfect flatness of these characters, and it definitely pushed me into stranger character designs and also influenced my sense of humor quite a bit.
13. Kirby Superstar Ultra - The first Kirby game I ever played, and the one that stands out to me as ‘Kirby’ in my mind. The abstracted nature of the backgrounds and environments is really beautiful to me, and I would love to be able to incorporate more strangeness like that in places I design.
14. The Aquabats! - Their promotional material and aesthetic is so colorful and bright and kind of has a weird subtle edge to a lot of it that definitely influenced my artwork. They were the first really unapologetically goofy thing that I ever let myself enjoy un-ironically, which still means a lot to me today. I particularly love the album cover for VS The Floating Eye of Death and used to draw a lot of pictures based off of it.
15. Poo-Chi (and other robotic/handheld electronic pets) - Still a huge reason why toy design is so interesting to me; I loved these as a kid and they still have a weird grip on me that I can’t quite explain? I never had much fun playing with the robotic pets with the batteries in as a kid, I’d use them more as cool giant action figures. Robo-Chi toys basically embodied the way I wanted robots to look, especially those weird semi-translucent colored orbs on their joints.
16. Invader Zim - Invader Zim consumed my life for my first year of high school, and radically altered the way I drew everything- however, as embarrassing as it is for me to look back on, and as much as it pushed my artwork back in some ways, Invader Zim is what inspired me to make a DeviantArt account online and start making art super frequently. I got worse before I got better, but I also believe that trying to figure out how to draw the characters accurately gave me a better understanding of construction and using angular shapes than I would have had without it (not that I figured that stuff out while I was obsessed with Zim, but it left me with a ton of oddly-proportioned original character designs that I was forced to learn how to draw better later on)
17. early Fleischer Brothers cartoons - I don’t actually enjoy these as much as I enjoy the general animation style of them. The fluidity and absurdism makes them feel really eerie and unsettling, but they also have a cutesy-ness to them that was sort of the style of the time period, and I really enjoy it. I particularly love the nightmare hell labyrinth depicted in Bimbo’s Initiation.
18. Splatoon - This game is an aesthetic dream to me. I love all of the colors, the character design, how fluid it feels to play, and I ESPECIALLY love the fashion- this was the first game I’ve played where almost all of the clothes are things that I think look super cool and want to wear in real life. 
honorable mention that didn’t fit on this image:
19. The Akiko book series by Mark Crilley - The way that Crilley depicts space is, along with Neopets, my primary fantasy space world inspiration. It's like a really cool road trip through absurd and interesting places. It feels similar to the way that Futurama, Star Wars, and Hitchhiker’s Guide to the Galaxy depict space as a huge living space with aliens constantly traveling between worlds, but without the sort of cynical and threatening tone that those depictions tend to have. Crilley’s Billy Clikk books were also really cool to me- the idea of a secret team of monster wranglers who have flying vans and underwater headquarters was so cool to me, and I remember rereading the part where the main character discovers his parents’ secret lives and gets to see the headquarters for the first time over and over.
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superfamigos · 7 years
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Sam’s GDC Recap: Day 2
All right, here we are to review Day 2 of GDC, Tuesday February 28. Today was another day chock full of talks. I was on a Summits, Tutorials, and Bootcamps pass, which primarily take place Monday-Tuesday, so I was trying to make the most of the talks I could get to. I still did have a little discretionary time, and met a few nice people. Let’s get into it.
(And check it out! It me! Photo courtesy of Tim Rogers’ Twitter.)
