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ISU Fall 2026 - DGD205 Week 4 - 15.10.2026 — Transcript

by Onur EREREN · 8,638 words · 1,406 segments · language en · Watch on YouTube

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  1. 0:01Good morning everyone. This is DGD 205
  2. 0:04game development pipelines and we are on
  3. 0:06week four. It is the 15th of October
  4. 0:092026.
  5. 0:10So I I assume
  6. 0:16face toface classes are canceled already
  7. 0:18but I don't know how many online classes
  8. 0:20are being done but we are doing them
  9. 0:22because we are a little bit behind. So,
  10. 0:24I'm sorry I couldn't give you the time
  11. 0:26to sleep this morning, but I mean we are
  12. 0:30online. We can connect to our computers.
  13. 0:32So, education continues without
  14. 0:35stopping. Anyway, so let's take a look
  15. 0:38at what we did last week. I'm going to
  16. 0:41bring that up.
  17. 0:43Not this one. This one. Yes.
  18. 0:47And let's put it up on screen.
  19. 0:50I can zoom in so you can see. So we
  20. 0:52talked about the pre-production stage
  21. 0:54last the week before we talked about
  22. 0:56ideation and last week we talked about
  23. 0:59pre-production
  24. 1:01uh how we planned about things pipeline
  25. 1:04planning and then we talked about all
  26. 1:07the documents game design document etc
  27. 1:10that we do on this stage and we also
  28. 1:12talked about the scope. This is the most
  29. 1:15This was the most important part because
  30. 1:18scope is basically what you will put in
  31. 1:20your game and just as importantly what
  32. 1:24you will cut out because most of the
  33. 1:26time you have a lot of amazing ideas. we
  34. 1:29should put this, we should put that,
  35. 1:31everything, blah blah blah. And probably
  36. 1:33your game, you think more mechanics will
  37. 1:36make your game better. But actually, if
  38. 1:40those mechanics don't serve the game
  39. 1:42play, it's going to make your game
  40. 1:44bogged down. The player will get bored
  41. 1:47or confused or both. And we don't want
  42. 1:49that. So, this week we are going to
  43. 1:53continue with production. Let me
  44. 1:57get rid of this because we talked about
  45. 2:00this already,
  46. 2:02but I will repeat.
  47. 2:05Wait a second.
  48. 2:10Of course,
  49. 2:13I so many people recommend this program,
  50. 2:17but I'm getting more and more annoyed by
  51. 2:19it. That's what happens.
  52. 2:23Well, here is the thing. This is
  53. 2:25developed by one person and it's their
  54. 2:28program. It's open source. I I cannot
  55. 2:30crit criticize them in any way because
  56. 2:33I'm not paying for it. I can criticize
  57. 2:35it obviously wrong thing. So I cannot
  58. 2:39tell them to do things one way or
  59. 2:41another because I'm not their boss. I'm
  60. 2:44not paying them to do this. They are
  61. 2:46doing this out of their own interest. I
  62. 2:49can give suggestions. I can give
  63. 2:51criticisms which I did. But in the end
  64. 2:54it is their program. It is not I'm not
  65. 2:58as I said I don't have any stake in it.
  66. 3:01So I don't have any say ultimately in it
  67. 3:04which is the same for the games by the
  68. 3:06way. So you are making your game the
  69. 3:11well there is this interesting relation
  70. 3:13here because when you're making the game
  71. 3:17now
  72. 3:19this program is called Arnote
  73. 3:22and this thing is open source
  74. 3:25open source is not that important but
  75. 3:27more importantly this thing is free okay
  76. 3:32I'm not paying for it I'm not a paying
  77. 3:33customer which means
  78. 3:36As I said, this guy,
  79. 3:41they can do whatever they want.
  80. 3:49I'm writing bad on purpose because I
  81. 3:51won't be asking this in the exam. So,
  82. 3:52but your game, let's let's call it your
  83. 3:56game,
  84. 3:58right? You will probably sell this for,
  85. 4:01I don't know, $15. And uh interestingly
  86. 4:05I don't think it's makes sense but
  87. 4:08dollar sign comes before in English they
  88. 4:10put it after the currency but in English
  89. 4:13you or you will sell it for $5 or maybe
  90. 4:15you will sell it for $3. Maybe you will
  91. 4:18go bonkers and try to sell it for $60. I
  92. 4:20don't know. I I'm not your boss again.
  93. 4:22But when you're selling it like this
  94. 4:25and people are paying for it now there's
  95. 4:28an interesting balance there. right now.
  96. 4:31Do players have a say?
  97. 4:46Do you think they have a say in how you
  98. 4:48develop your game? What things you put
  99. 4:50in? What things you take out?
  100. 4:56I'm I'm looking for your opinion here.
  101. 4:58And this is also this is also about
  102. 5:00scope. So this is basically a
  103. 5:03continuation of last week. And as I
  104. 5:05said, scope is the most important thing.
  105. 5:08You will decide on your game and the
  106. 5:11thing that you will probably get wrong a
  107. 5:14couple of times before you understand
  108. 5:17what you are trying to do in your game
  109. 5:20and as a game studio or developer
  110. 5:22whatever. So this topic is important.
  111. 5:24You can look up what constitutes
  112. 5:26production and post-production any
  113. 5:27anywhere on the internet. But this scope
  114. 5:30detection scope setting the scope is
  115. 5:33important. So what do you think? Let's
  116. 5:35discuss this.
  117. 5:39>> I would say they don't have anything to
  118. 5:41say until I finish the game first and
  119. 5:45then maybe um I removed a mechanic they
  120. 5:48liked in the game for no reason.
