Nov 272012
 

Personal update:

Wow, what a crazy few weeks. I’m still not sure where I am right now, mentally speaking. Dealing with some srs bsns. Will talk on that later, but that’s why I’ve been a little quiet on the devvlog & hello world fronts. More Soon.

I’ve also been going to the gym quite a bit. I’ll start making some blog posts specifically on how that end of things is progressing, but the short version: I FEEL GREAT. I recommend it.

Monster Loves You! update:

Steaming along quite well. I’m aiming to have all the tech done this week, then I’m flying to Boston from the 10th->16th to finish the game (helping on the content side of things). I figure we’ll give it a month, to fix bugs and do some content-touch-ups and the like, and then launch!

I’m super excited about MLY. It feels like my best-game-ever, and I’m really keen to see how it does in the market. A brave new world!

DepthCharge update:

On hold right now, but it feels really good. It will probably launch in January as well.

Secret Project update:

Probably launching around Christmas!

Nov 192012
 

I’ve decided to enter into a blogging blood-pact with a few other developers. I’ll be posting at least once per week, otherwise I WILL LOOSE ALL MY BLOOD.

Or something like that. I’m unclear on the exact penalties for failure.

I’ve also updated my “Current Projects” sidebar thing – my work on Go Home Dinosaurs is done, the future of IceBurgers is probably “Shelved,” and Run Robo Run has been released. So I’ve removed those three.

Secret Project and Depth Charge haven’t seen much forward momentum lately, as I’ve been focused on Monster Loves You. SP and DC are shorter-form game experiences, smaller projects, that I hope will make money but are intentionally less risky.

MLY, on the other hand, is what I’m banking my entire future on. Money is almost out, and I could really use another cash infusion sometime soon!

Nov 182012
 

I’ve gotten myself a 5 week membership to the local gym. Time to start exercising better!

I tried a few personal routines (running, pushups) but they aren’t working out for me – I lose interest and stop going. Maybe with a gym membership card I’ll be more active?

I went 5 times in the last week. Good going so far! My muscles seem to be recovered this weekend. Maybe I’ll go again today…

Nov 072012
 

I was reading this article on PAReport about why Wing Commander sucked as a movie.

Part of the reason, it turns out, is that Fox forced it to be released way earlier than expected, under-funded it, and only allowed 2 months for pre-production(!!).

It makes so much sense now. I mean, Fox seems to want to destroy everything I love; the low-hanging fruit is Firefly and many others, but they tried (and failed!) to kill Futurama and Family Guy, which are ostensibly much more mainstream.

Then there’s Fox news (lower case n), which I won’t even get into.

Fox is my nemesis.

But… Fox is also very risky with its money. Many of the things they ruin (Wing Commander, FireFly, Dead Like Me, etc) wouldn’t have happened if it wasn’t for them; they were the only studio to give them a chance at all.

Does that mean I should forgive Fox? Is it better to have not loved at all?

Nov 032012
 

I’ve not been feeling my best this last week; in a bit of a mental funk. I made a Hello World episode earlier this week on depression, and I think I’m in a shallow pit labelled “sad feels” right now.

I’m sure one of the things adding to my list of “sad feels” right now is a bit of exhaustion on my current projects. Monster Loves You, Depth Charge, and my secret project are all long-form projects that have been going on for most of the year. It’s easy to just get tired of everything, especially when projects move away from early “innovation” phases and onto maintenance, bug-fixing, and dreaded iterative UI improvements.

Of course, that’s not the only thing bringing me down, but it’s the easiest one for me to tackle right now. Starting a new project and taking on new challenges – that’s what starts “turning my crank” and gets me excited about things. And it happens to be the start of November. The start of NaNoWriMo, the National Novel Writing Month. I decided to take it up!

I haven’t written anything of this scope (beyond, say, the size of a blog post) since high school, where I had a half-finished, failed set of two novels.

I got together with a few friends and ran a random-sentence generator to lay out our starting plots. I have to write 50,000 words this month, which means about 1600 words today. So far I’m ahead of schedule (3700 words!), and I’m busy converting my story into a hard(ish) science-fiction tale of time travel, disaster, and inside jokes about Doctor Who and indie game developers.