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Failure Workshop
Speakers: Michael Molinari, Adriaan de Jongh, Tim Rogers
Overview:
Michael Molinari talked about his interactive Twitch game CityStream
A city building game that combines elements of idle games, Twitch Plays, and realtime DMing
Reasons the game didn't do well included:
Paid content was permanent, so no reason to keep buying
Had to work double shifts to run the game live (more on this in Details)
Got too confusing as more and more things were added
Adriaan de Jongh talked about closing down his game studio Game Oven
Discussed background of the studio and costs of keeping it open
Various struggles for the team:
They had different deep motivations (for the kinds of games they wanted to make, and how to run the studio)
Media articles often gave credit solely to Adriaan, not the rest of the team 
Their roles were undefined, which caused tension
Tim Rogers talked about the failure of his digital sporting good VIDEOBALL
In some sense, Videoball was not a failure, because Tim designed his own favorite game
Videoball was already super hype in 2013
Took too long to get the game out, and had a weak message (I thought the trailers were awesome though - Ed.)
Various problems that contributed to the game's failure:
Inherited the burden of a publisher's expectations (to make the game bigger and better)
Divided their work into "have-to's" and "want-to's" (which led to moving the “want-to’s” into overtime work)
Original publisher went out of business during production
The first-time game experience for new players was too difficult, and often in the wrong environment (they intentionally prioritized a player's 1000th experience over the 1st, which led to the game's appeal not being apparent at first, especially in 1v1 like many streamers and Let's Players did)
Too much stuff in the game (online play split matchmaking into ranked and unranked 1v1, 2v2 and 3v3, plus arcade mode etc.)
The menus were not perfect (e.g. confusing at some parts)
Spent much less than $1 mil promoting the game
Lessons learned from the game:
The game was great: we can make great games
Game conventions are loud and stupid: we should have shown at universities, etc.
You can't make eSports, it just happens (shouldn't have diluted matchmaking with so many modes and just had ranked 2v2, which is what the game was designed around)
We could have made a dumber game (with more identifiable characters, etc)
Gave ideas on how we can save Videoball (essentially a stripped down, ad-supported free version)
Interesting details:
CityStream was only playable in one place: the CityStream Twitch channel. Now that the game has ended, there's no way for anyone to play it.
CityStream's character BEEP, a robot who narrated the action, was actually played in real-time by the team. They watched the game every day with the players and wrote live responses, because they weren't able to come up with a good automated solution. This led to double shifts where the team worked on the game during the day, and then played the game on stream at night.
CityStream ended with a really cute event where players flew to the moon while riding atop the city they built
The business model of Game Oven was to run a company on the "long tail" of sales from many games.
It cost approximately 6500 euros per month to run Game Oven, which went to 3-4 full-time employees, contractors, and other costs.
In the end, long tail sales wasn't enough to run the company, but other sources helped them make it. In other words, Game Oven wasn't closed because they ran out of money.
Communicating your vision and your frustrations is hard, but important
Despite all the problems, Adriaan is still friends with Bojan, and he's proud of what the team accomplished together
"Videoball launched, and my life has been a garage sale ever since." - Tim Rogers
With VIDEOBALL, Tim wanted to create the Burberry scarf of video games (iconic, high-quality, premium)
When working 16-hour days at some point during development, Tim worked out that they were probably making 4.60 per hour
People have said VIDEOBALL's design style is "preschool industrial," and called the game itself "Pong for millenials" and "2D Rocket League"
Tim showed an awesome illustration by Dan Dussault of what VIDEOBALL could look like if the look was un-abstracted into armored future soldier sports
Thoughts:
Failure Workshop sounds like a pretty depressing talk, but it actually wasn't too much of a downer. I mean, I don't want to downplay it: it's hard to see the struggles people went through, and you wish they could have succeeded. And it's also scary to realize that your chances for failure as an indie dev are also very high.
Fortunately though, the speakers generally had a positive outlook. It was good to see that they could pull lessons out of their experience, and they were still at it, trying to make games. CityStream and a lot of the games from Game Oven were very unique and creative, so it was cool to see a lot of new ideas, even if all of them didn't work out. And Tim Rogers' talk in particular was one of the funniest I went to at GDC. Definitely some of the best crowd response I saw.
Links:
Failure Workshop (Video) on GDC Vault: The full talk is available for free on the GDC Vault!