  121. 5:50>> So
  122. 5:51>> they can
  123. 5:52>> we are talking about early access here,
  124. 5:55right? Because until you finish the
  125. 5:57game, if they are able to play it, we
  126. 5:59are talking about some form of early
  127. 6:01access.
  128. 6:02>> No, like what I um like before the game
  129. 6:07actually comes out and it's it has a
  130. 6:10playable loop like I I managed to
  131. 6:14complete what I was planning to do. Like
  132. 6:16I made the core loop.
  133. 6:18>> Mhm.
  134. 6:19>> Uh before that they might not understand
  135. 6:22how the game works yet because they are
  136. 6:23not working on it. they might just look
  137. 6:25at it from outside and don't know much
  138. 6:28about it.
  139. 6:29>> So that's the thing. Do they see the
  140. 6:30game until you finish it? That's kind of
  141. 6:34the problem then, right? Because
  142. 6:36>> maybe just a video or maybe a demo that
  143. 6:40only shows one part of the game. I don't
  144. 6:42know.
  145. 6:42>> So here is the thing now. Some processes
  146. 6:45that we go through and you all know this
  147. 6:48by being gamers, but we have a process
  148. 6:52called alpha
  149. 6:56and beta, right? And normally in game
  150. 6:59development in the olden days, there was
  151. 7:02something called the golden disc.
  152. 7:07Golden disc was the final medium,
  153. 7:12the final version of the game
  154. 7:19written to a disc.
  155. 7:23It might be
  156. 7:25a CD, it might be a DVD, or it might
  157. 7:28even be a floppy back in the days
  158. 7:31and sent to the factory,
  159. 7:38right? So, this is very important
  160. 7:42because back in those days, you sent
  161. 7:45your code or disk to the factory and
  162. 7:48they replicated it and it was sold out.
  163. 7:51So the distribution method was with a
  164. 7:53disk. It had to be with a disk, right?
  165. 7:56There was no internet or other
  166. 7:58distribution methods. So alpha means
  167. 8:02very early
  168. 8:06playable
  169. 8:08state
  170. 8:16and this is
  171. 8:18late playable state. So kind of
  172. 8:22kind of representing the release.
  173. 8:34Wait a second.
  174. 8:42So, and normally again in the '9s up
  175. 8:47until mid 2000s, let's say the internet
  176. 8:51got widespread,
  177. 8:54these two were not visible to the
  178. 8:56players, right? What would happen was
  179. 9:00you would release alpha and you would
  180. 9:02in-house in your studio. You would have
  181. 9:04alpha and beta and then you would
  182. 9:07prepare the golden disc. And actually
  183. 9:08there is a wonderful
  184. 9:11think. Let me see.
  185. 9:17Let's see if we I can find that. That's
  186. 9:19an there's an image.
  187. 9:21Here it is. So you all know
  188. 9:28uh No Man's Sky, right? This is this is
  189. 9:30the No Man's Sky team. This is Shan
  190. 9:32Murray. And this is This is not Vin XP,
  191. 9:35of course. It's a Photoshop. I just
  192. 9:37thought I had the real thing. But here
  193. 9:40it is.
  194. 9:45It's It's on a DVD, Blu-ray disc. So,
  195. 9:48it's a lot of thing, but this is a
  196. 9:49golden I mean, they did it symbolically
  197. 9:54most probably.
  198. 9:56So, but this is the golden disc. So this
  199. 9:59is the finished version of the game. Now
  200. 10:03back in those days again
  201. 10:06once you release the game you release
  202. 10:08the game. There was no way to patch the
  203. 10:12game and then deliver it to the players
  204. 10:15right. So
  205. 10:18uh there was no practical way to do it.
  206. 10:20There was no distribution channel. So
  207. 10:22once you release the game, you release
  208. 10:24the game. So old games had their bugs
  209. 10:28baked in which is why these steps were
  210. 10:31very important and all throughout there
  211. 10:34there was this thing called QA. It is
  212. 10:36still there
  213. 10:38but these days we have the mentality of
  214. 10:42so this is
  215. 10:48from minus infinity to around
  216. 10:51let's say 2000s
  217. 10:54right development
  218. 11:01but then we kind of got and after that
  219. 11:06you published expansions
  220. 11:17and maybe expansions fixed some of the
  221. 11:19bugs you previously had, but you had no
  222. 11:21other way. I mean, the only way you
  223. 11:24could deliver a fix to your game was to
  224. 11:29you could I mean,
  225. 11:32you can sell an expansion, convince
  226. 11:34people to buy it if your game is good
  227. 11:36enough, and maybe that one can fix some
  228. 11:39bugs. Some I have never heard
  229. 11:43distributing it via
  230. 11:47magazines or something as promotion.
  231. 11:50I've never heard of it. So, but this is
  232. 11:53from minus infinity to 2000. So, maybe
  233. 11:56let's call this
  234. 11:5980s or 90s
  235. 12:01because you might confuse that image
  236. 12:03there. So from 80s
  237. 12:07to 2000s it was like this
  238. 12:11and then with the distribution of
  239. 12:13internet or rather the birth of steam
  240. 12:16because steam spearheaded this and you
  241. 12:19know
  242. 12:21Gabe Neville is a genius in that sense.
  243. 12:23He is the guy that
  244. 12:25also
  245. 12:27kickstarted distribution of DirectX
  246. 12:30because you see he was working at
  247. 12:32Microsoft.
  248. 12:37He was working at Microsoft
  249. 12:41and he realized
  250. 12:43computers that they worked with had more
  251. 12:47Doom than Windows. So people installed
  252. 12:52Doom on their computer on the machines
  253. 12:56then Microsoft Windows and back in the
  254. 12:59day Windows was not a complete operating
  255. 13:02system. You had DOSs and on top of that
  256. 13:05Windows was like a graphical UI on that.
