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Full Indie Summit Notes

Just some quick notes from the three presentations I was able to attend at the Full Indie Summit.

Xalavier Nelson Jr. - Key Note
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Games are creatures of process. Plan the game and also the process.

  1. Who are you?
    • What are your abilities and constraints?
    • Your life will decide your process to some extent.
    • Self-awareness.
  2. What game do you want to make?
    • For you, what determines if your game is good?
  3. What are the systems you will and won’t engage with?
    • E.g., AI, LinkedIn, game engine choice

Chris Gortz - Keyframing StS2
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  • Receives 2D artwork from the artist. Does rigging and animation.
  • Doesn’t receive much verbal instruction, just the artwork. “This one looks agile so I’ll make it move faster.”
  • Comes up with story in his head for each character.
  • Does a ton of sketches first. Posts sketches on Discord so team can give feedback.
  • Can simulate rotation in 2D by weighting the vertices.

Edward Lu - StS2 Multiplayer
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  • Casey (Mega Crit CEO) says: “Let’s prove it with a jam” (internal jams)
  • Had to make sure the game worked while adding multiplayer.
    • It was like replacing the foundation while the house is being built (content creators) and people are living in it (play testers).
  • Started weekly internal playtest with bug reporting and fixing. First one was horrible but improved it each week.
  • Game state and view separation is super important for multiplayer.