Failure Workshop (Michael Molinari Slides) on GDC Vault
Failure Workshop (Adriaan de Jongh Slides) on GDC Vault
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Tech Toolbox
Speakers: Michael Cook, Holden Link, Brian Williams, Cukia "Sugar" Kimani, Chris Martens, Innes McKendrick
Summary:
Michael Cook of Falmouth University showed a procedural assistance tool called Danesh
A tool designed to help you tune your procedural generation
Allows you to not only adjust parameters and see examples, but also calculate metrics
Autotuning lets you set desired output metrics rather than mess with inputs to try to get those outputs
Danesh can search your code for other potential parameters to include
Available at danesh.procjam.com
Holden Link of Turbo Button showed off Tbutt, a wrapper for VR SDKs in Unity
Makes it really easy to compile builds for different VR platforms
Helpful for testing a project for a specific platform on whatever VR rig you have handy
For example, rather than compiling a build to load onto mobile for Google Daydream or Cardboard, the Turbo Button team can just flip a switch to test what they're working on with the Vive on their desk
Available at github.com/turbobutton/tbutt-vr-framework
Brian Williams of Spry Fox demoed Dark Config, a tool that allows real-time changes while the game is running by hotloading config files
You can define level attributes in config files and change those files on the fly, and the game will update instantly while running
This allows much faster iteration and proofing out new ideas using new combinations of existing assets
Uses YAML for the config files
Works with Unity or any other C# project
Available at github.com/spryfox/DarkConfig
Cukia "Sugar" Kimani talked about using Bezier curves to animate rectangles
From Johannesburg, South Africa, working in a studio called Nyamakop on Semblance
Talked about animating the main character, a little blobby dude, by deforming a rectangle using Bezier curves
(Wasn't able to get down many details, but it looked pretty neat)
Is winning the email game with an address that starts with "holla@yourboy" haha
Chris Martens showed Ceptre, or TinkerTool for rulesets
It's a small prototyping language for rulesets and logic stuff in board and video games
Could be helpful for testing resource economies (like Minecraft crafting), procedural generation (like Spelunky) or interactive fiction
Available at github.com/chrisamaphone/interactive-lp
Innes McKendrick from Hello Games talked about the texture generation in No Man's Sky
Their goals were to create variety, allow for runtime generation, and amplify the work of a small art team
They mix and match different layers and elements (base color, stripes/spots, hair, etc.) of individual textures created by an artist
Wrote a photoshop script to export color maps and metadata
For better color control, don't work in RGB (they use HSV)
The game loads in artist data, then combines and recolors in the shader, and finally generates a mipmap
They also wrote tools that let artists see lots of examples generated from their work, so they can make tweaks
Thoughts:
There were some very interesting tools in here. I was particularly into TButt, as it seems like it would be very useful for friends of mine that work on VR games in Unity. Danesh and Dark Config also seemed very useful, and using Bezier curves as an animation tool was interesting too.
Links:
Tech Toolbox (Video) on GDC Vault: Available for free!
Tech Toolbox (DarkConfig Slides) on GDC Vault
Tech Toolbox (Rectangles Slides) on GDC Vault
(The links to each tool are included in the summary notes, if provided.)
Lunch break!
After the Tech Toolbox talk, I got to talking with the guy next to me, Austin. He's a really friendly grad student from University of Michigan who co-teaches the only game development-related class at the school. He invited me to grab lunch with him and some friends, which included his game dev co-teacher Kurt, some grad students from Carnegie Mellon, and Rodrigo, an audio engineer and developer from WayForward. We went to Mel's Diner for lunch (where I got a old-school syrupy strawberry lemonade and a few very juicy, red-to-the-point-of-being-disconcerting sliders), and had a pretty fun time talking about Undertale, Splatoon, the Switch, etc. While Rodrigo and I were talking, I was excited to be able to tell him about Thumper, which he hadn’t heard of yet. If you're out there Rodrigo, hope you checked it out! Let me know what you think!
