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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

GDocs for E-Learning Schedule

Golly that title sounds like something a robot wrote. Anyways. Like most folks, Bek and I have been homeschooling our kids for the first time, but as of a week ago we have been needing to integrate our personal homeschool approach with some curriculum elements from the school our kids used to attend. It was pretty stressful initially, because there’s a lot of moving parts:

  1. Two kids in two different classes with two different teachers
  2. Two old laptops that they use to do their online school work + videos
  3. Multiple websites, facebook groups, and email threads for sharing zoom links, assignments, and work sheets
  4. Our own homeschool curriculum (which is mostly dinosaurs but)
  5. And so on

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Indie Game Dev Pro Tips, Spring 2018 EditionHello friends! I’ve compiled a list of indie game dev resources from me and Bekah (my partner-in-crime-and-other-things-too), hope these come in helpful in one way or another! To the best of my knowledge...

Indie Game Dev Pro Tips, Spring 2018 Edition

Hello friends! I’ve compiled a list of indie game dev resources from me and Bekah (my partner-in-crime-and-other-things-too), hope these come in helpful in one way or another! To the best of my knowledge these things are basically relevant still, at the time of this post.

Also for the most part this will not so much be prescriptive advice but descriptions of what we’ve been up to lately. Ok ok ok

Getting Started

Breaking Into Games Indie or AAA? College or not? How can you start making games right now?

Notes on Freelancing When to say Yes, when to say No, what to look out for, and how to plan around it.

Publishing 101

What Do We Mean When We Say `Indiepocalypse`? A bunch of devs share numbers and reports from the front lines

Notes on Indie Publishing Quick overview of the current state of publishing deals available to indie devs.

Help I’m A Producer Now

Managing Tasks Some thoughts on when to start tracking and what to track and the underlying goal of all this stuff.

Collaborative Planning A breakdown of what we do internally to build group confidence in discipline-specific outcomes. Or, how we decide what to work on next together.

What Do I Make Though

Deciding What To Make Walking through some of the steps or questions or inquiries we use to figure out what kind of resources we should put into our next game idea.

Screenshot Theory A lot more people will see screenshots of your game than will be playing your game. A strong tentpole and some thoughtful layout work can make a big difference.

GDC Wrap-up Part 2: Screenshot Theory (Spring 2018)

As usual, I promise I’m not using the royal “we” in this writeup! Everything I’m jotting down here comes out of me and Bek’s collaboration. So it’s ours, not mine. Deal with it <3

Hello friends! PAX East is done finally, which means I have a few hours to finish our GDC wrap-up (before heading off to the BAFTAs and EGX Rezzed what even is this industry). Part 1: Notes on Indie Publishing has been up for a while and digs into some business stuff, but Part 2 here is more about the design side of commercial game-making.

GDC for us somehow has slightly less strictly-business stuff lately, and more mentorship- or feedback-oriented meetings, where we get a chance to sit down with harried geniuses from all walks and talk about their new projects and whatever their (and our) worries are at the time. Part 1′s publisher notes were largely distilled from these conversations, and most of the contents of this article are things that we found ourselves bringing up over and over again in different ways with a lot of different teams over the week. Which usually is a sign that maybe we should write it down and it could move the needle for someone else too.

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GDC Wrap-up Part 1: Notes on Indie Publishing (Spring 2018)

(note: as always, this sort of business-y writeup is only possible with the help of Finji’s CEO who is the one in charge of all this stuff, including editing this post for me - except for the bit about the “advice yogurt”)

Hello friends! GDC is done finally. Didn’t get sick or exhausted. Learned a lot, as usual. Was lucky to get to see so many friends, especially after the last wild year. I gripe a lot but dream job doesn’t even come close to describing what we get to do here and who we get to work with. It’s absurd how good we have it. And then Night in the Woods won the Seamus McNally Grand Prize. A little on the nose you know.

Anyways, the entire industry continues to change rapidly, especially on the platforms and publishing side of things, where we’re in a particularly chameleonic state at the moment. Which is why I’ve timestamped the actual title of this post. Consider this a sell-by date on this big carton of advice milk. Things are moving quick and you don’t want to accidentally dump a bunch of chunky advice yogurt on your studio froot loops amirite?

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Notes on Freelancing

So a question I get a lot and something that we’ve done lightning talks on in the past is “how do you do work-for-hire?”, especially in the game industry. I am not an expert in this field in any way, but contract work has been a cornerstone of our game studio for ten years, and there are a few principles or rules or guidelines or whatever that we developed that have helped us work with clients in a way that mostly helped us grow instead of holding us back. Maybe these things will be helpful for other people also.

This is by no means an exhaustive list and some of these things are going to be more principles or philosophies than like practical burn-down lists.

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Taking Photos of Birds in Mario Odyssey is Great

But how come it’s so much fun?

Pause: the ultimate photographic fantasy. The whole world waits while you fix your composition!

Movement (but limited): When you switch into photo mode you can move and rotate the camera with SOME freedom, but not complete freedom. This and pausing gives photography a pleasant coarse phase (where is Mario) and granular phase (action is paused, let’s tweak this). That coarse phase stops the camera from feeling like some weird detached arbitrary 3d fly-through. It is also totally unrealistic and extremely satisfying. I would be interested in seeing future games implement something like bullet time during photo mode - slightly less control but slightly more of a feeling of capturing something in real-time?

Bird routines: they like to perch in the same places predictably. If you scare them off they fly back in a few moments. Their idle animation causes them to rotate through all directions. This quick cycle works very well when you mix in the aforementioned pausing thing - if you pause at the wrong time, you can unpause, and pause again in a moment, and have a different pose and setup.

Filters: most of these are trash but giving users a bit of control over how much edge blur and vignette is deployed is really nice for fine-tuning things. Wishlist: bokeh!

finjico
finjico

NITW: Weird Autumn Edition - coming Dec 13!

Night In The Woods: Weird Autumn is an expanded edition of the original. Featuring a whole bunch of new content, think of it as the Night In The Woods director’s cut. Additionally: XBOX and PC/Mac/Linux players will receive the two supplemental games Longest Night and Lost Constellation on launch date, with PS4 players getting in on that in January 2018.

NITW: WA will be arriving on Xbox One, PS4, PC/Mac/Linux on December 13th. The new content will be a free patch for all current owners of the game. Stay tuned for info about other platforms!

visit NightInTheWoods.com for more info!

More Tabletop Games What The Kids Are Into

We made two more good discoveries recently, both very simple card games that play from a single shared deck. Bandido is a relatively new cooperative puzzle-style game about making dead-end tunnels, and can be played by any number of players. Lost Cities is a classic Reiner Knizia 1v1 that kids can pick up really quickly, even if an adult has to help them with their scoring.

We’ve also had some fun rounds of King of Tokyo, Forbidden Island, and Saboteur, but all three of these games required heavy DMing (adults coaching / guiding kids through the phases and rules) and some simplification / easy mode type stuff to work well with a 4yo and 6yo.