Indie Game Design, Development and Donut holes

Explort IT – Post mortem

by Matthew on May.09, 2010, under Events, Game Developer, IT, In General

Explore IT 2010 @ SAIT 2010

The people responsible for the Explore IT program at SAIT were kind enough to ask me if I would be interested in delivering a lecture to two groups of grade 9 girls and show them what it takes to create a video game using the XNA platform and 3D. Due to some last minute issues the 3D portion of the lecture was scrapped and as fate would have it the overhead projector for the room didn’t work at first but all in all it was a very rewarding experience. Much more rewarding that I had really expected, so much that I will do it again should SAIT ask next year.

Through the 90 minute session I was able to show the young ladies that with a little bit of imagination and some coding skills they too can create games of their own. I introduced the young ladies to a brief history of video games and of game development and slowly moved through the essential skills required to develop games. One of the important things I wanted these young ladies to come away with from the lecture was that women have become a very strong force in the video game industry and that they too have great opportunities and further reinforced this through the highlight of three top women in the game industry. To close up the lecture I encouraged the girls to develop a simple game concept and went through the creative process of fleshing out that concept in preparation for a documentation phase. I believe that the young ladies came away from the lecture not only realizing that they too could make games but also helped them to see the various facets of the game industry they could become part of.

I would have loved to capture the attention of everyone in the class however it wasn’t possible and even though I wasn’t able to capture everyone’s interest there were a few of the girls that were very active and involved with the lecture which was very awesome. One of the girls even come up to me after the lecture to tell me that I had inspired her to take a graphic novel she had been writing and make a video game out of it. Now if that isn’t very cool I am not sure what is!

Thanks out to SAIT and the Explore IT program for the great opportunity!

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Don’t miss Prairie DevCon!

by Matthew on Apr.15, 2010, under Events, IT, In General, The Internet

Prairie Developer Conference 2010

The Prairie Developer Conference is the conference event for software professionals in the Canadian prairies!

Featuring 50 sessions in 4 subject tracks over 2 days, and including sessions styles such as hands-on coding, chalk talks, panel discussions, and lectures, Prairie Developer Conference is an exceptional learning opportunity! Register today! http://www.prairiedevcon.com

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[XNAinspired] Dress Me Up – Design Time sneak a peek video up.

by Matthew on Apr.08, 2010, under Game Developer, Game Player, Game Projects

Since the recent release of XNA 4.0 CTP, Visual Studio 2010 for Windows Phone 7 and the Silverlight 4.0 bit I had to dive in and see what the new API’s had to offer. This is the second game I have thrown together since the release and wanted to give everyone a sneak peak.

There are some finishing touches that I would like perform on the first game so I will leave that one out for now. Just to keep any of you reading at least curious.

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WordPress Issues

by Matthew on Mar.24, 2010, under In General, The Internet

I am having some issues with my installation of WordPress and until I figure out what the problem is links and html based mark up will be unavailable. Sorry everyone.

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Windows Phone 7 & XNA 4.0 – Excellent!

by Matthew on Mar.24, 2010, under Game Developer

As many of you know Microsoft has announced the new XNA 4.0, Silverlight 4.0, Visual Studio 2010 and maybe some of the largest news since XNA’s initial announcement 3 years ago, the launch of Windows Phone 7 Series.

I know that I am a lot late in blogging about these new technologies but this is no reason to be any less enthusiastic. To developers this could be some of the biggest news in the industry. Think about it developers, a new emerging Microsoft technology poised to take on the Windows, Xbox 360, Zune/ZuneHD and Windows Phone 7 Series cellular platform devices.

If you have been living under a rock and haven’t heard about the new XNA, Silverlight and Visual Studio 2010 announcements you can check them out at the following address

Download: http://creators.xna.com/en-US/downloads
Videos: http://www.microsoft.com/presspass/events/mix/videoGallery.aspx
Support: http://forums.xna.com/forums/

Personally I have already done some XNA porting from 2.0 to 3.1 and then to 4.0 and the whole curve was rather smooth. Those already familiar with XNA or Silverlight will be making Windows Phone 7 Series applications faster than ever.

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Social Gaming and Facebook – Part I

by Matthew on Mar.07, 2010, under Game Developer

Over the last month I have been researching/playing a number of games through the Facebook social network. I have learned a number of things over this time and would like to share some of the the things I have found important behind the overwhelming success of these games.

At first I was fully against the games through the Facebook site for a number of reasons ranging through security to an assumption that these games would be very simple flash, and turn based web games. Eventually I noticed a number of colleagues playing then started to notice a number of close friends and family were also playing these games. It was at this point I started to wonder just what the “big deal” was all about.

I decided to take the plunge and my first game to try was “Mafia Wars” by Zynga. This was however one of the turn based web games I mentioned previously with a bit of a twist as well had a huge fan following.