Unfortunately, lunch went a bit longer than I expected and I missed a talk by Matt Thorson (creator of Towerfall) about the level design for Celeste. Instead, I wandered around a bit in Moscone West until the next talks started, and ended up talking to Josh and Marcos, two Aggies who are currently working as generalists in the games industry (at Flying Car Games, I think?).
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Finding ‘Duskers’: Innovation through Better Design Pillars
Speaker: Tim Keenan
Main points:
Rather than designing Duskers up front, the design of the game emerged during the course of development as Tim tried to listen to what the game needed
He gradually discovered several design pillars that guided development, but these pillars were less like mechanics or principles and more like emotions or feelings he wanted to evoke
These pillars included: realism, isolation, and careful planning
Tim felt that staying true to these pillars in all of his decision-making is what led to the effective communication of these feelings in the final game
Interesting details:
Duskers was very much inspired by Capsule, a similar terminal-based game set in space. (In fact, I was a bit confused when I first heard about Duskers, because I had heard of Capsule and wasn't sure if it was the same game.)
He was tempted to flesh out the look of the game world by showing a view of the area around the player's computer terminal before the game began. In the end, he decided to only show the on-screen display, in support of the realism pillar. The idea is that the player isn't controlling a drone operator character, they are the drone operator. This 1:1 simulation of the terminal helped players to feel like they were really there when they turned out all the lights and played.
Similarly, he tested two ways of showing what each drone "sees": a CCTV-like camera feed, and a less-readable view based on edge detection, which is closer to methods used in real computer vision for robots. Players liked the CCTV version more, but he chose the edge detection view, again to support the pillar of realism.
He also cut music entirely from the game to make it feel more real, which was a particularly scary decision.
Tim encouraged anthropomorphizing of the drones, which he hoped would make players feel like a lonely, slightly crazy freighter pilot. He gave each drone a name, and opted to let the drones obey orders blindly, rather than give them some level of AI autonomy. This made the drones feel more like pets or children than peers. He hoped that players would grieve the death of a drone, then realize how crazy they were being for attaching feelings to unfeeling robots, just as a drone operator in the game's world would.
He also increased the feeling of isolation by using logs to flesh out the game's world instead of direct dialogue with other characters.
Thoughts:
As someone who's really interested in imbuing games with emotion and feelings, Tim's success in achieving this with Duskers was really encouraging, and he had some good ideas on how others could do the same. The talk itself was engaging too. I recommend checking it out, especially if you're a fan of the game.
Links:
Finding ‘Duskers’ (Video) on GDC Vault
RUN and RUN / lyrical school 【MV for Smartphone】 on Vimeo: Speaking of 1:1 interface simulations, I was reminded of this great music video, which is designed to be watched on your smartphone (ideally an iPhone). If you’re on your desktop, go ahead and open it up on your phone. I’ll wait ;)
Fantastic Arcade 2016: Misfits Attic’s Sci-Fi Drone Sim DUSKERS - YouTube : Tim’s talk at Fantastic Arcade, which looks to cover some of the same content, and more!
How the dev behind Duskers let his game be what it wanted to be on Gamasutra : a Gamasutra Twitch interview with Tim that also looks like it touches on the same themes of the talk.
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Shaders 201: Creating Art with Math
Speaker: Ben Cloward
Main Points:
Demoed methods for creating several shader effects, including:
A simple cloth shader
Animated rain ripples
A volumetric effect for something like ice with dirt and imperfections inside
Thoughts:
I thought this talk was fairly good, but it covered ground that I was already somewhat familiar with. The methods he described were fairly simple, and I’ve learned similar things about shaders in school already. The descriptions are a bit technical though, and I don’t remember most of it, so I won’t spend a ton of time on this talk. However, I will share some of the resources he mentioned in the links below.
Links:
Unfortunately this talk is members only on the Vault.
