Showing posts with label event. Show all posts
Showing posts with label event. Show all posts

Saturday, 10 May 2014

Lucid Labs’ ROTO is out now, and it’s pretty good

Immerse yourself in this circular adventure filled with big and mean balls and experience the next level of puzzle-platformer awesomeness!

Download now for free!
http://bit.ly/Rotogame
The game has you controlling a small ball as it makes its way from point A to B, hopping across larger, constantly rotating balls. You can collect stars along the way if you’d like to ace the level, but this route isn’t as straightforward and is often fraught with danger in the form of saws and other hazards.
Levels are short and the one-touch controls add to the game’s minimalist theme, which uses a clean, primarily monochrome art style, with only the occasional dash of colour when a new type of ball is introduced.
roto-002
ROTO takes only a few seconds to get used to, but it is by no means easy. Like all good puzzle-platformers, timing is key here. Failure is a regular occurrence, but thanks to the game’s simple design and presentation, you always feel like you’ll easily get through the next time, and therein lies its charm.
ROTO is out now on Android and you really should check it out. It’s a free, ad-supported game and includes 50 levels, with over 100 more to come in the future. An iOS version of the game is also in the works.

Wednesday, 7 May 2014

From Ludum Dare to Molyjam, how game jams became part of game development



                    Game jams have captured the imagination of an industry. Hardly a weekend passes without one somewhere in the world. Every Friday evening, a quick scroll of Twitter reveals groups of developers hunkering around a chatroom or hashtag and preparing to spend the next 48 hours working on their outlandish game ideas. Many are organised between groups of friends, while others have become global events drawing the attention of tens of thousands of participants.
               
                  It’s not just the indies: game jams are also starting to creep into studios, with developers such as Double Fine and Ubisoft incorporating them into their work schedules. But just what is it that is so alluring about game jams? Are they a magic bullet of innovation? Or is this just crunching taken to its inevitable conclusion?
One of the 30-odd developers who took part in 2002’s inaugural Ludum Dare 0 was Mike Kasprzak, who today is one of the competition’s head organisers. “Geoff [Howland, founder] didn’t really have the time to keep running the event,” he explains. “But all of us who participated craved this. We were really excited [and] really enthusiastic about Ludum Dare, so we literally took it over for him.”
             Kasprzak and a ragtag group of developers knew that Ludum Dare had tapped into something special, and they did whatever they could to make sure it continued to run. “It kind of floundered for a while before we got our act together,” he explains, but that all changed after Phil Hassey’s creation for Ludum Dare 8,
            Galcon, became a critical success. Kasprzak recounts how Hassey was instrumental in finally getting the Ludum Dare competition a proper home on the web. “Phil was like, ‘Dude, I want to do this. I want this to keep going, because this is important.’”
Now, after 11 years and 26 events, Ludum Dare is perhaps the best-known game jam in the world. “Today it is super big and huge – thousands of games per event. It’s madness. The idea of Ludum Dare, to just make a game in such a short period of time, just resonated with people and created something else. It snowballed until we were able to make this happen all the time.“
Midas was created for Ludum Dare 22 by Harry Lee and Jarrel Seah.

            Ludum Dare isn’t alone in its success – thousands of games are produced at such events each year. One of the biggest is the Global Game Jam. Founded in 2008, the 2013 event attracted 16,705 developers from 63 countries, who produced a grand total of 3,248 games.
          But why have game jams become so popular? What do they offer game
developers? “The thing that stops a lot of people making games is expectations about levels of polish, about a certain level of quality,” explains developer Anna Anthropy. “If you only have hours, you don’t give a shit about any of that. You just have to keep making it if you want to get it done. So in that way I think it helps a lot of people get over their insecurities about making shit. They just make it.”
                
         Kasprzak also highlights the way that game jams offer a safe space for developers to create something that isn’t finely honed. “You don’t have time to create the perfect system. You’re running out of time every minute. It forces you to just sit down and do what you can quickly, which is a really good mindset to get into.”
          Independent designer Harry Lee is a prolific jammer. At 2011’s Ludum Dare 22, his team’s game, Midas, won four medals. For Lee, one of the strengths of game jams is that they motivate developers to actually finish a project. “That helps a lot of people, since they fall into a trap of not ever finishing a thing, or even starting a thing, so that works really well.”
         Lee also highlights the way jams work to help developers hone their craft, teaching them about their voice and how to set the scope of projects. “I have dozens of game prototypes that I’ve produced from jams, and I think that body of work is necessary for finding a style that suits you. Jams are about volume, about making a volume of work to hone your skillset and craft.”
Bossa Studios’ Surgeon Simulator 2013 emerged from this year’s Global Game Jam.