  257. 13:09Windows 95 was the first operating
  258. 13:12system that run the entire computer.
  259. 13:15Before that, you had a command line and
  260. 13:18you would type win and press enter and
  261. 13:21you would enter Windows 3.2. Okay. So,
  262. 13:26but this guy said, "Wait a minute. This
  263. 13:29gaming thing appears to be big, so why
  264. 13:34don't we go big on it?" I don't know if
  265. 13:38he planned the Yach Leviathan back then.
  266. 13:42Maybe he did not, but he said we should
  267. 13:45bring Doom to Windows. We should make
  268. 13:47sure Doom can run in Windows. So,
  269. 13:50Windows should be a
  270. 13:54back in back in those days operating
  271. 13:56system was for business. It was used to
  272. 13:59run spreadsheets or other construct.
  273. 14:01There was a little solitire games for
  274. 14:04entertainment, but that was it. But it
  275. 14:06was never thought as a gaming medium,
  276. 14:09the operating system. It was just
  277. 14:11something to launch of business apps. So
  278. 14:15Gabe Neville said we can make Windows a
  279. 14:19gaming machine type thing, right? So he
  280. 14:22said we should create some libraries to
  281. 14:25make it happen. First they ported Doom
  282. 14:26to Windows and it exploded in popularity
  283. 14:30and he said wait let's make it easier
  284. 14:33for other people to make games on
  285. 14:35Windows.
  286. 14:53And what do you need for that? You need
  287. 14:56w you need to give Windows a good GPU
  288. 14:59capability or game processing
  289. 15:02capability. Let's say not just GPU. And
  290. 15:05for that you need to give developers an
  291. 15:08easy way to do it. They should not be
  292. 15:11lost in Windows
  293. 15:14code, right? Or methods of doing things.
  294. 15:17So they created DirectX.
  295. 15:26DirectX is an API that allows developers
  296. 15:30to tap into Windows resources
  297. 15:32effectively.
  298. 15:34So it after this it was a lot easier for
  299. 15:37people to make games that would run
  300. 15:40natively on Windows. Gabe Neville did
  301. 15:43not develop this himself but he as far
  302. 15:46as I know he came up with the idea and
  303. 15:48he led it for some time before he left
  304. 15:52and said nah do my own thing in Miles
  305. 15:55Morales's words. So he said and he went
  306. 15:59and
  307. 16:01founded a computer a thing called Valve
  308. 16:06and Valve released Steam
  309. 16:10as it does in real life. I think this
  310. 16:12was around 2004. At the time, people
  311. 16:16were enraged gamers because they bought
  312. 16:18Halfife 1
  313. 16:21and now they had to download a software
  314. 16:24to get to their game. Why couldn't it
  315. 16:26be?
  316. 16:28People did not like it that much.
  317. 16:30gamers, I have to download an additional
  318. 16:32software to play my game. Are you
  319. 16:34kidding me? Was the general consensus.
  320. 16:38But we know how it played out well in
  321. 16:41the long run for them. This was the And
  322. 16:44this has something to do with what we
  323. 16:46have actually here because after some
  324. 16:49time
  325. 16:52we had that
  326. 16:55digital distribution thing, right? We
  327. 16:57still had our alpha
  328. 17:00We still had our beta and we still had
  329. 17:04our release no longer golden disc.
  330. 17:08So release over the internet
  331. 17:14and then we had patches. We could be
  332. 17:17able to deote
  333. 17:20deliver patches to people, right? And
  334. 17:23then we released DLC's. As you know this
  335. 17:27stands for downloadable content.
  336. 17:38Okay. So wait a second.
  337. 17:41Okay.
  338. 17:43So we had a there is still disk here.
  339. 17:46But even if you buy something
  340. 17:49with on a disc you can release you can
  341. 17:52patch the game. Actually, let's put it
  342. 17:55here. Oh, sorry.
  343. 18:00Because let's see. This is the
  344. 18:08patches over internet
  345. 18:11and this is
  346. 18:13internet
  347. 18:16or
  348. 18:18disk, right? And then you released DLC's
  349. 18:23which were downloadable content.
  350. 18:32And here it is. This is the important
  351. 18:34part. You could patch your game now.
  352. 18:37And this went on for about how long?
  353. 18:42I would say now this is a blur, right?
  354. 18:45But from the early 2000s,
  355. 18:51do you know what will change this
  356. 18:53structure?
  357. 18:55Somewhere around 20110,
  358. 18:58right? Actually almost mid 2010s, but
  359. 19:01let's write it like this.
  360. 19:06How would 2000 crisis affect this
  361. 19:09Nikita?
  362. 19:10Now it might be everything is connected
  363. 19:13but I was thinking of something else
  364. 19:18but your timeline more or less checks
  365. 19:21out because there was something that was
  366. 19:25not technically invented but it was born
  367. 19:29after
  368. 19:312010. It was born actually in 2007.
  369. 19:36Well no no no I'm going to talk about
  370. 19:38something else. So less money did not
  371. 19:40affect these things. Something else that
  372. 19:46so I guess you are early or late 2000
  373. 19:52born people. So what I'm going to tell
  374. 19:55you was with you for all of your lives
  375. 19:59almost all of your lives that you could
  376. 20:01use a computer or a phone. So this might
  377. 20:04come naturally to you. But in the
  378. 20:05between
  379. 20:07we had the rise of something called
  380. 20:09social media.
  381. 20:14And it was actually technically there
  382. 20:17was other trials before that. But the
  383. 20:21thing that truly kicked this off was
  384. 20:24Facebook
  385. 20:27in 2007.