Uncharted 2: Character Lighting and Shading (Slides) : Ben cited this SIGGRAPH 2010 talk as the basis for the cloth shader he demoed.
Water drop 1 – Observe rainy world | Sébastien Lagarde : A series of blog posts that was the basis for the animated rain ripple shader demo.
Efficient Shader Tricks (Slides) : This GDC 2006 talk was the reference for the volumetric shader.
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Another break
After this, I nearly went to the talk “Bringing Fantasy to Life in ‘Final Fantasy XV’”. Actually, to tell the truth, I actually got in the room for the talk, heard the speaker say that there would be spoilers, and then left (after a discrete pause so people wouldn’t think I was leaving for spoilers :P haha). In other circumstances I might have just stayed, but I’ve actually bought Final Fantasy XV and plan to play it soon, so I decided to abstain.
Instead, I went by the Shut Up and Sit Down board game lounge. I saw a few interesting games there, like the beautiful-looking Mouse Guard RPG. I think the comic series is really neat, and I’ve been seeing great reviews of the RPG as well. I was also intrigued by Beyond Baker Street, which was described as a Sherlock Holmes-themed Hanabi where you play a group of inept detectives trying to beat Mr. Holmes to the punch. I do love me some Sherlock. 
While there, I ran into my friend Jon, co-designer of the board game Skulldug! and host of the podcast Pretentious Game Ideas. We both worked at Microsoft Studios a few years back, but both moved on to different things. It was nice to catch up. He also told me about Bargain Quest, a game he had been watching a playthrough of. Apparently you play as competing shopowners in a fantasy adventuring town, which sounded pretty neat. 
After that, I headed downstairs and chilled with my travel buddy Brian until the last talk of the day, the Indie Soapbox.
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Indie Soapbox
Speakers: Brandon Sheffield, Tanya X Short, Jarryd Huntley, Sadia Bashir, Marben Exposito, Gemma Thomson, Jerry Belich, Brie Code, Colm Larkin, Jane Ng
Brandon Sheffield: Taste in Games
Brandon encouraged the crowd to make more games that are different by showing their tastes and passions
Doing this can be risky, but can yield greater artist rewards
Cultivate your taste by:
Thinking about your favorite things
Asking others about their favorite things, and why
Going out in the world and doing something new
Going to the thrift store and finding 3 interesting things
Unleash your taste by making something that means something to you, not something bland and flavorless
(Kudos for the Guy Fieri cameo)
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Tanya X. Short: How to Self-Care AND Meet Hard Deadlines
Your goals are:
Don’t burn out (making a great game is NOT your #1 priority)
Keep making games better each time (so you have to survive!)
Make a great game
It’s hard to take care of yourself, but believe you can do it
Moon Hunters, Mini Metro, Canabalt, Don’t Starve and more were made without burnout
Stop working all the time (and set specific work hours, it will actually increase productivity)
Prioritize and reprioritize, try to cut out the stuff that’s urgent but not important
Estimate how long it will take you to do tasks, then evaluate the actual time after
Cut the scope of your game before you bleed out
3 weeks of 60+ hours is proven to be less productive than 3 weeks of 40 hours
You’re not an exception
In a study of people who think they need less than 7 hours of sleep, only 5 out of 100 were correct
Don’t give up, forgive yourself for mistakes in self-care and move on
Lack of exercise should be one of the biggest worries, put your health first
Protect your love and joy and energy and don’t use it up by trying to feel more productive
Jarryd Huntley: Indie Rock - The Indie Cousins You Didn’t Know You Had
There are things indie game devs can learn from the indie rock scene
Like rock musicians, you don’t get started until you actually pick up the instrument. Just do it.
Try to take inspiration from wide life experience, not just “game X + game Y”
Work together and hire indie musicians for your game
Try making a local art manifesto with other independent artists in your area, maybe go on tour with a band
Try to learn from other fields that have similarities to indie game development, and support those people too
Sadia Bashir: 3 Things That Can Save Indies from a Pitfall
We think that our great idea is what makes our game successful, but what is really tied to success?