         Game jams give developers a reason to start a game, the obligation to finish, and the safety net to fail. But perhaps most importantly, they surround participants with others who are doing the same.
         
        “I really like the energy of being in the physical room with the people,” says Anthropy. “You just shout out ideas at each other, and if I need sound effects I can just pull someone over and have them talk into my game. Yeah, the energy is real good when you do it in the same physical space.”
         But even for game jams held primarily over the Internet, such as Ludum Dare, that sense of community is a driving force. “By [Ludum Dare] existing, it gives people enough extra inspiration to make that step, that extra push to sit down and do something, because you are participating in this event,” says Kasprzak. “I’m not just doing this myself. We’re all doing it together, and that’s inspirational.”
       The traditional game jam model sees teams given a theme – typically a word or phrase – from which they’ll spend the next 48 hours prototyping an appropriate game, often at the expense of sleep and personal hygiene.
         
           Lee, despite his own enthusiasm for jams, is concerned about just how passionately and uncritically this one model has been embraced by developers. “I think [game jams] serve a very important purpose, but I think it is a very specific purpose, and I think sometimes they are extended beyond their use. Every game jam, the way it is set up and the format it has, will directly lead to the kinds of games that come out of it.”
        The concern is that only participating in a certain kind of jam means you can only make a certain kind of game. “When new people go into a jam, they are learning all these fundamental and important ideas about what games are, but that can also be really normative if they aren’t coming from an experimental angle,” says Lee.
Bossa Studios’ Surgeon Simulator 2013 emerged from this year’s Global Game Jam.
      Fortunately, then, the last 12 months have seen a proliferation of jams that break away from the traditional model. Jams such as Molyjam, The 7 Day FPS Challenge, and Fuck This Jam all constructively deviate from the norm. “I think it is great that the structure and definition of a game jam is crumbling and diversifying,” says Lee. “We need to see different kinds of jams.”
      When Anna Kipnis, senior gameplay programmer at Double Fine, casually tweeted that there should be a game jam to bring to life the outlandish ideas of Twitter parody account @PeterMolydeux, she sowed the seeds for Molyjam, one of 2012’s most popular and unusual jams.
       While Molyjam still followed the traditional model insofar as teams had 48 hours to make their game, the nature of it meant participants knew the theme well in advance. For Kipnis, this was one of the jam’s major strengths: “I’ve always wanted to be in a public jam, but [not knowing the theme until you show up] was always really intimidating, in that often I would find out the theme was just one word like ‘extinction’ or something. It’s only enough to tip you in the right direction, but not enough to really push you towards something… So I thought, ‘Hey, I would totally be a part of [Molyjam], because even if I get stuck, I can just pick another idea.’”
   Even further departures from the traditional jam model are The 7 Day FPS challenge (organised by Vlambeer’s Jan Willem Nijman alongside Sos Sosowski and Sven Bergström) and Fuck This Jam (organised by Vlambeer’s other half, Rami Ismail, alongside Fernando Ramallo). While traditional game jams might tempt developers to rely on normative ideas as a crutch, both 7DFPS and Fuck This Jam, much like Molyjam, force their participants to think beyond their usual boundaries.
      
        Nijman had the idea for 7DFPS after he spent time working on Vlambeer’s own Gun Godz. “A lot of indies have this preconception of firstperson shooters being dumb, triple-A shit,” he says. “Getting indies to start making things in that genre gave it more new ideas than the last ten years of big budgets did.”

