How To PLAN your Game as a Solo Developer

Heartbeast
17 Feb 202216:26

Summary

TLDRIn this video, Benjamin introduces a project management methodology called 'Production Point' for solo game developers, inspired by the multi-armed bandit problem. The approach splits game development into two phases: prototyping (explore) and production (exploit). Benjamin explains how focusing on systems and mechanics during prototyping contrasts with content creation during production. He offers tips on feedback, scoping, and transitioning between phases, aiming to help developers avoid getting stuck in an unclear phase. This method seeks to optimize progress and maintain a steady workflow for solo developers working on games.

Takeaways

  • 😀 The 'Production Point' is a project management methodology designed for solo developers, dividing the game development process into two phases: Prototyping and Production.
  • 😀 The Multi-Armed Bandit problem is used as an analogy to explain the need to explore different possibilities before settling on the best option.
  • 😀 In the Prototyping phase, the focus is on systems and mechanics, exploring ideas and building fundamental game elements like inventory, items, and collisions.
  • 😀 In the Production phase, the focus shifts to content creation, such as levels, enemies, characters, and expanding upon the existing systems.
  • 😀 Prototyping should be approached with a 'playful mentality' and scope by doing, while Production requires a 'work mentality' with planning, deadlines, and content generation.
  • 😀 Feedback in the Prototyping phase should be constant and qualitative, with small groups of players offering insights into the core mechanics and enjoyment.
  • 😀 Feedback during Production is typically larger-scale and happens later in the process, focusing on bug fixes and polish with a wider player base to address quality-of-life issues.
  • 😀 Systems and mechanics in Prototyping follow an exponential curve, meaning the more systems you add, the more effort it takes, while content creation in Production follows a linear curve.
  • 😀 The 'Production Point' is the transition point where the game moves from Prototyping to Production, ensuring progress and preventing stagnation.
  • 😀 The length of the Prototyping phase can vary depending on the genre, with more complex games requiring more content early on in the process.
  • 😀 Market research should be conducted during the Prototyping phase to identify trends and player preferences, while the Production phase should focus on content creation and refinement.

Q & A

  • What is the main concept behind the 'production point' methodology introduced in the video?

    -The 'production point' methodology is a project management approach designed for solo developers. It divides the game development process into two distinct phases: prototyping (exploration) and production (exploitation), with a clear transition point between them, known as the 'production point.' This helps prevent getting stuck in either phase and optimizes progress.

  • What is the multi-armed bandit problem, and how does it relate to the 'production point' methodology?

    -The multi-armed bandit problem is a decision-making problem where you're faced with multiple slot machines with different win rates but unknown outcomes. The challenge is to allocate limited resources (coins) to these machines to maximize your return. This problem exemplifies the trade-off between exploration (trying different options) and exploitation (focusing on the best-known option), a concept that mirrors the two phases of game development in the 'production point' methodology.

  • What are the two phases in the 'production point' methodology, and what do they focus on?

    -The two phases are 'prototyping' and 'production.' The prototyping phase focuses on experimenting with systems and mechanics, such as game logic and interactions, while the production phase focuses on creating content, like levels, enemies, and items, and finalizing the game for release.

  • What symptoms might indicate that you're stuck in the prototyping phase?

    -Symptoms of being stuck in the prototyping phase include over-planning, not getting feedback from players, continuously prototyping without committing to a direction, and failing to move forward with production.

  • What symptoms might indicate that you're stuck in the production phase?

    -Symptoms of being stuck in the production phase include lack of deadlines, infinite polishing, no clear plan, and being unable to focus on meaningful content creation, leading to a stagnant project.

  • What is the importance of clear distinction between the prototyping and production phases?

    -A clear distinction between the two phases is crucial to avoid feeling stuck in a 'superposition,' where you experience symptoms of both phases. Having a defined 'production point' helps maintain steady progress by ensuring focus on systems during prototyping and content creation during production.

  • What is the recommended focus during the prototyping phase?

    -During the prototyping phase, the focus should be on developing systems and mechanics, such as game logic and interaction between entities. This phase is about experimentation and refining the core gameplay elements.

  • What is the recommended focus during the production phase?

    -In the production phase, the focus shifts to content creation, including developing levels, enemies, items, and additional game elements. It builds upon the systems and mechanics already established during prototyping.

  • How should scoping be approached in each of the two phases?

    -In the prototyping phase, scoping should be done by doing – building and testing the mechanics to see what works. In the production phase, scoping should be done by planning – setting deadlines and having a clear roadmap to avoid indefinite content addition and polishing.

  • How does feedback differ between the prototyping and production phases?

    -In the prototyping phase, feedback is frequent and involves testing systems and mechanics with a small group of players to gauge fun and interaction. In the production phase, feedback is less frequent but is critical near the end of development during alpha and beta testing, focusing on bugs, game polish, and user experience.

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Etiquetas Relacionadas
Game DevelopmentSolo DevelopersProject ManagementPrototypingProduction PhaseGame DesignDevelopment MethodologyGittins IndexProductivity TipsIndie GamesGame Prototyping
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