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@cattsmall@cattsmall
From Consumer
to Creator:
Making Games
@cattsmall
I’m Catt Small.
I like video games A LOT!
@cattsmall@cattsmall
● Game developer (solo, Brooklyn Gamery,
Buttered Toast Studios)
● Teacher & event organizer (The Code
Liberation Foundation)
● Product Designer (SoundCloud)
● Illustrator, student, etc.
About me:
@cattsmall@cattsmall
Played games as a kid
@cattsmall@cattsmall
Made dress up dolls
@cattsmall@cattsmall
Collaborated with friends
@cattsmall@cattsmall
Made game jam games
@cattsmall@cattsmall
Making weird stuff!
@cattsmall@cattsmall
At the beginning,
game dev was
a mystery
@cattsmall@cattsmall
Is this it???
Game Dev Story, Kairosoft
@cattsmall
My first #GGJ
(2012)
@cattsmall@cattsmall
I knew nothing about
making games
@cattsmall@cattsmall
Kirby, © Nintendo
I was the artist
@cattsmall@cattsmall
We had huge aspirations
@cattsmall@cattsmall
Our game was pretty bad...
@cattsmall@cattsmall
But we made
SOMETHING,
& that ROCKED.
@cattsmall@cattsmall
What I learned:
YOLO, just do it.
@cattsmall@cattsmall
The next year,
I took a break from GGJ
to improve my skills.
@cattsmall@cattsmall
Went to more jams & hackathons
Prism Shell
Hexapong Teledoor
@cattsmall@cattsmall
Joined Code Liberation
@cattsmall@cattsmall
What I learned:
Polished games come
from a lot of practice.
@cattsmall@cattsmall
What I learned:
It’s okay to fail if you
learn from that failure.
@cattsmall
My second #GGJ
(2014)
@cattsmall@cattsmall
I knew more about
making games
@cattsmall@cattsmall
We made a finished game!
@cattsmall@cattsmall
It didn’t win
any awards.
@cattsmall@cattsmall
But it got a lot of
positive responses.
@cattsmall@cattsmall
Yay!
@cattsmall@cattsmall
It was shown!
@cattsmall@cattsmall
It was memorable.
@cattsmall@cattsmall
What I learned:
Jamming is about self-
improvement,
not winning.
@cattsmall@cattsmall
What I learned:
Keep working on your
game if you think
it has potential.
@cattsmall@cattsmall
What I learned:
Advocate for yourself
and you’ll get heard.
@cattsmall
Other tips for you!
@cattsmall@cattsmall
Games are made
of several things...
most of the time.
@cattsmall@cattsmall
● Characters: beings with which player(s)
interact
● Mechanics/Rules: systems that determine
how player(s) interact with the game
● Goal: what the player(s) must do to finish
the game
● Story: narrative driving the game’s goal &
rules
What makes up most games:
@cattsmall@cattsmall
You don’t need all
(or any) of these.
@cattsmall@cattsmall
Not a programmer?
You can do other
important things.
@cattsmall@cattsmall
● Sound design (SFX, music)
● Art (characters, level, menus)
● Game design (levels, systems, logic)
● Writing (story, menus, instructions)
Some other roles:
@cattsmall@cattsmall
There is something
for everyone.
@cattsmall@cattsmall
● Game art: www.opengameart.org
● Sound effects: www.grsites.com/archive/sounds
● Sound effects and music: www.freesound.org
Free resources:
@cattsmall@cattsmall
Remember to
make a plan.
@cattsmall@cattsmall
Try not to jump
right into code.
@cattsmall@cattsmall
Sketching
@cattsmall@cattsmall
Paper prototyping
http://mondaybeginsonsaturday.com/2012/02/29/paper-prototyping/
@cattsmall@cattsmall
This will help you
stay on track.
@cattsmall@cattsmall
We are now living in
the era of accessible
game development.
@cattsmall@cattsmall
GameMaker Studio
GameMaker Studio, Yoyo Games.
image credit: gamedevelopment.tutsplus.com
@cattsmall@cattsmall
Construct 2
Construct 2, Scirra
@cattsmall@cattsmall
Unity
Unity Engine, Unity Technologies
@cattsmall@cattsmall
Construct 2
@cattsmall@cattsmall
And more!
Twine, Scratch,
Stencyl, RPGMaker,
openFrameworks,
Processing...
@cattsmall@cattsmall
Pick whatever gets
the job done.
@cattsmall@cattsmall
Dream big, but
start small.
@cattsmall@cattsmall
Make the important parts work
@cattsmall@cattsmall
Evaluate nice-to-have
features later
@cattsmall@cattsmall
Put the fancy stuff
in when you can.
@cattsmall@cattsmall
If something isn’t working,
pivot ASAP.
@cattsmall@cattsmall
Don’t waste 3/4 of
the jam getting a
feature to work.
@cattsmall@cattsmall
Confused about something?
That’s normal.
@cattsmall@cattsmall
No one should
judge you for
needing help.
@cattsmall@cattsmall
Everyone does this!
Google is your best friend.
@cattsmall@cattsmall
saintpetersblog.com
Rubber duck method
@cattsmall@cattsmall
If you can,
playtest your game.
@cattsmall@cattsmall
Watch people play
@cattsmall@cattsmall
Solve frustrating problems
@cattsmall@cattsmall
You only need
FIVE PEOPLE.- "A mathematical model of the finding of usability problems"
@cattsmall@cattsmall
Work hard.
Sleep well.
@cattsmall@cattsmall
Take naps.
Dorkly
@cattsmall@cattsmall
If you stay awake
for too long,
your code will suck.
@cattsmall@cattsmall
Remember that
games don’t have
to be “fun”.
@cattsmall@cattsmall
Fear
Amnesia, © Frictional Games
@cattsmall@cattsmall
Joy
Rayman Legends, © Frictional Games
@cattsmall@cattsmall
Sadness
Contrast, © Compulsion Games
@cattsmall@cattsmall
Excitement
Prism Shell, © Brooklyn Gamery
@cattsmall@cattsmall
Games are about
MEMORABLE
EXPERIENCES.
@cattsmall@cattsmall
Most importantly...
がんばれ!
(do your best!)
@cattsmall@cattsmall
Don’t leave if your
game doesn’t get
100% finished.
@cattsmall@cattsmall
Stay and learn from
what others make.
@cattsmall@cattsmall
In summary:
● Put the polish in later.
● You don’t have to be a programmer!
● Ask for help and test your game.
● Listen to your body and sleep as needed.
● Games don’t need to be fun, but should
convey memorable experiences.
● Don’t give up – push through & learn!
@cattsmall@cattsmall
Questions?
Comments?
Tweet @cattsmall
@cattsmall@cattsmall
Thank you!
Think of questions later?
Tweet @cattsmall
Email catt@cattsmall.com

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