Why I love video game development

Do you remember your first video game? I’m talking about the one you made, not played. I remember mine like it was yesterday but it was more like 20 years ago. I couldn’t wait to learn how to make every aspect of it, it was totally addictive and I worked like 16 hour days to finish it. It took me three months. Alone. Thankfully I was being paid to make it. You see, it was actually a research project, and I was the young intern who “got multimedia” so I got the task as a young computer graphics researcher at a wonderful but now defunct research institute. So, what was the first thing I did? For me, it was learning how to do anything I could think of that would go into my game. In the early days, it involved everything from importing super simple art (never my own, often clip art like junk from the late 80’s or early 90’s) to crafting animation code so my characters would move in my simple scenes. After I had the basics (and it was very basic!) I then went on to think about adding some UI and interactivity in my game. I wanted to learn it all, and do it all, but I didn’t have a lot of patience. I was young (and probably stupid too). What I did have then was time. Now, I’m older, wiser, way busier but more experienced. I know I can’t do it alone and I know I would need a world class team. I also know the time to market for any game keeps shrinking, and the pressure to finish on time rising inversely.

The experience I’ve gained over the years has led me to a new understanding and appreciation of game development. When I think of a game I’d like to build, I immediately make a plan, even if just in my head. That plan always includes pulling together the best team I can find. I work on a storyboard and think about finding a great game designer. Whom do I seek out next? Artists, of course. And a bit later? Animators. The software developers and level editors come a bit later. And who do you think I would go to at the end? Right before publishing? The agency folks who find the right people to make a killer trailer. It’s always good to be prepared in case you want to go the crowd funding route, right?

Today, I wouldn’t think of doing all the art production in-house. I mean seriously, how few people in our world can create something like this amazing mythical bird from DeNA’s Chains of Durandal WhiteBirdFromChainsofDurandal
here?

I wouldn’t think of creating my marketing trailer in house either. Likely, you wouldn’t either. It’s just too expensive, too time consuming and too slow. Enter GameCo. They made this amazing creature for the good folks over at DeNA. I found these guys about six months ago and fell in love with their work, so much so that I offered to represent them at the Game Conference and GDC this year. They’ve already helped so many great studio’s get fabulous games out – on time and within budget. Look at Chains of Durandal by DeNA and Lord of the Dragons from KLab Games as just two awesome examples of game art by GameCo Studios. Now that I’ve moved on to new adventures in my life, I felt I would be remiss if I didn’t give a shout out for GameCo. They are just THAT good.

Contact my friends at GameCo if you want to learn more about how they can help or contact me next time you hit the wall and art production is falling behind or worse, is just not going to cut it. I’ll make sure you meet the right people at GameCo.

They’ll help you get that art production done and it will look amazing. I promise you that.

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