  386. 20:29Facebook first started out as only
  387. 20:32something for what was that? What was
  388. 20:34that? Zak
  389. 20:35University, Harvard. No, I don't think
  390. 20:37it's Harvard. Whatever for those
  391. 20:41students, it was a social network for
  392. 20:44them and then they expanded to entire US
  393. 20:47universities and then they expanded to
  394. 20:50entire world universities and then they
  395. 20:52opened it up to the world. So when I
  396. 20:55joined Facebook, you needed to have an
  397. 20:58Edu account.
  398. 21:01Harvard. Okay. So it was first Harvard
  399. 21:05and then US universities
  400. 21:10and then world universities.
  401. 21:27And then the world
  402. 21:29and this world part
  403. 21:32is where it got out of hand. This is
  404. 21:35where almost every DA for example in
  405. 21:39Turkey joined Facebook and started
  406. 21:41making comments about just about
  407. 21:42everything. And for a while, Facebook
  408. 21:45was
  409. 21:46very unique and very refreshing and very
  410. 21:49connecting and you could poke people
  411. 21:51that I don't know you probably I don't
  412. 21:54know if you have ever been to Facebook,
  413. 21:56right? I don't maybe you don't have a
  414. 21:58Facebook account even so but when first
  415. 22:01Facebook first came out you could poke
  416. 22:03each other. There was a small icon like
  417. 22:05poke and it would say meta poked you and
  418. 22:08you would poke meta back and you it
  419. 22:09would start poke wars. There was even a
  420. 22:11game called Poke Wars and we invented
  421. 22:15Turks invented something called Osman
  422. 22:17Pis.
  423. 22:18So, and you could send each other tea or
  424. 22:21simmit or offer anyone. It was it was
  425. 22:24just crazy. And there was a lot of back
  426. 22:27and forth with
  427. 22:30the thing we call in Turkish lma. Oh,
  428. 22:33there was lots of it. So, let me just
  429. 22:37ah ah ah don't do this to me.
  430. 22:40I don't want to zoom out. So here I'm
  431. 22:43going to do a very smart maneuver.
  432. 22:47See I could take all of it and I will ah
  433. 22:51oh it does that. That is at least partly
  434. 22:56refreshing. So but in the meantime we
  435. 22:59had something called social media. So
  436. 23:01now what did this bring us in terms of
  437. 23:05what changed?
  438. 23:08It comes to today. So how is it today
  439. 23:11then?
  440. 23:12>> Now we can see the alpha and beta too.
  441. 23:15>> Mhm. So these are let's put a note here
  442. 23:23still
  443. 23:25invisible to
  444. 23:28players. Now, now we don't in those days
  445. 23:34developers define defined alpha and beta
  446. 23:38and it was not set in stone. It it
  447. 23:40didn't mean this part means alpha, this
  448. 23:42part means beta. But they told
  449. 23:44themselves we are on alpha, we are on
  450. 23:46beta and everyone pretty much understood
  451. 23:48what was going on. Alpha, it's in early
  452. 23:50development stage. So there are some
  453. 23:53mechanics are not in place, there are
  454. 23:55bugs and things break. And in beta it
  455. 23:58means
  456. 24:00pretty much all mechanics are in place.
  457. 24:02There are still bugs but they are being
  458. 24:04worked on. So the game is basically
  459. 24:06playable but not the full experience
  460. 24:08yet.
  461. 24:10So now today technically we still have
  462. 24:15alpha
  463. 24:17and we have beta and we have release.
  464. 24:22But now
  465. 24:26actually let me put it this way.
  466. 24:30We have alpha.
  467. 24:32Why did I erase something that I was
  468. 24:34going to write again? I have no idea. We
  469. 24:37have alpha
  470. 24:39and here we have beta and we have
  471. 24:42something now called called early
  472. 24:44access.
  473. 24:51and we have release
  474. 24:54and we have DLC's. If you noticed, we
  475. 24:57don't have patches because now this
  476. 25:00entire workflow or pipeline has become a
  477. 25:05jumbled mess because we have game gamer
  478. 25:10input anywhere on it if you open it to
  479. 25:14the gamers. So the early access is
  480. 25:17actually anywhere can be anywhere
  481. 25:20between alpha and release.
  482. 25:28It should be here
  483. 25:36but it's not. So, uh,
  484. 25:40actual early access
  485. 25:43can start any time. So, some teams
  486. 25:48release their games in early access even
  487. 25:51if in it it's in a technically alpha
  488. 25:53state, right? Some release it in a beta
  489. 25:56state. And
  490. 25:59ideally, early access should be as close
  491. 26:02to release as possible. And the actual
  492. 26:07reason for this is first of all
  493. 26:12a very financial reason to fund
  494. 26:15development.
  495. 26:21And second, to get player feedback
  496. 26:29because you are still developing the
  497. 26:30game and you get player input to steer
  498. 26:33your game in a certain direction. You
  499. 26:35are curious about what people think. Um,
  500. 26:37let me just adjust my clock because I
  501. 26:40realized I had not.
  502. 26:49Hey, by the way, a quick note. I will
  503. 26:51probably release last year's note to you
  504. 26:54as well because we are getting more and
  505. 26:57more behind on those things. I really
  506. 26:59want to go into
  507. 27:02version control next week, but I think
  508. 27:05we can do
  509. 27:07we'll see. All right. I I can release
  510. 27:10some notes for you to study as well.
  511. 27:12Well, what are you going to do? So, but
  512. 27:15the point of early access is to fund
  513. 27:18development and to get player feedback.
  514. 27:21There is a hidden third one some people
  515. 27:24use
  516. 27:26to
  517. 27:28make
  518. 27:30money
  519. 27:31with a half
  520. 27:36finished
  521. 27:38game
  522. 27:40and run with the money.
