This is the first part of the long-running series of articles about us, about making games. It is published (in Czech language) in the Level magazine.
Gaming journalist usually don't have proper understanding of the term "game development." When you are reviewing games, you can only guess a lot of things, some even absolutely wrong. It was one of the main reasons why I decided to take one step forward and give it a try on the other side. Get to know the processes better, learn how the game makers think, before they actually ship their product. In this series of articles, I will try to give you a small insight about the development of our indie game and what we actually mean by "making games."
Let's start with something you probably don't want to hear. If you think, that when you play games a lot and that automatically gives you some type of qualification (just like me a couple of months ago), you will be proven wrong quite quickly. Even the process of choosing a theme of your next project is a bit more complex, than it may seem. Some may think, that we, level & game designers, just sit around, chill out for a couple of hours and in the end there will be a dozen of fresh new ideas. That's not the way it works, at least for us. You may think, that when you try to create something, your mind should be absolutely without bounds. Wrong! Creative process is a job too and you should follow some rules, when you are creating some early concepts for a game. I named them "blank paper principle." It's pretty easy. You just put a big piece of paper in front of you (the bigger the better) and write every single tick of your brain down. Looks simple, but it really helps your mindflow and sorting out ideas. A lot of thoughts are just straight-to-bin, those groundbreaking ideas do not just come around, you've gotta put a lot of effort to it. Also, your super-dee-duper concept better be simple. Two words to describe it should be enough.
But hey, you gotta have other members of your team in mind. Unexperienced designers in general want to enhance their game as much as possible. But somebody has to do the graphics, the code, the sounds, well...basically everything. And that costs money. To plan some project and in the middle of the process say "well, that was stupid, let's start again!" is like paving your highway to hell. You have to make your games from the beginning with a sense of "ok, I can change these things, but it has to stand on a solid design foundation." It has to be at least perfect. Ideally with a basic timetable setup. We managed to sort all of these things out and started developing our explorative platformer. Stay tuned for more!