Tuesday, 22 April 2014

How 'Game Jam,' an indie game dev reality show, collapsed on its first day of filming

Game_Jam, a TV-style reality show focused on the efforts of indie game developers, has collapsed in the most publicly acrimonious way imaginable, participants say.
Touted by its makers as a contest to show off the skills and personalities of indie game developers, the Mountain Dew-sponsored production was brought to a halt after just one day's filming, as participants walked off the set, en masse. In a story first reported by Indie Statik, developers accuse the show's makers of grossly misunderstanding the nature of game developers, of attempting to manipulate them for ratings and of crass sexism.
Respected developers like Zoe Quinn (Depression Quest), Davey Wreden (The Stanley Parable), Robin Arnott (SoundSelf) and Adriel Wallick (Candescent) all quit the show along with all other contestants, after what they say were intolerable creative differences with the production crew. The last straw, participants say, was the involvement of a producer called Matti Leshem who insisted on following a line of questioning to the developers about the value of having female developers on the team.
At one point Leshem, who runs a company called Protagonist and represented the interests of sponsor Mountain Dew, reportedly asked Wallick, "Do you think you're at an advantage because you have a pretty lady on your team?" Leshem, they add, displayed an excessive zeal for his bosses at Mountain Dew, insisting that contestants at the show be seen only drinking that beverage.
ArnottWallick and Quinn have all posted blog entries about the experience. Jared Rosen, a journalist who has worked under contract for the show's producers and was present , also wrote an extensive and scathing report on the debacle for Indie Statik.
Originally envisioned as a showcase of indie development talent, the show devolved into a reality-style contest, participants said, in which teams were asked to perform various tasks, only loosely connected with game development, for trifling prizes (such as a set of Mountain Dew lawn chairs). Overall prizes were equally derisory, including a trip to a Mountain Dew ski event and a lifetime supply of the drink, as well as a vaguely worded promise of a contract to join the ID@Xbox indie development program.
                            Even prior to filming, the project was dogged by contractual wrangling, as Polaris and its parent Maker (recently bought by Disney) reportedly sought to insist on clauses that irked participants. These included an attempt to control how the developers communicated during and after filming, as well as onerous follow-up obligations, such as attending anniversary shows. We've contacted Maker and Polaris representatives for comment.
 "We all understand it was first a show and second a game jam," Arnott told Polygon. "Our bullshit meters were hanging out at about 15 to 20 percent already going in, but that seemed worth it in order to demonstrate something magical to the public. We knew there would be challenges that would be basically bullshit, but as long as we were working with our friends and showcasing what is magical about our community we were fine."
  By challenges, Arnott here is talking about reality show-style competitions, like creating a YouTube video about their project, or making a presentation about their game using non-digital means.

"Our whole interaction with anybody before the jam went down was nothing but respectful and excited," he added. But the tone of the show, and its alien insistence on confrontational entertainment, soon rubbed the developers up the wrong way.
"They thought they would be able to get a bunch of developers together and put them in a weird situation and turn them against each other," added Wallick. "That is so against the indie culture. It is mind-blowing they didn't see this coming and they thought it was a good idea. We all help each other out. There are interpersonal connections and people argue, but they were so off the mark by what they thought they were going to get out of us. As soon as they tried to pit us against each other they realized, no, this is not going to work."
Wallick said Leshem asked her team if felt they had an advantage because they had an attractive woman on their side. Arnott spoke up, saying they had an advantage because Wallick is a good programmer.
"At this point he's really riled me up," said Wallick. "He's insulted me and everything I hold dear about myself. It crushed my soul in a way. My face was red and insulted. It was awful."
Then, to all-male teams, Leshem reportedly asked if they thought they had an advantage over teams with women on them.
Both lines of questioning caused fury among the contestants, and led to the walk-out.
Wallick and Quinn were the first to say they were leaving, soon followed by the other developers. Leshem was removed from the project, but various attempts by the producers to get the show back on track came to nothing.
"We were all exhausted and stressed out and had nothing to tap into," said Quinn in an interview with Polygon. "If we did try again in that moment, I can't speak for the others, but I know I wouldn't be doing my best work. I wouldn't be showing anything to the world that I'd want to show, and I didn't see a point in it. Plus I couldn't support something that Leshem touched, or was allowed to touch."
The various blog posts all state that Leshem's offensive line of questioning was indicative of a project that had gone badly awry. Attempts by Polygon to contact Leshem have not been successful. One of the show's producers, Jason Serrato, contacted by Polygon via phone, declined to be interviewed.
Akira Thompson, an indie developer and adviser to the of the Interactive Media and Games Division of USC's school of Cinematic Arts, was hired as a consultant to the project, and helped pull together the teams. He said that the show went adrift from its original premise when the sponsorship money came in, and outside producers were hired.
"Early on I was consulting with the Polaris people and telling them what a game jam is, the kind of community we are and the kinds of people we should get involved with," he said. "Although it was pitched to me as a reality show I said, no it can't be that. It needs to be about allowing people to see how games are made and who makes them.
"What happened is that the Polaris guys had the best of intentions but once the money came, the project got too big for them and that is when an outside production company was brought in, from reality TV, and they know what they want to get and they wanted that very specific thing that none of us were privy to.
"They didn't get it and everyone else got fucked. I am angry. This was not what I signed up for. I got my friends to come into this thing and we all thought it was going to be something different and now I look like an asshole, I look like an idiot. It turned into a massive failure and my name is associated with it and so I am very angry about it."
He said that the whole affair is likely to land Polaris and Maker in trouble with owners Disney. Those involved in the show estimate a loss of around $450,000. "I don't believe it is to Maker's benefit to have a lawsuit [against contestants]. Right now they are looking bad," he said. "I think that the best thing that can happen would be a cleaning of house."