  523. 27:43Don't do this. It has been done before.
  524. 27:46There are numerous examples which is why
  525. 27:50gamers, some gamers very vocally don't
  526. 27:53trust early access and they are right.
  527. 27:55They paid premium money for some games
  528. 27:58and they got burned. So,
  529. 28:02but the thing is let's call this
  530. 28:102010s
  531. 28:12now. So, right now game gamers are
  532. 28:18involved in game development a lot more.
  533. 28:22Right? This doesn't mean they know more
  534. 28:24about game development. It just means
  535. 28:26they have opinions about it. This is the
  536. 28:29important part. Okay.
  537. 28:31But sometimes this this is a good thing,
  538. 28:35right? Because if you are especially if
  539. 28:37you're an indie dev, you are in contact
  540. 28:40with your community that communication
  541. 28:42is very important and it can actually be
  542. 28:45your lifeblood. Because if you have good
  543. 28:47communication, people if people feel
  544. 28:49connected to you, they will be more
  545. 28:51inclined to buy your game to support
  546. 28:55your vision. Okay. So this is community
  547. 28:58building that we have today.
  548. 29:02But sometimes there's a negative thing
  549. 29:04that happens. Some people, some
  550. 29:07developers release their game.
  551. 29:10If the game is free of bugs, it provides
  552. 29:13the full intended experience. So old
  553. 29:16school release. All right? So you
  554. 29:17release the game, there are no
  555. 29:18gamebreaking bugs. There might be minor
  556. 29:20ones, but you say, "I'm done. I'm moving
  557. 29:22on with this." Sometimes gamers take
  558. 29:25this the wrong way because they are so
  559. 29:27used to games being updated all the
  560. 29:30time, right?
  561. 29:33So, let's put something here.
  562. 29:37or gamers are so used to being stuck
  563. 29:40between here or for multiplayer games
  564. 29:44having updates
  565. 29:49when they don't see this.
  566. 30:04They say
  567. 30:08The game is dead.
  568. 30:13It's actually the game is complete,
  569. 30:16right?
  570. 30:19While actually
  571. 30:22the game is complete.
  572. 30:28So there is this confusion these these
  573. 30:33days
  574. 30:35because we see so many early I'm going
  575. 30:37to show you one that I supported
  576. 30:38wholeheartedly and then the team for one
  577. 30:41reason or other I'm not judging them by
  578. 30:43the way they were very vocal on
  579. 30:48Twitter it wasn't axe back then and it
  580. 30:51is it is a game that I would very much
  581. 30:54enjoy playing and doing my making myself
  582. 30:57that so It created a lot of buzz back in
  583. 31:00the day, but then somehow they just
  584. 31:03disappeared and
  585. 31:05the
  586. 31:07Jennifer Shirley, I think the spearhead
  587. 31:10in development, one of the lead
  588. 31:11developers, she doesn't even appear on
  589. 31:14social media anymore. She got a job
  590. 31:16somewhere.
  591. 31:21I actually have the game. Let me show
  592. 31:24you.
  593. 31:29And you can see it's mixed 51%. Come on
  594. 31:32Steam, you can play. I'm not going to
  595. 31:34play you a five minute video. Don't
  596. 31:36worry. But
  597. 31:37>> hello and welcome to another video
  598. 31:38walkthrough of objects in space.
  599. 31:42This is a trailer.
  600. 31:48If it plays,
  601. 31:50I don't want to blame Steam. Is it my
  602. 31:52network connection that is slow? It
  603. 31:54might be sometimes it does because of
  604. 31:56all the range.
  605. 32:00So basically you operate a spaceship
  606. 32:05and you have all these systems and you
  607. 32:07manually have to control the systems and
  608. 32:10repair the ship by changing the
  609. 32:12components yourself. So you travel
  610. 32:13inside the ship and it's not like a
  611. 32:16space opera. So you are more like in a
  612. 32:20submarine which will probably be a more
  613. 32:23realistic thing in space. We all see
  614. 32:26from Star Wars and Star Trek that we're
  615. 32:28going to have open canopies. We will see
  616. 32:30everything and we will shoot with
  617. 32:31lasers.
  618. 32:33That will not be the reality of space
  619. 32:36because all those movies and TV shows
  620. 32:41take their reference from World War II
  621. 32:44dog fights where there were
  622. 32:49visibility and combat on a fixed back
  623. 32:54backdrop which is the ground. So you
  624. 32:56have a ground plane of reference and
  625. 32:58actually you can see the enemy because
  626. 33:00they are closed. they are 1 kilometer or
  627. 33:022 km away. You don't have to engage from
  628. 33:04a 100 or maybe 2,000 kilometers. So, it
  629. 33:09all relies on and you can even see these
  630. 33:11in games etc. Spacecraft doesn't behave
  631. 33:15like spacecraft should even more
  632. 33:18realistic ones like Elite Dangerous. I
  633. 33:20mean
  634. 33:21Frontier Games said for Elite Dangerous
  635. 33:23we wanted it to be an enjoyable
  636. 33:25experience for the player. So not too
  637. 33:27realistic because in space through
  638. 33:30moving through space movement would be a
  639. 33:32little bit boring and difficult. This is
  640. 33:36something important but these guys made
  641. 33:39it a little more more like realistic
  642. 33:41space adventure let's say.
  643. 33:48So you are using your radar
  644. 33:54and you are navigating your ships
  645. 33:57components and the messaging etc. This
  646. 34:00was a very promising game.
  647. 34:07It had some bugs, some very serious
  648. 34:11performance issues. And you would say
  649. 34:12what performance for a 2D game but there
  650. 34:14are 3D parts in it
  651. 34:17and there were UI being broken etc. And
  652. 34:21we all endured with it because this is
  653. 34:23early access and we love the premise and
  654. 34:26the developers were very vocal in social
  655. 34:28media you could communicate with them
  656. 34:30etc.