In this day and age of quick blog posts and twitter conversations, I’m often left editing my ideas *down*. It’s really strange to see myself trying to fluff up paragraphs, expand on concepts, and build larger narrative arcs than “I woke up and stubbed my toe!”

It’s day three, and my spirits are already lifted!

Oct 072012
 

Those that know me know I like a good brew. Anything local or craft-brewed tops my list; the only things I don’t really like are “big” beers just for the sake of being big. Or, you know, the IPA with 4000 IBUs in it just because… Well, because EXTREEEME!!! 

A while ago I decided to finally make the plunge and setup a little brewery in my garage. I thought I’d document some of it here. First, some background: I have none! I have never made a beer before, kit or otherwise.  I have a few friends that make all-grain beers frequently, and by leaning on them heavily I was able to setup my own all-grain system. Special thanks to Greg (hi Greg!) for the tons of help he gave in this setup.

I’m happy to answer any questions and take any feedback or criticism while I’m at it!  My target was to do half-batches (one corny keg, 5 gallons) per brew.

And here’s the rest of my gear, all on one convenient shelf in the garage:

Not pictured: two more kegs  and a water filter.

Some of my more cherished items (the grain crusher, pictured above the fridge) were purchased from friends that no longer brew. A lot of the minor buckets, supplies, and hoses aren’t really anything special; I made sure all my hoses were food-grade and able to handle high temperatures, but standard stuff all around.

I really like my thermos containers (the bright orange ones). My hot liquor tank is 5 gallons, my mash tun is 10 gallons. They are sold as water-dispensers (the kind you see at football games) from Home Hardware on sale for about $50, and the water spout just unscrews and a spigot fits right in without needing any modifications! Wonderful. They retain temperature quite well and don’t drip or leak.

For the mash tun I dropped in a screen that happened to fit the inside radius perfectly.

I have two 6.5 Gallon carboys as secondaries, plus two more 5 gallon carboys. I’m not sure the 5 gallons will ever get used, they were a mistake! I might try to swap them for some 6.5ers. Pictured above: little red rubber/metal handles on the carboys. THESE ARE AMAZING, if you have glass carboys USE THESE and you can make handling them way easier and safer! Only a few bucks each!

For my brew pot, you can see in the above photo it’s resting on a custom-built wooden frame sitting on top of an old set of office-chair wheels. It looks haphazard but it is quite solid, and way better than lugging around a vat of boiling water by hand. I can use this setup to wheel the pot to the drain at the front of the garage (and the filling hose there too). The height of the pot is such that I can gravity-feed into both the orange vats; the screw-top lids on the orange vats mean they’re easy enough to safely lift back into position on the shelf.  Because I’m a strapping young man with bulging arm muscles and I just love to lift 5 gallon tubs to show off.

The pot is also low enough that you can gravity feed into it from the mash tun so, hooray! Perfect height. (The adjustable shelving unit was so helpful here)

Here’s a closeup of the pot:

It’s came with a temperature gauge outside (it seems to read 3-5 degrees colder than an interior thermometer, unfortunately) and a spigot already on it, but I decided to go electric instead of propane. That way I could stay indoors in the dead of Canadian Winter and not worry about fumes or anything.

Inside:

There’s a sheet metal shop in town that charged me $20 to punch some circular holes in the side of the pot. The elements are from Home Depot, they are standard 120V hot-water-tank heating elements ($40 ea). A friend helped out by slicing open some extension cords, wiring up the elements, and hooking up the ground wire. A single electric element can bring 8 gallons to a full boil in about 1 hour 45 minutes; two elements as I have here brings 8 gallons to a full boil in about 45 minutes.

I was shopping around for a chest freezer to modify for dispensing (I might still, someday), but someone was moving and had to get rid of the fridge and I managed to snag it for free. Free is a good price! I can live with that! I’ve got a Johnson temperature controller plugged into it at the back.

All in all, the whole kit cost me around $1000, the biggest single expense being the three kegs and the full giant Co2 cannister that I got off the local sites like Craigslist. If you want to do your own bottling and naturally carbonate things, you could shave $300 or so off of that price.

The only complication is two elements on any one outlet will blow a fuse in my house, so I’ve got to run an extension cord through my basement.

I’ve made my first brew already, but I’ll save that for another post!

