March 14th, 2010

sleepy

twitter snippets

  • #GDC - pretty much fantastic. I mean, it's always good, but it's not always that good. I am gonna have more to write about later. #
  • Also I seem to be getting the hang of this "social" thing. turns out being social is important for publicity. who knew? #
  • @tinysubversions Same here. Think I told half the people I met that they shouldn't miss the rant session. Wonder how many of 'em did anyway. #
  • @JZig Post-#GDC slump is exactly why I went to a boardgame group yesterday. Now I'm trying to collect gamejam-ish dates on my calendar. #
(Got questions? I read replies! Discus
sed entries may be turned into full-fledged journal posts, so ask away.)
sleepy

GDC 2010: Aftermath and New Beginnings

I spent most of last week at the Game Developers Conference.

It was fantastic, because it always is – it’s a solid week of jamming new game development knowledge in my head, and, y’know, there’s nothing bad to be said about that. There were many good talks. Talks about game philosophy. Talks about game design. Talks about game implementation. Talks about marketing. Talks about business models. Talks about target users and monetization.

I realized, somewhere in the middle of these talks, why I was having trouble moving forward. It was because I was moving to the iPhone, not because I was excited about the iPhone, but because I was trying to sell a game. A game which – let’s be honest – I wasn’t really excited about either. I wasn’t working on what I loved. I wasn’t working on what I’d gone into this crazy industry for in the first place.

I was trying to change from an artist to a producer. And I’m not a producer. My business cards say “Director”, but I’m not sure even that is accurate. I’m an artist, and games are my canvas.

When I talk about the people I respect most in the industry, I don’t talk about the people making 99-cent iPhone games with three million downloads. I don’t talk about thirty-million-player Facebook games, or the latest Madden game. I talk about Cactus. I talk about Johnathan Blow. I talk about Derek Yu. I talk about Jenova Chen.

I talk about the people who make the game they want to make. And, sure, they pay attention to marketing, to business, to target users. But in the end, I think these people all make games they’re proud of, and they all make games that are meaningful beyond the next five minutes of our collective attention span. And that’s what I want to do.

I’m still going to be doing my monthly experimental games, at least for the immediate future (and, hell, I’ve only got three months until I’ve been doing this for a year, it’d be a shame to stop now.) But I think it’s time to buckle down and make something that I can be proud of, and I think it’s time to start making waves and trying to wrench myself into the public eye instead of running dark.

If I’m gonna be a rock star, it’s time to start acting like one.

2010 is a good date for that.