How To PLAN your Game as a Solo Developer

Heartbeast
17 Feb 202216:26

Summary

TLDRIn this video, Benjamin presents the 'Production Point' methodology for solo game developers, which divides the game development process into two phases: Prototyping (Explore) and Production (Exploit). During the Prototyping phase, developers experiment with game mechanics and gather feedback, while the Production phase focuses on content creation and refining gameplay. The key to success is clearly defining the transition between these phases, preventing developers from getting stuck in endless iteration or polishing. By embracing this structure, solo developers can optimize their workflow, maintain progress, and avoid burnout, ultimately leading to finished games.

Takeaways

  • πŸ˜€ The 'Production Point' is a project management methodology designed for solo game developers, dividing the process into two phases: Prototyping and Production.
  • πŸ˜€ The Multi-Armed Bandit problem is used to illustrate decision-making under uncertainty, which is relevant for game development, particularly in choosing between multiple possible approaches or mechanics.
  • πŸ˜€ Prototyping focuses on exploring systems and mechanics, while Production focuses on creating content such as levels, enemies, and characters.
  • πŸ˜€ The Prototyping phase should be focused on experimenting with systems and mechanics, while the Production phase focuses on content creation based on already established mechanics.
  • πŸ˜€ The transition from Prototyping to Production is marked by having an engaging prototype with systems that work well, allowing the game to focus on creating more content.
  • πŸ˜€ Prototyping should involve a 'playful' mentality, with lots of experimentation, while Production requires a 'work' mentality with clear deadlines and a focus on productivity.
  • πŸ˜€ Feedback during Prototyping is frequent and focuses on whether the systems and mechanics are enjoyable, while feedback during Production is mostly gathered later, focusing on polishing content and bug-fixing.
  • πŸ˜€ Prototyping is best scoped by 'doing' because you need to test systems in practice, while Production should be scoped by planning due to the more predictable nature of content creation.
  • πŸ˜€ The work involved in adding systems and mechanics grows exponentially in the Prototyping phase, whereas adding content (like levels or enemies) follows a linear curve, making it easier to plan during Production.
  • πŸ˜€ The 'Production Point' is the clear dividing line between the Prototyping and Production phases, helping to prevent getting stuck in either phase or experiencing a blurred superposition between them.

Q & A

  • What is the multi-armed bandit problem, and how does it relate to the game development process?

    -The multi-armed bandit problem involves choosing between several slot machines with different win rates, where the challenge is to decide how to allocate limited resources (tokens) without knowing the exact win rate of each machine. This concept relates to game development in that developers often need to explore multiple ideas and systems without knowing which one will yield the best results, which can be likened to the exploration phase in game development.

  • What are the two main phases of the Production Point methodology?

    -The two main phases of the Production Point methodology are 'Prototyping' (the exploration phase) and 'Production' (the exploitation phase). In prototyping, developers explore and test systems and mechanics, while in production, they focus on creating content and polishing the game.

  • What is the key difference between the prototyping phase and the production phase in game development?

    -The prototyping phase focuses on systems and mechanics, where developers experiment and test ideas, often with little planning. The production phase, on the other hand, is focused on content creation, such as levels and characters, and relies on planning and deadlines to avoid endless iteration.

  • Why is it important to draw a clear line between the prototyping and production phases?

    -Drawing a clear line between the prototyping and production phases helps avoid the 'superposition' problem, where both phases overlap and cause confusion. This ensures that developers focus on the right tasks at the right time, leading to more efficient progress and preventing the project from stalling.

  • How should solo developers scope their work during the prototyping phase?

    -During the prototyping phase, solo developers should scope their work by doing, not planning. This means experimenting with different systems and mechanics, testing their feasibility, and refining them based on hands-on feedback rather than over-planning.

  • What type of feedback should be sought during the prototyping phase?

    -During the prototyping phase, developers should seek feedback on whether the systems and mechanics are fun and engaging for players. They can use video feedback to gauge player reactions, such as facial expressions or the tone of their voice, to understand how well the mechanics are working.

  • What kind of mentality should a developer adopt during the prototyping and production phases?

    -In the prototyping phase, developers should adopt a playful mentality, experimenting with ideas and having fun. During the production phase, a more focused and work-oriented mentality is required, with an emphasis on deadlines and consistency in order to ensure progress and meet project goals.

  • What is the significance of the 'production point' in game development?

    -The production point is the transition point where developers move from prototyping to production. It represents the moment when a prototype is sufficiently refined and engaging, and players are asking for more content. This transition ensures that developers avoid getting stuck in endless iteration and start focusing on content creation.

  • How do genre differences affect the prototyping and production phases?

    -Different game genres require different balances of prototyping and production phases. For example, platformers typically have a shorter prototyping phase, while RPGs might require more content in the prototyping phase. The key is adapting the methodology based on the specific needs of the genre, ensuring that sufficient time is allocated to both phases.

  • When should market research be conducted in the game development process?

    -Market research should be conducted during the prototyping phase. This allows developers to identify trends, study competitor games, and gather insights that can inform the design and direction of their own game, ensuring that it addresses player needs and stands out in the market.

Outlines

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Mindmap

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Keywords

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Highlights

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now

Transcripts

plate

This section is available to paid users only. Please upgrade to access this part.

Upgrade Now
Rate This
β˜…
β˜…
β˜…
β˜…
β˜…

5.0 / 5 (0 votes)

Related Tags
Game DevelopmentSolo DevelopersProject ManagementPrototypingProduction PhaseGame DesignDevelopment MethodologyGittins IndexProductivity TipsIndie GamesGame Prototyping