Conceptualize and plan at an early stage
Freeze requirements and scope throughout to avoid feature creep
Quality of a product is related to quality of development process
A hybrid process might be more successful than Agile
Marben Exposito: Subverting Expectations in Shower with Your Dad Simulator 2015
Develops a lot of short, silly games based on dumb Twitter suggestions
Finds it effective to mix the weird and mundane
Also effective was to subvert expectations
Added surprise secret game section, which people really liked
Gemma Thomson: Owning Your Place
The public perception of indies can be harmful
Often we see it as white men crunching on games in a bedroom
Sometimes we end up glamorizing bad working conditions
But life isn’t really Indie Game: The Movie, not everyone can afford to work like this
In our public and private conversation, we should a promote more realistic idea of game development
Jerry Belich: Venn Harder
Currently, the overlap between academia and industry is not too large
Contribute your passion to students
Help students learn more about design than just learning the tools
Opportunities include adjunct teaching positions, short-term teaching residencies, or collaborating with faculty
Brie Code: Public Speaking
Brie shared some tips for preparing to speak publicly
Remember “Why do I care?” and who the audience is
Create an outline (why I care, what I’m saying, why I’m saying it)
Use tips from “Can Charisma Be Taught?” study
Only one idea per slide
Pictures, not text
Practice a lot (and remember to breathe)
Realize you might always be anxious because it’s normal, redirect energy into the talk
Colm Larkin: Share Your Games
Colm developed in the open from day 1 on TIGSource, sharing early progress
Got good feedback, helped him get confident
A few related tips:
Your idea is not that special: execution is more important than the idea
No one is going to steal your idea (and if you do, you’ve been sharing the whole time)
Share work embarrassingly early, before you’re ready
It’s hard, but it helps
Get feedback before you get too far in
Get feedback on foundational stuff, not just polish stuff
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Jane Ng: “Product” and Why That Shouldn’t Be a Dirty Word
Jar-Jar tongue candy: a terrible product
Often we don’t like talking about our art as a product, but it’s important to success
We don’t usually give feedback on “would you pay money for this?”
Consider experience not just for the player, but for the potential player
See making a good product as a design problem
Think about what makes a great entertainment product
Make sure the whole package is attractive to a potential player
And make sure your game isn’t a Jar-Jar Binks candy tongue
Thoughts:
I had a great time at this talk. Really rapid fire talks, and everyone had an interesting point to make. A few good laughs too. I highly recommend checking this one out on the Vault.
Links:
Indie Soapbox (Video) on GDC Vault: Available for free!
Talks I missed
Building Game Mechanics to Elevate Narrative in Oxenfree - Would like to check this one out after I play Oxenfree. Check it out on the free Vault!
Friendship, Curiosity & Challenge: Focusing Your Career as an Indie Dev - Also seems interesting, and also free to all.
Board Game Design Day: The State & Future of Board Game Design - I don’t follow the board game industry as closely as the video game industry, though I like playing board games. I’m interested to hear what was said here.
Board Game Design Day: The Making of 'Pandemic Legacy' - Also very interested in this, since Pandemic Legacy has been getting tons of praise. I’m scared of spoilers until I have a chance to play though.
Post-con activity
After the Indie Soapbox, Brian, his teammate Colton, and I went out to eat at Tropisueno, a fairly decent Mexican place very close to the Moscone Center. I got to hear a bit from Colton about his background and how his studio, The Stork Burnt Down, got founded, which was interesting.
After dinner, Brian and Colton went to the Oculus party across the street, which was invite-only. I had been considering going to a chiptune show at the DNA Lounge, but was again feeling pretty exhausted. So I headed back to the room to chill and play some Ace Attorney 5. A very full day.
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ellie-astra · 4 years
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Because my fellow studyblr so rudely neglected to tag me, I decided to invite myself to the party.