Thursday, 17 April 2014

How To Successfully Fund Your Indie Game on Kickstarter Or, Why Your Kickstarter Failed and What You Need to do Better


By justin silk,

            
    So you've got an idea for a short film or game and you're looking for funding. Or maybe you already tried to run a crowdfunding campaign and things didn't turn out exactly as you'd planned.
Sites like Kickstarter and IndieGoGo have been tremendously successful in securing funds for hundreds (thousands?) of creative projects, but you can't expect to simply throw your idea online and watch the cash pour in.
Running a successful Kickstarter campaign takes huge amount of pre-planning, and a well-balanced course of action for generating interest and publicity for your project.
Here are some valuable tips for putting together a Kickstarter campaign that people will want to support. Remember, you're asking for their money based on an idea and the good-faith that you'll follow through, so you should be putting as much time and effort into your Kickstarter presentation as you can possibly spare:

1. The idea isn't enough, you need to have a proof of concept.


This is probably the single most common mistake we see on crowd-funding sites. Someone has a good idea—even a great idea—and in the initial rush of excitement they cobble together a pitch and release it into the wild.
The idea isn't enough!
Unless you're someone with a legendary track record like Tim Schafer and can raise three million dollars on the power of your legacy alone, the Kickstarter community wants to see more than just an idea before they'll offer you their support.
Ideas are a dime a dozen—execution is the hard part, and if you want to see your project successfully funded, the consumer needs to know that you can make good on your promises.
Take your project as far as you possibly can before you put it up on Kickstarter or IndieGoGo. The campaigns with the greatest success rate are the ones that are furthest along at launch.

2. The presentation needs to be polished.


We live in the DSLR era, and the average web-denizen has grown to expect a certain level of polish when it comes to video presentations on the web. Don't film your pitch with a smartphone in some poorly lit corner of your apartment.
Make it nice!
If you don't have a camera that can shoot professional looking video, think about renting a DSLR and a decent lens for a couple days. There are several web-sites that rent out really good camera equipment at very reasonable rates—take advantage of it!
Or if you're not up to the task, think about hiring someone to handle it for you. Don't balk at the idea of spending a little bit of money on your presentation—there's risk, but if it's going to give your campaign a leg up then it's ultimately worth it.
In addition to your video, try to make your presentation visually enticing, with a well-executed logo, cohesive color scheme, and plenty of multi-media. Sketches, concept-art, 3D Models, storyboards—this stuff can really add to a presentation, and your pitch needs to be as good as you can possibly make it.

3. The more funding you need, the more awareness you need!


The best presentation in the world won't yield a successful campaign if nobody sees it, and the more money your asking for the more backers you'll need to find.
Films and games don't come cheap, so if you need five digit funding you need to dig deeper than your 200 Twitter followers for support.
The best way to raise the sort of awareness required for a major development project is to receive legitimate media coverage from an industry news outlet like Joystiq, Kotaku, GameInformer, Machinima, etc.
Make a thorough list of all the publications you can think of in the niche you're trying to serve. Put together some sort of press-package and find out how you can reach out to the websites on your list. The more interviews you give, and feature posts you score the better off you'll be.
Think of creative ways to get your project out there. Don't be afraid to ask for plugs or mentions, even from well-known personalities (especially from well known personalities). I can't tell you how many Kickstarter projects I've see Neil Gaiman retweet. If people see something they're interested in, they'll be glad to help you out, and even if they say no at least you'll have tried.