Sep 072012
 

Earlier this week, BitFlip Games made a blog post saying that their PAX booth cost them $12K. Afterwards, they edited in a preface that says PAX is still one of the cheapest conferences, and they meant it as positive praise for the conferfence… but the rest of the article doesn’t read like that. Choice lines like this:

That’s a hell of a lot of money for a 3 person, self funded team to spend. And that’s just one 3 day show.

Don’t exactly scream confidence and thankfulness. So I wanted to share my story and my costs, as a shoestring Indie Developer.

TL;DR: Your indie game booth will only cost $1,760 at PAX.  That’s less than 15% of the $12K figure being tossed about in headlines these days!

RELATIVE COSTS

Before I jump right into this, I have a pet-peeve.  When I quote costs and expenses, I leave out things that are wildly variable and circumstantial when speaking to the public (obviously I still budget for it privately). When detailing how much it costs my studio to run every day, I don’t tabulate the cost of buying high end sushi for my team every day for lunch, nor do I count driving 3 hours to work in the morning in my hummer. When going to conferences I don’t tell people about my first class flights, five star hotels, and day-to-day “spending money” for trinkets and jewelry. The reason for this should be clear: You don’t have to pay for them, and citing them as intrinsic costs might scare away developers that would have walked to the convention and slept in the hostel (with their free breakfast!) every day.

It’s fine if you want to report back your total receipts and separately mention all these extra expenses, to give people a baseline. But don’t assume what sort of lifestyle your peers have, and for god’s sake stop moaning about not making a profit when the CEO of your one-man company pulls in a $120K salary every year. It’s not fair to say that flights WILL COST YOU $3,000 when you live in Antarctica, if a good chunk of your audience lives next door to the conference center.

I’m not saying BitFlip did all this wild exaggeration (they definitely did not!). They did inflate the budget with things like airfare and hotels, plus day to day incidentals.  BitFlip did put a nice breakdown at the bottom of their article, but the headlines that spun out of this were screaming “$12K!” and that’s the only story that made it out to the blogosphere. So let’s break this down a bit more fairly and clearly:

FIRST UP: THE MEGABOOTH

The Indie MegaBooth is your friend. Entry is open to just about anyone, and it nets you huge discounts in terms of collaborative purchasing power and donations from larger organizations. Here’s a great interview with Kelly, the MegaBooth organizer. I am so serious when I say I COULD NOT GO TO PAX if it were not for the hard work of Kelly organizing and setting up sponsors, donations, and dispensing helpful information out to all the participants.

Here’s a list of all the items I received, without any effort on my part, entirely thanks to the MegaBooth organizers:

  • $1,600: a 10×10 foot booth
  • $160: MegaBooth shared costs. This covered banners, a projector for our trailers, etc.
  • FREE: 4 exhibitor badges
  • FREE: 3 three-day badges (thanks to PAX and my enforcer!)
  • FREE: Carpet color upgrade (thanks, PAX!)
  • FREE: Backdrop color upgrade (thanks, PAX!)
  • FREE: 48″ TV (thanks, Intel!)
  • FREE: 8′ Stand for the TV (thanks, Intel!)
  • FREE: 2 keyboards, 2 mice, 2 headsets, and 2 xbox controllers (thanks, Mad Catz!) [They EVEN LET US KEEP THESE!]
  • FREE: 32″ Monitor (thanks, Intel!)
  • FREE: High end laptop to display a game on (thanks, Intel!) [Also had the option for a big gaming rig]
  • FREE: upgrade from 250W to 500W of power, just enough to power all of the above (thanks, PAX!)
  • FREE: All the cables, power bars, extension cords, and A/V hookups I needed. (Thanks, PAX/Intel!)
  • FREE: A table, two chairs, and a garbage can (standard booth package, included in price)
  • FREE: Booth help for wrangling crowds, running for water, food, etc (Huge thanks to the Enforcers and to the MegaBooth volunteers!)
  • FREE: Trailer editing, website presence, press releases, and marketing efforts for the megabooth in general.

Seriously, all I did to get all of this was sign a single form that said how many square feet I wanted. Everything else was organized by megabooth staff with no input or organization or logistics needed on my behalf.

