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Bluebaby
DUDE, i made that game gish.. remember gish.. that game that came out like 3 years ago that never went anywhere.. that one. im cool you fucking assholes. oh also super meat boy

Edmund McMillen @Bluebaby

Age 44, Male

Game guy.

Santa Cruz Ca.

Joined on 1/21/01

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So you want to make indie games?

Posted by Bluebaby - August 3rd, 2009


I did a lil interview with a new indie startup website called "the indie bay" the other night.

One of the most common questions i get in these interviews is the "do you have any advice for indie devs who are new to the scene, or tips for developers". Well i actually answered it this time... i came up with this list of indie do's and Dont's.

--------

1. Be honest.
honesty is extremely important when making art.

2. Realize your making art.
Game designers are artist and have huge advantages over the mainstream, think about what they are and exploit them.

3.Take big risks.
try to innovate the hell out of anything you make. from gameplay to the way it looks, be unique and you will stand out.

4. Design from the heart.
Write/design around things you feel passionately about. Put yourself into your work and show the world what you personally have to offer.

5. Be ok with being poor.
Indie game design is the new starving artist, be frugal and humble.

6. Don't bite off more then you can chew.
if your just starting out.. think small, then think even smaller. If you start out on something big you wont finish it and if you do you will be burnt out on games.

7. Rapid prototyping.
Make lots of small ideas quickly, then expand on the ones that work.

8. Think critically.
99% of game design is critical thinking, try to find holes in your designs, and if you cant fill them move on to something else.

9. Stand out.
Don't make something that looks or feels exactly like something else. when people see something new they will be more forgiving of its design and when something doesn't look like everything else it will get more attention.

10. Grow up.
Chances are your not a fucking kid anymore, so if you feel like making a more adult themed game feel free to do so.. you're indie you don't have to answer to anyone.

11. Stay Grounded.
No matter how good you are there will always be someone better. stay humble and accept you're not perfect. a designers ego can easily put up walls that will stunt his growth for years just because he doesn't want to admit he might be wrong.

12. Go outside.
the outside world is important, it can also be very inspiring. Go take an adventure outside then come back home and write a game about it.. that's what miyamoto did.

13. Work with people.
People are nice, and some are quite talented in things you ain't. Game design tends to use both sides of your brain.. and chances are you're lacking in one area. find someone to fill that hole (insert sex joke here).

14. Network.
talk to other designers/fans/media about what your doing. you just might gain some perspective on how others view your work and maybe even make a few friends.

15. Stay balanced.
Most designers tend to become depressed or have a varying array of mental disorders. take care of your brain, and most importantly yourself.

16. Learn a little about business.
It sucks ass, but its important to know a little about it, so you know if your getting fucked over.

17. Be excited about your work.
If you cant get excited about something you've done.. then how can you expect others to be? talk about you're work to people sell yourself as well as your game.

18. Play video games.
You cant expect to learn anything if you aren't actively playing the games that are out.. even if they suck, games that sell well in the mainstream do it for a reason, pick it apart and find out why.

19. Dissect existing formulas.
All game genres are basic formulas. From level design, to mechanic introduction, to basic jumping patterns.. its all a formula that works for the game. Pick apart those formulas to see how they work.

20. Join communities.
Indie game communities are booming, join one. you don't have to post anything, but reading them will give you a good understanding of the dos and donts of early game development, as well as inside and opinions about game design in general.

21. Try to make money.
Selling your work, getting your games sponsored, using online ads and asking for donations are all means of making money from your work. You need some money to eat, so try to best to make some.

22. Be open to feedback.
if quite a few people say they don't get some aspect of your game that you think is perfect, chances are youre wrong. its hard to take critical feedback, especially when they are right. Loosen up, stay humble and remember your not as great as you think you are, if a majority says somethings wrong.. then it is.

23. Make the games YOU want to make.
Go with what moves you, if your no longer feeling something, put it down and work on what you're thinking about. Ive found that all of my best games were ones i did quickly and felt very passionately about.. the ones that sucked were ones i lost interest in but still finished up.

24. Have fun.
If your not having fun then quit. You only live once, there's no reason to keep doing something if its not making you happy.

