so I started my own video game studio

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LordSphinx

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omega 616 said:
Sweet!

What about in balance 'cos it sounds like you might run into the same problem as the magicka dev team ran into with the steam beam, if they nerf that beam that changes all the other spells aswell. So will you leave OP stuff in or what?

Making the game harder (increasing enemy numbers or health) will balance out that one build but 'cos the game is hard now thats the only effective build thing. The same will happen if you nerf the build, it will trickle down to the effect the other things (I imagine) meaning the game will be made harder.
My first passion is game design, and my favorite field in game design is game balance, so it a matter I hold dearly at heart. I see it this way: when a development team work on 5 options, if one of those options is much better than the rest, it's like tossing away all the hard work that was put in making the 4 other choices, and that's as disrespectful for my development team as it is for the consumers, who are punished for not making "the right choice". So I think that in an ideal world, the game should be well balanced from the start, it shouldn't be an oversight or something you start tweaking only late in the production. But if we can't make it right at first try, well we'll definitely try to re-tweak the balance to avoid any kind of clear exploit. But what I often see in most RPGs is that while doing some game balance adjustment, they nerf something while boosting something else. This is dangerous. Unless there is a clear exploit, I think that only boosting the weaker one up to par without changing the stronger one will result in no one losing their build and more satisfaction with the game overall.

holographicman said:
how did you get into game testing?
and what skills do you need?

good luck man i hope 9 dots makes it big
Activision was just starting out a QA division in Quebec, in fact when I got in we were only 12 employees there. I got the job two weeks after completing a game design degree. I was hoping to use QA as an entry point in the industry to eventually get a job as Game Designer at Beenox, the local Activision game development studio, but that's not what came up. I regret nothing, as I learned a lot of different things and working there was a blast: I loved the people and I loved the job. The only thing is to make sure not to get stuck there. Eventually you stop learning and it becomes routine. Then is a good time to move out, assess what you gained and start looking for the next step in your career. Of course, it is entirely possible to make a career in QA, if you are fit for the role. I'm pretty sure that Vice President of Quality Assurance in a large publishing company is the kind of job you can hardly be ashamed of!

For the skills, you need to have good critical thinking and a varied experience related to games. If you do nothing but play shooters online, you won't impress us. Also, game skills won't impress anyone: when you work on a game 40 hours a week for months, I swear that you get godly at it. So instead, try to find bugs, and not just the graphical kinds. Also, the job isn't just about looking out for bugs: it's also about communicating them to the team. So take into consideration the communication skills required to write comprehensive reports on said bugs. Develop the vocabulary and learn the basics of how a game is made. Inverted normal maps, skyboxes, Z-fighting, First Party Requirements... these are just a few terms we use commonly when testing games. I suggest that you visit gamasutra's sister site, gamecareerguide, to find a few tips on how to land a job in test.
dogstile said:
LordSphinx said:
So, is there anything you'd like to ask to the CEO of Nine Dots Studio?
Oh, its quite simple.

How hard exactly is it to get into game design? I mean, i'm learning C++ and Java, but i've heard that most companies use their own engines and their own modified languages. Would this mean that i'm learning to logic currently and that i'll have to apply that logic, rather than the language, to a company?
Game Design does not equal programing. It is true that learning how to program a game is a good additional skill for a game designer, but it is far from the most important skill to have. Very bad schools will often create shallow game programming courses and then call it a game design degree, but that's utter bullshit. A game designer's job isn't to write the code, but to build a clear vision of what the game will be and communicate this vision efficiently to the whole team. The game designer is an architect. He makes the blueprints of the game, and then he makes sure that everyone understand these blueprints.

As for how hard it is: It is the hardest field to get in. By far. And in most case, employers make poor choices for their designers, making it all the more frustrating when trying so hard to get in there.
 

gamer_parent

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LordSphinx said:
How I get around to obtain that money is the most difficult thing in the process of starting up the business, I can tell you that! But my business plan clearly shows that it's worth the investment, and by the end of the day, that's what they want to see. I also explained earlier how I build up my cash on hand by using each previous loan or grant to convince the next to pitch in. It's a very fragile build up where if someone gets out, everybody does, and that is a very stressful thing to manage. I'll probably spend more time running after the money than actually design the game on which the studio works. That's a compromise I am willing to make in order to bring my vision to life!

As for doing contractual work, that's actually the kind of thing I need to avoid. The main goal of Nine Dots Studio is to influence how this industry rolls, and I think that the solution is to be self publishing our titles. This is something that is harder to do, but much more viable in the long term. I have to choose between not having control on deadlines, milestones and expectations and have to share the game's generated revenue between the publisher and the studio, who would probably end up with a puny 20%, or be my own publisher and only have to give away 30% to the distributor such as Steam or Microsoft. That's a huge difference.

The thing is, now that digital distribution is getting so big, the expertise from huge publishers isn't relevant anymore. At first, developers needed them for marketing, manufacturers, distribution, retailers, etc. Digital distribution makes everything simpler. Having a bigger share of the sales means that you don't need to sell as much copies of the game to be profitable, which in turn reduces the requirement for a bloated marketing budget. Meanwhile, I cut the middleman and we can do the games we want, answering only to our consumers and ourselves. THAT is a development dream. And I intend to make it true :)
Good observation on both, I believe.

Just out of curiosity, do you think using prototyping as a means to fund a project is a good option?
 