  657. 34:32So you see this okay this doesn't tell
  658. 34:35us much. Oh yeah the ship breaks. It
  659. 34:36tells us that the ship can break. So you
  660. 34:39go into your ships. This is the
  661. 34:43This is the component part. So, you go
  662. 34:45into your ship's parts, you rip out
  663. 34:47components, maybe sometimes while a
  664. 34:49pirate is shooting at you, and you try
  665. 34:51to repair your stealth module so you can
  666. 34:54go quiet, right? You try to swap
  667. 34:57batteries and modules. So, this is very,
  668. 35:00very good premise, but they just dropped
  669. 35:03off the radar
  670. 35:05at some point and we can see if they did
  671. 35:08anything else.
  672. 35:10So, no, this is their last game. I hope
  673. 35:13they're okay. But you can look at the
  674. 35:18ratings.
  675. 35:20Zero updates in years. No additional
  676. 35:22content, no improvement, right? They've
  677. 35:25abandoned this game. But let's see if
  678. 35:26it's in early access. No, it's it was
  679. 35:29released. Sometimes companies just
  680. 35:31release a game and be done with it.
  681. 35:33Something that I played a lot and is a
  682. 35:35very good example is Osiris. I had very
  683. 35:37high hopes for this game. Oh, it's not
  684. 35:39even in the store anymore. This is not
  685. 35:41it. I'll have to show it from your live
  686. 35:43from my library.
  687. 35:47Oh, serious new down. This also stirred
  688. 35:50quite an
  689. 35:53quite
  690. 35:55a stir back in the day. Your store pages
  691. 35:58here. So, let's take a look at this one.
  692. 36:05This was really promising.
  693. 36:09And these games sometimes have AAA
  694. 36:12developers attached to their names. So
  695. 36:15this guy has worked in AAA for 10 years.
  696. 36:17Well, it doesn't say much because you
  697. 36:21could you could working in AAA for 10
  698. 36:24years doesn't mean you have done a lot.
  699. 36:26Don't take it the wrong way. They must
  700. 36:28have done a lot. But maybe they just did
  701. 36:30combat development. They don't know
  702. 36:31about game design, right?
  703. 36:43I've never seen this Mac. I don't know
  704. 36:45if it exists in the game. I've never be
  705. 36:48able to go it. You can go into space,
  706. 36:49but I could never could.
  707. 36:54So, what happened with this one is it
  708. 36:56released it was it stayed in early
  709. 36:59access for about what six or seven
  710. 37:01years, something like that. And the
  711. 37:03developer changed they changed hands and
  712. 37:07one day they said we are developing this
  713. 37:09don't worry there is nothing to worry
  714. 37:10about we are developing this game but
  715. 37:12one day they just said we are releasing
  716. 37:16it
  717. 37:19early access officially complete and
  718. 37:21everyone said are you freaking kidding
  719. 37:24us because it was not complete.
  720. 37:30Please tell me you aren't just going to
  721. 37:31call it a day now. So they just put the
  722. 37:34lid on the game. They said it is
  723. 37:36complete and they moved on. There were
  724. 37:37some updates after it but I looked at it
  725. 37:39at release and I said if this is the
  726. 37:41release that you are planning I won't be
  727. 37:44looking at this game anymore. So is this
  728. 37:47even going to fix the nighttime enemy
  729. 37:49spawning issue? Right.
  730. 37:53So and there are some congrats etc etc.
  731. 37:58It's still not done. It's been six
  732. 38:00years. Please don't ever buy from this
  733. 38:02company again. Right.
  734. 38:04So if Fenix Fire is going to rest now by
  735. 38:07announcing game finished, then I must
  736. 38:09say it is not yet done. I have hoped
  737. 38:12that there won't stop improving and
  738. 38:13fixing stuff blah blah. Maybe I will
  739. 38:15give this. You cannot buy this now. It's
  740. 38:16been pulled off the stores. So I don't
  741. 38:19know how much I paid for it. I think it
  742. 38:21was when Steam was back still in Turkish
  743. 38:24Las and it was quite cheap. So, but I
  744. 38:28don't know how how long did I play this
  745. 38:3326 hours. So, I think I got my money's
  746. 38:35worth, right? And I can still test. I
  747. 38:38think I tried to play it last year. It
  748. 38:41was still unbalanced and broken, but the
  749. 38:44point still stands, right? These days
  750. 38:47what you do is
  751. 38:52some players take this the wrong way
  752. 38:55and some developers abuse the system
  753. 38:57early access. Some games stay in early
  754. 38:59access for 10 years. Some games are
  755. 39:01abandoned while in early access. Right?
  756. 39:05So but this is what we have now for
  757. 39:08release. And that's why alpha and beta
  758. 39:11and early access are not are all jumbled
  759. 39:14together. Now you can ask is there a is
  760. 39:18there a right way to do this right?
  761. 39:21Because I can hear some of you thinking
  762. 39:23it not openly asking it. So here is what
  763. 39:27I think is right because you see these
  764. 39:29are all methods to do something. Again
  765. 39:31if your idea if your goal is to just
  766. 39:34make money I'm going to show you
  767. 39:36something else because it fits this one
  768. 39:39perfectly. What was it? Star forge.
  769. 39:43And this was back in 2012 or 13 I
  770. 39:49played. Let me show you the game
  771. 39:54Star Forge.