25. Don't read dumb lists.
Most lists online are totally pointless and the guy writing them is usually talking out his ass anyway.

-------
Hope thats helpful
-Edmund


2

Comments

The main message: be yourself, unless you're lazy! That makes sense.

Staying balanced means not cutting just one of my ears off, but two instead?

im glad i read #24 first!

saved me some time.
:D

i have no comment but i thought id make a comment on not having a comment so in actual fact i do have a coment...on the other hand if i wasnt such a dick then i wdnt hav ruined this post with such crap. interesting....

*started reading at 24

5. Be ok with being poor.
21. Try to make money.

lol

I read them all. I think for the most part I'm following everything on the list except for #6 and #25.

to be poor you have to make money.. just very little

I love you, Edmund.
Thanks for the info!

24

nuff' said

l8s

i think the most important and difficult one is probably number 16. People who are savy in business are vultures and they will rip you apart and you wont even know it if you are totally clueless about handling yourself in the professional environments.. ie book keeping, negotiating, etc.

I know most times you learn the hard way but still. Its a skill that most people dont bother with, they figure oh i just want to make art all day i dont need to know about that.

Thanks, it was kind of depressing at points but I enjoyed reading it.

Good list. :)

"That's what Miyamoto did?" Jesus, I wanna go where he went if he came up with a game about plumbers, mushrooms and turtles.

lol.. nice list..

I do a lot of those things you mentioned already. The hardest one so far was the 'accepting feedback'. My tester is so damn awesome he is just brutally honest about everything, when I made a prototype for a game that I thought was bad ass, he told me is was horrible.. lol.. and after getting pretty angry with myself and at him, I realized, yeah.. hes right.. I shouldnt fight it any more.. So now I can openly accept any type of criticism and turn it into something positive.

Anyways, thanks for the list. ^_^

I can't agree with "try to innovate the hell out of everything you make". Sometimes you're a lot better off with keepin it intuitive. Like one of the main reasons Meat Boy works is because it's an understandable platformer that everyone gets. There are definately games out there where people have innovated to the point where it's inconvinient.

Also I should note that "Don't bite off more than you can chew" should be counter-balanced with "Extend outside of your comfort zone". I mean you'll never learn if you don't try something that seems too hard. It's definately a balance though.

By the way you never gave anyone any communities to check out- So I'm just gonna throw it out there: If you're on Newgrounds and are into makin games, you'll find a lot more people who are into makin games over at Tigsource.com, The Independant Gaming SOURCE. If you ever want feedback on something like level design or interface etc.

Meat boys gameplay was obviously not that innovative.. but its content was. i think innovation an originally is very important for making a game that will stand out.

some might argue that castle crashers core innovation was its artstyle and the reason why it stood out so much.

extending outside your comfort zone and biting off more then you can chew are totally different things. its good to try things you havent, but bad to try to do something very large in scale if you dont already have experience doing it.

Tig is awesome

I'm going through quite a few of those right now working on a few games.

I had to put one on the shelf because the bugs were driving me mad.

"Most designers tend to become depressed or have a varying array of mental disorders. take care of your brain, and most importantly yourself."

Lol, this is so true... Must be the long lonely hours hunched over the tablet.

"Go with what moves you, if your no longer feeling something, put it down and work on what you're thinking about. "

I don't know if that's the best advice. I've hated everything I've made and some point during the process. If you only work when you're inspired, you'll never finish anything. If you're only making games for fun, then I guess it doesn't matter if you finish everything, but then you have to flip burgers or sommat and that's less fun than finishing a game you've burned out on.

Hows the new game coming? I want to be a flash game maker someday but my old pc was stolen and so was my flash disk. Some day I'll do what I loved to do though...

The last thing kinda makes the whole thing obsolete

if you assume im talking out of my ass then yes :)

god damnit stop writing lists and make a game with me sometime

You left out 26. After a few years have passed and revenues from a game have dropped off, release that game's source code for the benefit of the community.
<a href="http://www.fsf.org/">http://www.fsf.org/</a>

I'm nervous because I'm losing grip on the 18th step. I'll use this as an excuse to play more video games.

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