LordSphinx

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gamer_parent said:
Just out of curiosity, do you think using prototyping as a means to fund a project is a good option?
It's risky, but very often a necessary evil. For instance, you can't get an approval for your game from a First Party without having something to show about your game. Yet, investors will be much more willing to join in on the project if they know that you have a deal with a big company such as Nintendo, Sony or Microsoft. Besides, even them can be offering part of the funding if they like what they see. The reason why it's risky is that if you only get enough funding to build a prototype, then you start searching for more funding, you can easily become trapped between bad options and feel obliged to pick one, and you end up being screwed. So I'll try to get everything I can to build up a cushion, as it will give me both time and leverage to negotiate fair deals.
 

Amondren

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Kudos it takes a lot of courage to quit a job to start up your own company. I wish you the best of luck and with luck I'll see your games in the top sellers on XBOX live.
 

rabidmidget

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As someone who is planning on joining the (preferably indie) game industry as well (uni student atm), I salute you for your leap into the world of Indie Game development!

I would say that I would buy your game, but us Australians don't get XLIG, due once again, to our ratings system.
 

LordSphinx

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rabidmidget said:
As someone who is planning on joining the (preferably indie) game industry as well (uni student atm), I salute you for your leap into the world of Indie Game development!

I would say that I would buy your game, but us Australians don't get XLIG, due once again, to our ratings system.
Well there have been talks of changing the rating system down there, so who knows? At least for once it's looking bright. We'll see!
 

gamer_parent

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LordSphinx said:
gamer_parent said:
Just out of curiosity, do you think using prototyping as a means to fund a project is a good option?
It's risky, but very often a necessary evil. For instance, you can't get an approval for your game from a First Party without having something to show about your game. Yet, investors will be much more willing to join in on the project if they know that you have a deal with a big company such as Nintendo, Sony or Microsoft. Besides, even them can be offering part of the funding if they like what they see. The reason why it's risky is that if you only get enough funding to build a prototype, then you start searching for more funding, you can easily become trapped between bad options and feel obliged to pick one, and you end up being screwed. So I'll try to get everything I can to build up a cushion, as it will give me both time and leverage to negotiate fair deals.
Just make sure that you make a big announcement when your first game comes out. If I can find a way to get it on whatever platform I own, I will buy it.
 

LordSphinx

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Plurralbles said:
your site is so creative it has nothing to say!
The website has been launched the same day as this thread, that means three days ago. More content will be added regularly, but we have to start from somewhere.
 

Plurralbles

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LordSphinx said:
Plurralbles said:
your site is so creative it has nothing to say!
The website has been launched the same day as this thread, that means three days ago. More content will be added regularly, but we have to start from somewhere.
it was a goodhearted dig. I understand that it's new and really you can't bombard people with tons of stuff all at once even if you had the material to do so- though I guess you could on second thought. I can never be turned off by too much content if it's good content, and that's what I would have waited for in order to make a site, something for my future consumer and partners to sink their teeth into or at least a pretty format to make myself look professional. BUt hey, what am I saying, you do it your way, I'll do it mine in six months and we'll see who does better.
 

LordSphinx

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We do have a lot of content we could post, but we'd rather deliver it incrementally, to give a valid reason for people to come back. We'll have concept arts, screenshots, diaries, opinion pieces, tips and tricks and much more. Besides, feel free to give suggestions on what content you'd like to see, either here or on the website.
 

Mr.Squishy

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Writer here, hoping to be eligible for a job. There, with that out of the way, you have my sincerest congratulations and best wishes. Make sure your game is FUN rather than commitee-designed sludged, and I guarantee I will buy any game you release that makes it to Norway (or the US if I've moved by the time you get going).
 

Someone Depressing

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Well, good luck to ya, mate.

And what are you going to specialize in? RTS, FPS, TPS, Strategy, Indie, Horror, Pyhcological, Action, Adventure?

PS : When's your debut coming out? I'm interested. *Typical "Triangle-Of-Sinister-Ness" with the fingers that all movie Villians do at some-point*

I'd be happy to play it. But for dear God, don't make it a boring Multi-Player focused "Realistic" FPS. It's C.o.D's job to suck at doing that.
 

LordSphinx

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Mr.Squishy said:
Writer here, hoping to be eligible for a job. There, with that out of the way, you have my sincerest congratulations and best wishes. Make sure your game is FUN rather than commitee-designed sludged, and I guarantee I will buy any game you release that makes it to Norway (or the US if I've moved by the time you get going).
What makes a good game is open to interpretation, but I guarantee you that our titles will never be "commitee-designed sludged", as long as I'm in charge. And that shouldn't change in a long time, if it ever happens.

dylanmc12 said:
Well, good luck to ya, mate.

And what are you going to specialize in? RTS, FPS, TPS, Strategy, Indie, Horror, Pyhcological, Action, Adventure?

PS : When's your debut coming out? I'm interested. *Typical "Triangle-Of-Sinister-Ness" with the fingers that all movie Villians do at some-point*

I'd be happy to play it. But for dear God, don't make it a boring Multi-Player focused "Realistic" FPS. It's C.o.D's job to suck at doing that.
Our first title, Swordcraft, could be out within 5 months. We don't intend to specialize in a genre, but we want our games to have the "Nine Dots Signature" in its design. Just like you can recognize a title from Square or Bioware even when the titles aren't connected to the same franchise, I want to build up a set of distinctive features that will be recurrent in all of our titles. The most important aspect, to me, is that there must always be more than one way to play the game, and I personally like to put RPG elements in everything I touch. I can't help it, I always want to put customization and decision making in any game I make.

Also, as stated before, I want to make the best one-on-one fighting game that was ever made. That's pretty much my highest ambition in terms of what game I'd like to make. I don't think that such a game can be made by accident, so I'm setting the bar high on purpose.