  772. 39:56This was probably one of the first early
  773. 40:00access scams because before this time, I
  774. 40:03don't know if you heard of it, Steam had
  775. 40:05a green light scheme. So green light was
  776. 40:09basically
  777. 40:11not everyone could post their game on
  778. 40:13Steam. it wasn't allowed. You would
  779. 40:15apply for a green light and Steam would
  780. 40:19periodically put candidate games in
  781. 40:23front of gamers and gamers would vote
  782. 40:26and if they got the green light they
  783. 40:28would be released. This was be and maybe
  784. 40:30now you are thinking oh that was a good
  785. 40:32idea because there are many many
  786. 40:35slop games right now and maybe you are
  787. 40:38right but it also meant you needed
  788. 40:41visibility and popularity to be released
  789. 40:44on Steam and then they moved on to just
  790. 40:47pay us $100 and we will release it. I
  791. 40:49don't know if it's better or worse.
  792. 40:52So but this game I think I bought this.
  793. 40:57Can does it tell me when I bought it?
  794. 40:59No. Uh I have two f two
  795. 41:04poor friends have played pre previously.
  796. 41:08How to rip off your fan base 101. So
  797. 41:12let's go to the store page.
  798. 41:15It doesn't even have the store page.
  799. 41:18Let's look at the community hub and
  800. 41:20images then. This was basically a very
  801. 41:23realistic sci-fi Minecraft.
  802. 41:26So that was the idea. And this was
  803. 41:31before Microsoft even bought Minecraft.
  804. 41:35Minecraft was big.
  805. 41:39Landing on Atlas was no easy task. All
  806. 41:42my friends have been scattered all over
  807. 41:43the planet and my efforts to contact
  808. 41:46them has been viewed up. I'm not even
  809. 41:48sure I can. So, you were supposed to go
  810. 41:50and build things, blah blah blah.
  811. 41:53>> I will not fail.
  812. 41:55>> I don't want to hear you.
  813. 41:59Okay. You see crafting screen. And
  814. 42:01these, by the way, I'm telling you, this
  815. 42:03was before
  816. 42:05survival crafting became a default
  817. 42:08genre, right? There was Minecraft and
  818. 42:11then there were some other trials but
  819. 42:14this came out and people were what we
  820. 42:16can we can do this in realistic graphics
  821. 42:18and we can build all of this and I paid
  822. 42:2140 laser for this for two people.
  823. 42:25So 40 complete las and back in those
  824. 42:27days it was something like $40. There
  825. 42:30was a time in Turkeykey's history where
  826. 42:32$1 equal one LRA. So, uh,
  827. 42:38basically this never, this is pretty
  828. 42:40much all you see and it's all junky.
  829. 42:42Doesn't work properly. I never even got
  830. 42:45to be able to build all of this.
  831. 42:52So, everything about this game, and this
  832. 42:54is probably one of the first early
  833. 42:57access ripoffs, and these guys basically
  834. 43:00changed their names, studio names, and
  835. 43:03went off to do other games, right? And
  836. 43:06I'm actually curious if Seven Days to
  837. 43:10Die is still in early access.
  838. 43:13Maybe not. This game stayed in early
  839. 43:16access
  840. 43:17for an easy 10 years, easily.
  841. 43:23They made tons of tons of This is
  842. 43:25another block blocky zombie game.
  843. 43:30It has a huge fan base actually. Let's
  844. 43:32see how much they made from it.
  845. 43:36I'm curious.
  846. 43:38Staying 10 years in early access.
  847. 43:42Yeah, here it is.
  848. 43:47Not bad. $250
  849. 43:50million.
  850. 43:54But
  851. 43:56I think they for the largest part of the
  852. 43:59early access, they did not have any
  853. 44:01updates. Maybe they were being lazy.
  854. 44:04Maybe maybe they were being extra
  855. 44:05cautious or something. I played this
  856. 44:07game for a little while. I hate zombies
  857. 44:09and I don't like zombie games. So on the
  858. 44:12seventh day, they just attacked me and
  859. 44:14destroyed everything I had. So I quit. I
  860. 44:16uninstalled the game. I'm not playing it
  861. 44:18anymore, but I have a friend who is a
  862. 44:21huge fan of it. So that's there's that.
  863. 44:26Okay. So this is the thing. Wait a
  864. 44:30second. Where is my Okay, here it is.
  865. 44:33So this is what we have these days. And
  866. 44:36if you are, we were talking about what
  867. 44:38is the correct way to do it. Normally
  868. 44:41then what we should do is you keep this
  869. 44:45to yourself
  870. 44:47or actually let me write it somewhere
  871. 44:49else.
  872. 44:51Right? Again this is my opinion. So
  873. 44:59alpha you keep it to yourself.
  874. 45:10You can show it to
  875. 45:14friends and family to get their opinion.
  876. 45:20Wait a second.
  877. 45:29Right. Maybe you can show it to other
  878. 45:31devs. Sometimes if it's very polished,
  879. 45:35you can show it to stakeholders.
  880. 45:36Stakeholders means someone who might
  881. 45:38invest in your game. a publisher, right?
  882. 45:49if
  883. 45:51it's a good alpha
  884. 45:56and beta
  885. 46:01is when you start showing it around.
  886. 46:10You can show it on social media
  887. 46:12because at that stage people should be
  888. 46:15able to completely understand what the
  889. 46:16game is about, right?
  890. 46:21You can release a demo.
  891. 46:29You can definitely show it to investors
  892. 46:31or publishers.
  893. 46:37You can even release it to early access
  894. 46:42if you are sure that you will continue
  895. 46:45development. Right? And after you
  896. 46:48release,
  897. 46:52well, you release the game, right? But
  898. 46:54you should make sure that
  899. 46:58you not relax, release.
  900. 47:02You can still have some bugs,
  901. 47:10but
  902. 47:12not gamebreaking.
