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How To Start Your Own Games Studio, Pt 1

Comments 1 to 17 of 17

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Mentai 9th April 2008, 09:28 Quote
I'm not personally looking into ever creating games, however that was a great read. Well done :)
Woodstock 9th April 2008, 09:35 Quote
i cant help but think that making games for a living would make them less fun to play, thou i agree it was a great read and i look forward to Part 2 (soon please)
CardJoe 9th April 2008, 09:37 Quote
All I know is playing games for a living doesn't make them less fun :D
Blademrk 9th April 2008, 11:16 Quote
unless your tied into playing an extremely dire game to review
Djizasse 9th April 2008, 11:26 Quote
Imagine having to repeat the same level 50 times in a row, just to test some AI algorithm. Then fill your report, wait a few days for the code fix and repeat it all over again. Then you discover another bug and have to, once again, retest it. Might be fun for the first few times.
CardJoe 9th April 2008, 11:29 Quote
Pfft - that's what QA is for.
badders 9th April 2008, 12:15 Quote
Joe, you don't happen to know off the top of your head how big the team was for Audiosurf, do you?
Jamie 9th April 2008, 12:29 Quote
Quote:
Originally Posted by Djizasse
Imagine having to repeat the same level 50 times in a row, just to test some AI algorithm. Then fill your report, wait a few days for the code fix and repeat it all over again. Then you discover another bug and have to, once again, retest it. Might be fun for the first few times.

Testing is a soul killer
CardJoe 9th April 2008, 12:32 Quote
Quote:
Originally Posted by badders
Joe, you don't happen to know off the top of your head how big the team was for Audiosurf, do you?

One man - Dylan Fitterer. He built it, designed it, marketted it, launched it and, yes, tested it. He probably had help along the way from various people, but he's the man behind it.
badders 9th April 2008, 12:34 Quote
Quote:
Originally Posted by CardJoe

One man - Dylan Fitterer. He built it, designed it, marketted it, launched it and, yes, tested it. He probably had help along the way from various people, but he's the man behind it.

That's the way to do it!!
Gunsmith 9th April 2008, 13:40 Quote
im a designer in my spare time and being a lead games designer is something ive always wanted to do and after folling the industry for 16 years you tend to spot certain exploitable traits, my biggest hurdle is getting people to listen as to if im onto a winner.
chrisuk 9th April 2008, 16:55 Quote
....I have deja vu from this article (the first page at least) - visions of a blog, Mark's maybe.... ;)
g3n3tiX 9th April 2008, 17:30 Quote
Nice first part...
But why does the last caption speak about Darwinia and show a pic of DEFCON ?:D
Jordan Wise 9th April 2008, 18:15 Quote
awesome read, this is the reason i love bit-tech
freedom810 9th April 2008, 23:53 Quote
Nice read, though i have thought about going into the industry, i've decided not too as i want to keep it a hobbie rather than my whole life.
RoninRa 8th May 2008, 09:46 Quote
Great article. Looking forward to the rest of the series.
I mentioned this article on my blog too, in a listing I have made of articles about starting up a game studio.

http://ronin.kybernesis.com/index.php/2008/05/08/articles-how-to-start-your-own-game-studio
jtza8 14th September 2010, 00:04 Quote
Quote:
Originally Posted by Jamie
Testing is a soul killer

Feature testing is for computers (Unit tests and test-driven design), if humans need to test algorithms, then there's someone writing bad code. Play testing, on the other hand, is for humans. Humans have to break the game the way a computer can't (yet :P). They also have to tell you if the game was fun or not, and what they liked or didn't like, so in that respect, it should be fun (IMHO).
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