That right there is some pretty sweet kit for only $1,760. A standard booth at PAX usually runs around $2500 if you want a 10×10 space on the floor, and that doesn’t really include anything. For much less a price, I pretty much had a fully functional booth, with logistics, delivery, cleanup, and even setup/tear-down of big things (like the TV and the Stand) handled by Intel and the Enforcers. No sweat off my brow.

I could have just showed up with a thumbstick with my game and had a great booth, just like that. $1,760 is your bare minimum. This is what it costs to have a decent booth at PAX. YOU CAN STOP READING NOW.

EXTRA PROFESSIONALISM POINTS

A while back I bought a Radial Games stand-up floor banner, that stands about 3 feet wide and 8 feet tall. It cost me about $300 and will be re-usable for years. I also purchased a more expensive Monster Loves You banner for $400; it is a cartridge-load banner and I can swap it out for other games at much reduced expense in the future.  I also had a huge box of previously-purchased business cards, and I splurged for $100 worth of the fancy carpet padding, so my feet wouldn’t get sore standing at the booth all day.

The booth next door to mine (Dejobaan!) printed up a few 8×5 adverts for the game, which I taped to the side of the television. Let’s say the tape, scissors, paper, and ink all amounted to less than $5 and pretend it never happened (there was more than one booth using the supplies, and we hardly used all of it anyway).

None of these things were required, and all but the carpet will be distributed costs over every event I go to. But just for kicks, let’s throw in our luxury expenses:

  • $300: Radial Games banner (reusable)
  • $400: Monster Loves You banner (reusable for other games)
  • $50: A thousand business cards (I only handed out about a hundred, but what the heck, let’s pay for it all today)
  • $100: Carpet underlay

That brings our total up to $2,610.

PLUSHIES

I further decorated my booth with a dozen very large hand-made plush monsters, each made locally by a nice lady out of her home. These cost $300 to purchase, but I sold half of them marked-up the last day of the show. I ended up coming home with 4 monsters and breaking even.

  • FREE: A dozen large plushies for booth decoration.

TRAVEL EXPENSES

Again, I hate when people include travel in their costs, so ignore this bit. But for full disclosure, I’ll just put this here.

I live pretty close to the convention (Victoria, BC), so this wasn’t so bad. It is still a completely different country and I had to bring my passport and all that. Pricey it was not.

  • $100: Return trip tickets on the ferry.
  • $30: Taxi fare.

I probably spent more money on the duty-free liquor on the trip home.

Total is now $2,740.

LODGING AND FOOD

Normally I stay at the hostel for about $20/night, but I decided to splurge and split a hotel room with a friend.

There was a ton of parties, vendors, and publishers/distributors willing to wine-and-dine you. Finding a free bite to eat was easy, but for the sake of argument let’s say $60/day.

  • $400: Hotel lodging for four days (3 for the conference, and an extra for setup the night before)
  • $240: Food.

The hotel threw in free wi-fi (normally it would be $20-40/day), probably because they knew the volume would collapse the system in the evenings and it’d be a tech-support nightmare. I did spend $40 on a roaming cellphone plan, but it didn’t end up working and I got a refund when I got back home.

Total is now $3,380.

BOOTH HELP

Colin and Sarah Northway were showing off Incredipede off to the side of my booth, and needed some tickets to get into the show. I traded them Exhibitor passes for a bunch of labour at the booth, and I gotta say I couldn’t have done it without them! They paid for their own travel and lodging expenses.

A fellow indie developer, Graham of Velvety Couch Games likewise missed out on buying tickets, and offered his services in exchange for an Exhibitor pass. I had a few spares, so no problem! If I thought Colin and Sarah were great helps, Graham was an amazing trooper, sticking it out on the show floor for hours when I could only stand to hide behind my banners.

Remember, these exhibitor badges came with the booth for free.

  • FREE: 3 booth helpers.

This is on top of the food/water runners and generic all-booth volunteers that the MegaBooth provided, and the specific-to-my-booth enforcer that did a ton of work and help (particularly during tear-down and set-up) that was provided by PAX.

And these aren’t “special case” or “only available to me” booth helpers. Asking around the show floor and on Twitter, I have dozens of people volunteering to show off my booth in exchange for Exhibitor badges next year. All you have to do is ask! Remember that Exhibitor badges get to get in early, stay late, and skip all the lines. They’re solid gold!