What was this game doing right that so many games weren’t?

The first thing I noticed was the almost viral sense this game had not only in its theme but also in the overall story line. This game was not shy to push itself down your throat by any means possible to get players, playing.

The next thing I noticed was how social the game forced me to be. Normally a game like this I would play by myself with a “get in and get out” game mentality however I found myself needing my friends to support different actions in the game which eventually led me be more social on a whole. (Again for those I annoyed with my notification spam I apologize.) This was a good step forward and one of the things missing in most games these days in my opinion.

The next thing I noticed about the game was how time limited it was and how it created a demand for real money transactions to help lengthen the limitations. I have been tempted a number of times with this game to accept an offer or buy coins with real money. While this isn’t totally good for the consumer this does help generate earnings which is great for the independent game developer.

The last thing I noticed about the game was how often updates were made. Each update would include new never before seen items that were not only available in game as quest rewards but also only available to those using real money as a pre-own base before the rest of the game population had access. This is another important aspect of what helps make this game popular I feel. The constant updates, extended story lines and new never before seen items that help players get more experience and further in the game.

There really quite a number of other aspects that these games offer players but these were the ones I felt were the core reason behind why these games are so popular with just about anyone and everyone. As a game designer and developer playing this game helped open my eyes to the some important aspects of game development that I seemed to be missing this whole time. Keep it fun, keep it quick and involve as many friends and family as possible in a positive enjoyable experience.

Let me recap in point form the important base elements I took away from playing the “Mafia Wars by Zynga” game:

1) Be viral and shove your game down as many targeted mail slots as possible. This isn’t a nice aspect of the business however this might be the one reason that great indie games fail to capture enough market share to turn a profit. No one knows your game even exists. So find a means that gets the word out about your game and best fits your moral judgment and work with it. This is a careful balance as we all hate spam so at least be responsible and tactful in your viral campaign.

2) Carefully plan to involve other people in the pursuit of in-game happiness. What I mean by that is make sure that you have enough “good stuff” that a player needs someone else to obtain. Not only will this reinforce the players experience but also a number of other players as well. Now do not make everything dependent upon friendly help as there might not always be friends standing by to help so ensure there is a good amount of single player obtainable “good stuff.” It was always nice to be able to “gift” a needed item to a friend or lend a hand taking out a boss. And this is a good part of what keeps players coming back in my personal opinion.

3) It is important to create rare but needed items that players may want or in some cases need to fulfill an in-game requirement. If there is no need for an item than there is no real value in that item. However what I found was that if an item is important to progression but also very rare to find in-game then players may be more apt to buy the item with real money. I know I have been tempted a number of times.

4) Update often with usable content. This is one of the most important reasons that these games have gained the popularity they have. Every few days there is something being added that will help me as a player get further in my race into mob rule or that I can gift/give to other friends to help them also take control of their mob family. Keep in mind when updating content to add value to your game. Value comes in many forms and might be considered as a new quest, better armor or even a new race or reward item that will make a player stronger.

I will further break down some of these into direct game play references in subsequent blog posts as well as break down my experiences with a number of other popular games found on the Facebook social media web portal.

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A milestone in parenthood!

by Matthew on Mar.07, 2010, under In General, My Life

I thought that this day would never come as I fondly look back and remember looking into the eyes of an eager 8 year old ready to tackle the world.

Jeremy, our oldest son will graduate high school this year and embark on his own journey into discovering his own future and goals not only as a graduate but also as a man.

Congratulations Jeremy! We always knew you could do it.

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Social Games and Facebook

by Matthew on Mar.05, 2010, under Game Developer, Game Player

Over the last month or so I have most likely annoyed at lest half of my colleagues and friends on the Facebook social media site through my barrage of notifications and game invitations.

For those of you I annoyed, please accept my apology, those of you who accepted my invitations thank you for helping my pursuit of understanding. There is a method to my madness so bare with me.

One of the things as a game developer and designer I am always looking to figure out and understand is what brings a player into a game and then more importantly what it takes to keep them coming back. So naturally when I saw how popular the games on Facebook were I had to find out just why some of them have literally millions of fans, and players a day. Which in turn meant I had to try these games out for myself and play them to their fullest. The fallout being lots of Facebook spam in the form of invitations and notifications.

Over the next number of blog posts I will share my various game and social experiences through matthewrandall.com here in the hopes that other independent game developers may find the information useful somehow. If anything be able to take away some useful links and insight that might help sell more games or introduce a higher level of community experience into their games.

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Welcome to MatthewRandall.Com!

by Matthew on Feb.27, 2010, under In General

Welcome to the launch of MatthewRandall.com. This site will be a place for me to bitch and moan about life and the trials of video game development as an indie. I will try to cover all things related to game development that is useful to game developers and in between I will ramble about my life as a husband father and indie game developer.

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