4. Make sure you have a well-rounded marketing plan.


When I say well-rounded, I mean well-rounded. Alongside your media blitz, you should be promoting from every angle you can think of.
Buy a domain as soon as possible and set up a landing page with an email opt-in form. In web-marketing there's a well-worn trope that “the money is in the (e-mail) list," and when you actually have a product you're trying to promote there's a lot of truth to it. Get as many people to your landing page as possible, and make sure the page is interesting enough for them to want to cough-up their contact info.
In addition to Twitter and Facebook (which should be a no-brainer), start uploading incremental progress updates on both YouTube and Vimeo in the weeks leading up to your campaign. Link back to your landing page as often as you can without being spammy—forum signatures and profiles are perfect for this sort of thing.

5. Don't go live too early, but don't wait too long either.


Last but not least, make sure you put some thought into how you time your launch.
Because Kickstarter and IndieGoGo make you set a finite campaign length to raise the cash, timing can be incredibly important.
Try to begin your marketing push at least a few weeks early, and then launch your campaign just as public awareness begins to peak. But don't wait too long. If you know that your project is going to be featured on a well-trafficked blog, for example, make sure your campaign is up and running at least a few days in advance.

There you go!


Obviously this isn't the "definitive guide to Kickstarter," but hopefully you learned something and came away with a better idea of what it takes to run a successful crowdfunding campaign.
If you missed yesterday's article on why now is the best time ever for indie development, make the jump and check it out here!
Good luck!

Sunday, 6 April 2014

How to Survive a Game-Dev Event

How to Survive a Game-Dev Event (for Indies that Pay Rent)

by Tanya X Short on 04/02/14 12:25:00 pm      


The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Tanya X. Short leads 4-person Kitfox Games, who just released Shattered Planet on iOS.
GDC’s over, but PAX looms on the horizon. Any other collection of 3 letters could be close behind. The string of events and meetups and conferences never end. You may feel a crushing pressure to perform at each of these, especially if you’re an indie with rent that needs paying and food that doesn’t buy itself, like me. You're spending money and time and energy that could go towards making your game.
You need to justify the cost.
But that pressure can make you do dumb things. You'll be tempted to act selfishly, cowardly, be indecisive, or run away. So here's a few things to refer back to, when you feel your heart start to beat just a little too fast.
You probably already agree with the things written here in principle (they were inside you all along), and the big’n’famous names have been using em for ages now. Even so, I consider them best practices, worthy of a reminder now and then.
At the risk of being a self-parody of my own 50 Easy Steps to Indie Success, I have to note that your mileage may vary.

The Scene


I was enjoying GDC 2014, having meetings and playing cool games and sharing drinks with great people.
Then, on the second evening, there were two different parties that I needed to attend: a chiptune concert where literally all my game-dev friends would be (some of whom I hadn’t seen in years), and a publisher party, where I was hoping to make a connection and find some work-for-hire for my company so we can survive until our next major release.
A tiny indie sat on one of my shoulders, chiming: “You’re not a corporate lackey, are you? Your friends deserve your time and respect! You have to show you care about them or they'll forget about you! Plus, your personal hero is going to be there!”
On the other shoulder, a tiny CEO chirped: “How selfish can you be? Kitfox Games depends on you to look out for their best interests, and you just want to burn money dancing in a club and getting drunk with your friends? Unprofessional.”
No matter what, I would be losing out. I could feel my blood pressure rise and I began to hyperventilate.

Survival Tip 1: Chill the F*%& Out


Events are full of opportunities. Every meal, every session, every lobby, every hallway, is crowded with potential new friends, business partners, and collaborators. The human mind cannot possibly comprehend the fractal of alternate universes that are spawned every second of every conference.
Furthermore, nobody can help you with your priorities. You'll be torn in five different directions. You're in a unique position and have to make the best call you can, given the information you have. You can't possibly know exactly what the best combination of decisions is, but nobody else can make a better guess than you can, either.
Don’t try to min/max it too much. Trust yourself.
The only way out of analysis paralysis is to take a deep breath and then act. Let the logical part of your brain do the best it can and in the long-run, it will work itself out. You’ll miss a few opportunities along the way, but that’s how it is. Breathe, think it through, weigh the pros and cons, and let it go.
You can do anything, but you can’t do everything. Accept that.