Of course, I was able to sell my extra free three-day passes and ended up making a bit of money back there, but I won’t cover that here.

TIME INVESTMENT

Monster Loves You, the game itself, is something that has been bouncing around in my head since 2009. Dejobaan and Radial Games started work on it 3 or 4 months before PAX, working sporadically and part time.  I’d estimate it took us 3 weeks of full-time work during that period.

Organizing the booth was pretty much done the day before. Remember that almost all the logistics, planning, sponsorships, and equipment was organized by Kelly of the Indie Megabooth, and I seriously just signed a few forms.

But to be honest, I was still stressing about things, and being unsure how things might pan out. Turns out my fears were unfounded, and things went *way* smoother than I thought they would. Let’s be fair and say it took a week of work out of my system, all in stress-tokens.

That’s a total of 4 weeks of work to make the game and get the booth running.

GRAND TOTALS

Allright, that sums up all my trip receipts.

IF YOU WANT TO HAVE A DECENT INDIE BOOTH AT PAX: $1,760

IF YOU WANT TO HAVE A BIT MORE PROFESSIONAL BOOTH: $2,610

Just add your travel, lodging, and food expenses (if necessary) and you’re done. For me, that came out to a grand total of $3,380. I will grant you it can be cheaper than that, or more expensive depending on your location and dietary requirements (eg: if you can’t survive on free beer alone).

That’s a far cry from the twelve-thousand-dollar headlines making their way across the blogosphere recently. And a much shorter time investment.

EDIT: I’m not bashing BitFlip here, though they did cross one of my pet-peeves. They still detailed all their expenses! What bugs me most is the media response, generating headlines and articles saying “$12K for a booth!” without going into these details.

EDIT 2: I forgot the $160 megabooth shared costs. Adjusted all numbers to match.

EDIT 3: There is obviously no guarantee about what sponsorships and free stuff might become available at the next megabooth (or even if there will be a megabooth!), so these costs and savings could change drastically if the worst were to occur. But I very much think that things will only get *cheaper and better* here on out.

Sep 072012
 

For some background on one of my latest games, D.U.C.K., I’ll have to tell a personal story. And it’s going to sound a bit like bragging, but bear with me.

THE JOB OFFER

Last November, a “dream job” caught my attention.  A new (only 1 published game) casual game company in California was looking for someone to rapidly prototype quick gameplay mechanics – hopefully a new one per day, on average – and just keep cranking them out. Basically do a game-jam every day, with just grey-boxes and no presentation or polish necessary.

It was the company’s intention to get a nice catalogue of gameplay mechanics, pick out the best ones, and hand them to another team to brush up and insert as mini-games into their larger casual titles (for both launch and game updates down the road).

Wow. For a guy like me, that was perfect. I dislike working with content-reliant games; I tend to focus on pure mechanics and quick 5-minute gameplay experiences.  I think of polish and art as necessary chores for success; and none of that was required here.  I think one of my greatest strengths is my rapid delivery style; the drawbacks for such (unusable code, for example) don’t count against a job posting like this (where the mechanic will just be rewritten anyway).

Imagine that: Spend a few hours hammering out a quick silly fun game… and hang up your hat, call it a day, and move on. I could make a game a day for an entire year (minus weekends and holidays) and not have to worry about paying rent?! Fantastic!

THE INTERVIEW

I seriously considered giving everything up for this job.  Moving to California, halting Radial Games, cancelling any outstanding projects… It was very promising.  I was flown in on two occasions for interviews, and the salary offered was triple any amount I’ve ever made before (not that indie development is a rockstar job). They even picked me up from the airport in a limo. A limo with free wi-fi on board.

Part of the interview process was a test. You know, one designed to show off your chops, both for game design fundamentals, technical proficiency, source code legibility, and speed of development.  To make things [arguably] a bit easier, they provided a theme of “classic video game with a new spin,” and a time limit of 1 day of development (and up to 6 days of preparation).  The game being fun, marketable, or casual were not requirements at all;  just the ability to execute.

I hung up the phone at 5PM, with an expectation to deliver the game the same time next week.

Sounds like a challenge.