1. Where's your dream vacation?
I want to go to a rainforest and just live in nature for a while. Preferably during a season that is more mild with mosquitoes though. Does that exist in a rainforest? If not, then just exploring Britain.
2. If you had all of the money in the world, what would you buy first?
Houses for all the homeless people. I’d prefer universal healthcare across the globe, but I guess that doesn’t fit into the category of single things that you can buy. I’d work on that too though.
Actually, I thought of a more comical answer. Since I have all the money, I can just sit back and watch as people first scramble to figure out what to do now that the concept of economy no longer exists, and then realize that the previous billionaires no longer have a cushion of money to fall on and can be held accountable for their actions.
3. Do you prefer the hot or the cold?
Definitely cold. If you’re cold, you wrap yourself up in a blanket, maybe with a partner and feel good and happy. If you’re hot, you either have to be lucky enough to have air conditioning, or you submit to the oppressive discomfort. You could swim I guess, but I kind of hate swimming.
4. What's your favorite game, either digital or tabletop?
This is always subject to change, but the past couple years or so, it’s remained the same: Splatoon 2. The Octo Expansion’s story, while short, is just a damn masterpiece. Nintendo put so much effort into making sure the culture of the sea creature society in the game felt as real as possible, fleshing out everything from music to anatomy of characters. The fanbase is a culture itself, and it’s one of the few for video games that’s free of toxicity.
5. If you had to choose to keep only one sense, which would you choose, and why?
This question scares me to think about; next?
It would be between sight and hearing, but it’s super hard to choose. A silent world would be terrifying and I would miss music and people’s voices way too much. But the ability to see is the ability to go places and see the world and see my girlfriend’s face, as well as doing things I like, like playing video games and reading. Final answer is hearing though.
6. What's a thing that you did when you were younger that you look back at now and are embarrassed of?
All or nothing babyyyy. When we were doing a discussion of To Kill a Mockingbird (you can already see where this is going, but it’s not exactly what you’d think) I thought something good to bring up was the difference in the book between the n-word and the word that is also black in Spanish. I did not say the n-word, but I did say the latter, though I think I tried to say it the way it’s pronounced in Spanish as if that made it better. Regardless, it was overall the most awkward few minutes of my life.
7. Who's your favorite YouTuber and why?
Dunkey. His humor is so unique and he’s undeniably funny. He makes gem after gem. Also he’s one of the few really good YouTubers who I have zero problems with. Not even any petty problems like “Alpharad carries an air of egotism.”
8. If you could meet anyone that has ever existed, dead or alive, who would it be?
Neil deGrasse Tyson. You can’t go wrong with someone who’s famous for being smart. We would talk about what we love about science and maybe I could get into a political discussion with him. He could give me an epiphany here or there. Then we’d sit in silence together watching the sunset on the roof of an observatory, each drinking a can of peach-flavored pop.
9. What's your favorite movie?
Lilo and Stitch! I’ve been watching it my whole life and I’m still not tired of it. It’s got such a unique personality and sense of humor.
10. What does peace look like to you?
When people learn to not be afraid of or repulsed by things or people that are unlike themselves.
Now mine for the one person who I know will see this to answer:
If you could meet one animal that you’ve never seen, which species would you pick?
Your most unpopular opinion about pop culture?
Which fictional universe would you want to live in?
Some artists’ art is famous, but they aren’t as well known for being the one behind it. Do you have a favorite one of these hidden geniuses?
What’s a character you had a crush on as a kid?
What meme has the internet moved on from but you still think is funny?
Was there a toy or something when you were a kid that all the other kids had but you didn’t? Were you jealous?
Which of the four classic elements--fire, water, earth, air--do you feel most in touch with?
If you could go into creative mode and delete any cubic meter of matter from reality, what would it be?
What’s something that you wish everyone understood?
The only tag that matters: @silverglassstudyblr​
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