Survival Tip 2: Be Giving
 

Some people you know are already your friends. They’re people who are cheering for you, hoping your games do well, and maybe even putting in some effort to help make it happen.
These people deserve more than just gratitude; they deserve your respect and mutual support. They’ve been earning it for weeks and months and years, supporting you emotionally.
When I met Harry Lee (Sokobond) this year, he said, "This year, I'm not promoting my own work. I want you to try my friend's game, Push Me Pull You. I have it here in my backpack. Do you want to play?" The selflessness of that gesture -- of taking the value of a self-promotion opportunity and giving it to someone you want to succeed -- touched me, and I think we should all take it to heart.
Of course, just by making friends you'll be promoting yourself. We can't all be selfless Harry all the time. But now is not the time to ask for favors -- now is the time for building better relationships. You’ll want a few petty things (introductions, recommendations, invitations), but it’s far, far better to invest in your future now. Wherever you can, be the giver. Be the supporter. Offer to help others where you can.
If nobody asks for favors, that’s fine; go out of your way to show your appreciation for the kindness others have shown you. It sounds trite, but really do pay it forward. Especially while you're under this crushing performance anxiety.
Psychologically, this is likely to make you happier anyway. It seems Rami Ismail of Vlambeer spends most of his time helping others, and I would bet that the goodwill he's generated is a big part of Vlambeer's success. Real, demonstrable karma. If you want to be completely mercenary, then try to see conferences and events as great times to make brand deposits and not-great times to make brand withdrawals.
This past GDC I didn’t practice this tip as well as I could have, and I asked for a few petty favors that didn't really matter (but felt uber-important in the moment) instead of being my best self. So I wrote this note to myself, so I can improve.

Survival Tip 3: Make New Friends. (Corollary: Be Visible)


It’s not “just networking” -- making friends is legitimately about becoming closer to someone, such that they grow from stranger to acquaintance, and acquaintance to ally (see previous tip).
Be friendly, but be yourself. The more friends you make, and the more effort you put into being visible (so others can approach you), the more you can contribute to the greater community. As the latest corporate shenanigans prove, being a dev means being sincere and true to what you believe.
So get to know these people. Learn about their work. Listen to the words they say. This means that generally, you have to put in effort. Actually learn their name and pay attention to what they’re working on, and be sincere. Be patient. Friendship isn't Kool-Aid mix.
It’s easy to slip into friend-bot mode and just stick your hand out at everyone and try to collect as many business cards as possible, but this isn’t actually to your benefit, as a passing face in the hall will never be a friend.

Survival Tip 4: Not Everyone Will be Your Bestie
 

In the process of becoming more visible and making more acquaintances and budding friendships, you'll realise you don't enjoy the company of some people. Even some people that maybe could be "useful". You won’t like everyone. That’s okay.


People have different priorities and tastes. Accept that. The last thing you want is, as Lana Polansky put it later in that Twitter conversation, is for your friends to feel that "your value is rooted in what you symbolize/how useful you are to us."
I'm not saying shun people you don't immediately click with. You're at a professional event, not a middle school dance. But recognise when you are interacting as Part of a Community (which can be "useful") and when you are interacting as a friend.
The developers-and-such surrounding you in the middle of crowded festival halls and lectures may not all be “useful”, at least not now, and maybe not ever. But if you really try, there’s always something to learn from another person, if you get to know them.
On the other hand, there are times when you have to give in and... feed the beast