THE GAME

I started off with Duck Hunt as a theme, and thought back to those old typing-tutor games I used to like so much. Why not smash the two together? The idea flew off the top of my head pretty danged quickly.

I figured if I was working at this company, I’d need to execute on ideas in a day. I know the standard of “8 hour shifts” include copious amounts of goofing off and cat videos, but I know personally that I can get three or four solid, uninterrupted work hours in a day. So I set that as my personal goal: finish this game in 3 hours. I started a log file.

5:45PM: Thinking
5:50PM: Began setting up environment, generating API keys for stat tracking, etc.
6:00PM: Began Art Asset generation, OFFICIAL START TIME
6:25PM: Finished all intended art. Begin Code!
6:40PM: Basic mechanic implemented (not fun yet)
7:11PM: First fun playable build (#47). Taking a break to fix weird preloader error in the IE8 + Flash 10.0
7:48PM: That particular combination doesn’t like classic programatic debug-mode detection. Developed workaround.
8:10PM: Caught edge cases, changed scoring and added score threats. Not just fun, but a challenge now. (#61)
8:17PM: Added countdown timer.
8:25PM: Added end state and fixed keyboard focus issues.
8:32PM: High scores implemented; sending game out for playtesting (#73)
9:09PM: Added some basic bird animations and waving grass.
9:20PM: Build 108 final build created, incorporates minor fixes and edge cases.
9:30PM: Official Deadline (not counting 30 minute preloader error)

Blammo. I had created D.U.C.K. You can play it by clicking here. Shoot each wave of ducks down by typing the letter card they are holding. Bonus points for juggling a single duck multiple times; big penalties for mis-typing! Perfection is the only way to win!

PLAY HERESOURCE HERE

It’s a basic idea of a mechanic that can be fleshed out into it’s own full-blown game, if there were any interest in that. It’s fun-enough and polished-enough to the point where it’s easy to see where it can possibly go, and where it’s potential failings are.  This game is worth a whole lot more than a design document for a similar game, and was probably executed faster than that design doc could have been written.

But it’s not just a grey-boxed mechanic. Take a look at that development log again. It includes asset creation, play-testing (yay twitter!), bug fixing and multi-browser compliancy tests, in-game metric linkages (highscores are recorded on the back-end; not publicly displayed yet), and even some bonus parallax grass waving in the foreground, just for some visual flair. And all of this in just 3 hours work.

THE GREATEST RESUME

People often ask me how to “break into” the games industry.  My standard response is to make your games your resume. Not many companies actually care about your education (I have no academic degrees!) or your years of experience; the most important thing is what you’ve created so far.

In this situation, I had created a game that said I could do exactly what the job required of me, and then some. I could go above and beyond. And better yet, I have a history of a dozen games under my belt that do the same – all those jam games are not worthless.

WHAT ABOUT THE JOB?

I had taken a long hard look at the situation. I really wanted the money, and really didn’t want to move. I wanted to be released of my indie responsibilities, but not have a boss.  I was very much flip-flopping on the whole job offer, and had to go renegotiate a few times for more concessions in my favour. But still, this was a casual game company. Their primary focus was a style of games I didn’t agree with or enjoy. I wasn’t sure I was willing to sell my soul for any price.

In the end, I decided not to take the job, and continue on my own special indie career. All the same, the company was snatched up by Zynga a few months later, and I would have lost all my potential indie cred then.

I AM NOT SPECIAL

I know this has sounded a whole lot like bragging so far, but here’s the thing: I’m not very good at this ultra-fast-game-dev-thing. I’m just one of the few that tries. Everybody else I know that takes my 5-minute game challenge makes better, more interesting games – faster than I can imagine possible. I’ve seen 48-hour game jam games that absolutely blow me away, being made at my own local game jams, by people I’ve never met before.

I’ll bet that nearly all the game designers/engineers out there reading this blog could do better than friggin’ D.U.C.K. if they set aside just 3 hours of time tonight. So why not give it a try? It might land you that dream job… or it might set you off on an indie development career. Go to game jams. Take the Ludum Dare challenges.  MAKE SOME GAMES.

Jul 192012
 

Hey everyone! I mentioned this on today’s DevVlog, but I thought I’d crosspost over here.

I’m now involved in a few more media outlets:

  • GameDev Radio – I’ve actually been co-hosting this for ages (it’s Devin Becker’s gig, now), and we had a few months of downtime, but it’s BACK! Check us out. We’re trying to make weekly episodes, but as we churn through the backlog we’ll be posting 4 in the next two weeks.
  • LevelUp Radio – This is a local show here in Victoria, BC – we’ll touch on larger community trends, but try to focus on the indie scene in the Pacific Northwest.
  • Hello World – A podcasts on my general musings of the indie game making community. :)

I put these both in the sidebar along with my DevVlogs, for easy access.

Cheers!

 

Jul 172012
 

The logo for my Victoria, BC game-developer-meetup-group was getting old. We had been using a member-submitted piece of work that was free, and definitely did the job, but I think it was time to get serious about our representation.

I thought I’d take you through the whole logo-design process, and show you how the logo evolved over time!

Logo #1

Back in the beginning, when the group was called “VDev” (for Victoria Developers), we were a much smaller, less focused bunch. We mostly enjoyed beers and hoped for the day when the group would finally grow.

As we had no talent on board, and we were kind of shaky on just about everything, this is the best I could come up with:

It’s a photo I took at a meetup, showing some game-maths I was trying to figure out and the all-important beer. In higher resolutions, it’s a pretty good photo, but it’s no logo. I think it captures me, personally, but not particularly the group. Well, maybe it does? Regardless, it sat atop our Meetup.com page for around a year.

Logo #2

After a year of growing the group, it became time to nail down our goals and direction.  We decided to change the name from “The VDevs” to the current name, “LevelUp”, that we had been using informally. The inference here was: If you’re attending, you’re “Levelling Up” your game development career. I liked it, and it rolls off the tongue nicely.

Our group had a hundred-or-so members, and in there was some talent. I put out a call for something – anything! To grace our front page.  We had a few volunteers, and this is what we went with:

I thought the logo was eye-catching and cute. I was happy with it, and it’s more … Unpolished, less professional feel. I think it jived with our group’s personality at the time, and all the way up until TODAY we have been using this logo.

LOGO #3

But this week I’ve been planning out OrcaJam III. We’re collecting quite a few high-tiered sponsors and making it a pretty big event now. LevelUp is being approached by media and reached out to by recruiters. We’re thinking about taking the whole LevelUp group to local events, and even represent at things like Chamber of Commerce meetings. I thought it was about time we stepped things up a notch, and get us a more professional image.

I was mulling the concept over in my head when I stumbled across a tweet by Alec Holowka. He was showing off the logo for his new game, and it looked fantastic! And it turns out it was designed by none other than my good friend, Sara (@twobitart)! (And this is where I should mention that Twitter is good for finding work!)

I knew Sara worked fast and would be able to do a good job representing us, so we sat down earlier today and set out on making this new logo. Here’s a few of the drafts she came up with after an hour or so:

Just rough sketches; concepts. I loved the “xp bar” concept (middle, right) that sorta looked like a sword at the same time. I also liked the two concepts at the top, showing the “swoop” of the dude jumping up.

I thought the whole “8bit” pixelized look is a bit overdone, so after some thought I asked Sara to go in the direction of the center-right swooping guy. I liked the hand-crafted, hand-sketched look; but the logo still looked dynamic and exciting.

Sara got back to me with a few other examples an hour later, and after a few iterations I had a few more images on my hands:

 

Sara was trying to stick to the “professional” roots of my original request, and made up a lot of suggestions using more straight lines and a cleaned-up look. Again, these are all very drafty/sketchy and produced very quickly, but I immediately fell in love with the hand-drawn “swoop” of the word “UP” (again!). We did a batch of iterations and ended up with the end product, presented here in a more compact form:

Look at that work of beauty. I was surprised that I’d like the removal of the jumping dude, but keeping the swoop in. As soon as I saw it, I exclaimed it was “Baller” and said “ship it!”

All in all, the process was about 5 hours long, which included some breaks and things. Couldn’t be happier with the product. It looks great on the front page of our LevelUp meetup page, and I even mocked up some TShirts and offered them to the group.

So awesome. I feel so happy right now, I just had to type this up.  Sara is always looking for work!