Survival Tip 5: Feed the Beast
 

“Feeding the Beast” is a phrase I first heard uttered on the Friday of GDC by Alex Martin, better known as Droqen (Starseed Pilgrim). It refers to when you have to do "real work". You have to do something for the good of your brand/company/product/insert-business-word.
Going to events you don’t care about, or even feel morally conflicted about. Talking with investors. Giving talks. Tweeting when you’re not in the mood. Everyone has their own approach to feeding the beast, but the truth is there: you have to make some sacrifices to power the engine. It can’t run on rainbows all the time. I personally feel I’m feeding the beast when I have run out of the energy to have a sincere conversation, yet continue to “network”.
Don't decline something because it sounds tedious. Don't run away to your hotel room. At least, not every time. Don't cancel meetings because you're nauseous from nerves. Buck up.
Returning to the party-hyperventilation example, I ended up going to both parties. I went to the fun one first, danced around, had fun, and then (slightly bummed) went to the publisher party. I had to “feed the beast”, and ended up meeting a few “useful” people. They won’t be my friends anytime soon, but it’s better than nothing.
This is mostly included as a counter-point to Tip 1. Even without min/maxing every moment of every day, you still have to work. So no matter how you manage to chill and trust yourself, be prepared to be exhausted.
Survival Tip 6: Don't Compete
It was two hours after I had given my GDC talk. After four days of navigating the tight-rope of friend-making and networking, just as my nervous energy started giving out, I crashed. Hard. It was like a sudden, full-body experience of the indie shame spiral.
I wasn’t indie enough, wasn’t connected enough, wasn’t savvy enough, wasn’t tech enough, wasn’t professional enough, wasn’t stylish enough, wasn’t extreme enough, young enough, old enough, anything enough. I felt I didn't belong, because I failed every possible comparison.
Now, of course my thought patterns were unhealthy and self-destructive, regardless of setting, but it's especially easy to fall into that trap in a conference setting. Especially if you let yourself get competitive. Amazing, talented, wonderful people are all around you, and while that's inspiring when you're happy, it can feel damning when you're vulnerable.
To put it another way, feeling insecure and walking into a competitive atmosphere is a recipe for Impostor Syndrome on steroids.
Luckily for me, I went to Lost Levels that afternoon in the park. In addition to dancing to Professor Oak’s music and being inspired/amused/educated by the many brilliant folks giving micro-talks, I was also reassured. My sense of competitiveness faded*. I felt a small sense of belonging, bouyed by the warm sunshine and the fresh springy scent of the grass.
A few days later, when I confessed my anxieties to Damian Sommer (The Yawhg), he said that he felt the opposite. We all should -- seeing these amazing, talented, wonderful people should help ground them as humans, rather than disembodied voices of perfection that only tweet pearls of wisdom. We're all just people. Everyone poops.
I challenge you to recognise when someone subtly ramps up the competitive atmosphere, comparing themselves (or their games) to others, and to ramp it back down. Find ways to be supportive. Raise others up, don't tear them down. Be an example of how to always, always learn.
Your uniqueness is what makes your post-mortems possibly less than useful to others… and yet it means both your triumphs and your setbacks are something to be proud of. Only you can achieve them.
The only failure is to stop, to conform, to give up, to believe there is nothing left to learn.
So stop comparing yourself and keep making games. You're already winning.
* The collaborative, supportive environment of Lost Levels is really what every dev-targeted event organiser should be trying to achieve. Planned chaos doesn't make your event less important. On the contrary, it emphasises the humanity and immediacy of your attendees.

Nightmare Mode: Trying to Pay Rent

As in every creative industry, anyone with ambitions to actually express something about the human condition and get paid for it suffers from enormous pressure. Like so:
Yes, we are surfing frogs.
The frog wears sunglasses to mask her insecurities.
Indies trying to pay rent are both artist and businessperson and neither.
“Pure” artists are either martyrs or dilettantes -- they give their games away for free and subsist on scraps thrown by passersby and/or rich relatives. But not you. You need money to live.
“Pure” business-minded developers couldn’t see a bigger waste of time than “indie games” -- they make investment-ready products and companies for the express purpose of becoming wealthy. But not you. You need art to live.
You live a life amphibious. You attend business meetings and nod sagely, drawing dollar-signs onto your eyelids to fit in. You delight in playing and making weird games that nobody would ever pay money for, but when you do this, the pressure of rent/family/hunger/medical bills/whatever makes you wonder if you are being irresponsible.
You’re under constant stress from this dual identity because it gives you goals that can sometimes converge (“just make a good game!”), but often don’t. Conferences are a particularly dangerous setting because avatars of these angry gods start to collide, often in a drunken, disorderly way. You're pulled, sometimes literally, in different directions.
This whole "survival guide" was originally directed only at indies trying to pay rent, but I realised most of it applies even to devs who can focus honing their craft. I miss those days.

Summary

Making games is hard. Worrying about money makes it harder.
When you're in a conference setting, the pressure is higher, making any gaps in your psychological defenses dangerous. The six areas I recommend patching up before entering the arena:
  1. You can only optimise your opportunities so much. Trust yourself.
  2. Build others up.
  3. Reach out of your comfort zone to make new friends.
  4. Some people won't be your friends.
  5. Suffer for your business as necessary.
  6. Don't compare yourself. Make games.
Do you have other tips to share?