  903. 47:18So, if the player, for example,
  904. 47:20can jump a little bit higher in a
  905. 47:23certain area and it's a bug and they can
  906. 47:25access a secret location that they
  907. 47:28should not
  908. 47:30access, that's probably fine. But if the
  909. 47:33game crashes, then that is not fine.
  910. 47:36Okay. So, uh now let's take a five
  911. 47:39minute break. I will briefly explain to
  912. 47:42you production and post-production. We
  913. 47:44will be only one week behind. Next week
  914. 47:46we will jump into
  915. 47:50version control. All right, see you on
  916. 47:5313 past 11.
  917. 48:02Okay, everyone, welcome back. And as you
  918. 48:04can see, I lost my focus. Why did it
  919. 48:06focus? I mean, these autofocusing damn
  920. 48:10cameras.
  921. 48:12That's how you're going to see me from
  922. 48:13now on. Unfortunately, I'm sorry. So, we
  923. 48:16are on this right side of this. Okay.
  924. 48:22And we will talk about production and
  925. 48:25post-p production stages.
  926. 48:33And now you should take this again since
  927. 48:36I have just explained to you what is
  928. 48:37going on in game development stages
  929. 48:41these days. You should now you
  930. 48:43understand that this pre-production,
  931. 48:45production and post-production stages
  932. 48:47are kind of mixed together and exposed
  933. 48:52to the audience, right? The gamers. And
  934. 48:56we still didn't answer that question of
  935. 48:59should we should the gamers have a say
  936. 49:01in how we develop our game. We will
  937. 49:04circle back to it at the end of the
  938. 49:06course and we will discuss end of this
  939. 49:07lecture and we'll discuss that. So
  940. 49:10traditionally what we do in production
  941. 49:13is the everything that you would
  942. 49:15generally consider game making. So we
  943. 49:17would do asset creation
  944. 49:21not the ones for the prototype we would
  945. 49:23create our actual assets right
  946. 49:27and we will do our coding or we will
  947. 49:31have AI do our coding these days things
  948. 49:32are changing quite rapidly in software
  949. 49:36development. So I only want to to be
  950. 49:39able to Oh, okay. I can. Great.
  951. 49:44We do our
  952. 49:47design work
  953. 49:54and we do our audio and music.
  954. 50:03Right.
  955. 50:07by the way and we do our
  956. 50:12meetings and reviews.
  957. 50:18You can ask me, "Oh, but don't we do it
  958. 50:20in pre-production?" Yes, but let's call
  959. 50:23this play testing.
  960. 50:29Normally, of course, you do play testing
  961. 50:32during alpha and beta. should by the way
  962. 50:35this production phase includes alpha and
  963. 50:38beta. All right.
  964. 50:42Traditionally alpha and beta are here.
  965. 50:56So this is not something like when we
  966. 50:58are finishing you are you have done your
  967. 51:00work in designing the preliminary
  968. 51:03prototype of your game and now you are
  969. 51:05in production you you decided to go
  970. 51:07ahead with this game and you're
  971. 51:08producing it. For example gamer input
  972. 51:11can mean a lot on whether you will move
  973. 51:14from pre-production to production. Maybe
  974. 51:16you will kill the game in between.
  975. 51:18Mobile does it all the time. So, and we
  976. 51:22have other boring things like our
  977. 51:24milestones.
  978. 51:28Oh, we should have this done by now or
  979. 51:30we should have that done by Monday or
  980. 51:32next week, next month, next year,
  981. 51:37right? And then also we have our
  982. 51:40optimization part
  983. 51:46Q&A. And this list goes on. This is not
  984. 51:49an exhaustive list. So there are many
  985. 51:51things that you can be doing here based
  986. 51:54on what you need.
  987. 51:57But most of the time you don't do these
  988. 52:01in any order. These things happen
  989. 52:04especially these
  990. 52:11happen simultaneously.
  991. 52:15Let me write it nicely.
  992. 52:24For those of you who wonder, it means at
  993. 52:25the same time.
  994. 52:30So you don't say, "Oh, let's create the
  995. 52:32assets and let's design and then code."
  996. 52:35So coders and designers and 3D modelers
  997. 52:40they all work together
  998. 52:42which is why we need that game design
  999. 52:45document we talked about in
  1000. 52:47pre-production. So, but
  1001. 52:51you basically make your game right that
  1002. 52:55is what it is and then you move on after
  1003. 52:57you release we move on to postp
  1004. 53:00production and I just explained to you
  1005. 53:02how these days post production is not a
  1006. 53:06very separate stage anymore right so
  1007. 53:09this is traditional post-prouction
  1008. 53:15it is after you release your game in a
  1009. 53:17traditional setting
  1010. 53:19So, you do bug fixes
  1011. 53:25and you release your DLC's or updates.
  1012. 53:34And if your game is something like a
  1013. 53:36multiplayer game, we call these live
  1014. 53:38service games.
  1015. 53:43Then you make tweaks to your game. You
  1016. 53:46buff some characters. you nerf some
  1017. 53:48characters or you prepare new content.
  1018. 53:53So, this is mostly relevant when you
  1019. 53:56have a live game like Rocket League or
  1020. 53:58Overwatch or something to stay relevant.
  1021. 54:01I think League of Legends releases a new
  1022. 54:04character every few months.
  1023. 54:07So,
  1024. 54:08when I played Overwatch, there was about
  1025. 54:1115 characters or so. it was the base
  1026. 54:13roster and now they probably have
  1027. 54:16something like 50 or something like
  1028. 54:17that. So
  1029. 54:20this part normally changes
  1030. 54:24this part
  1031. 54:27changes
  1032. 54:29based on the game on the type of game
  1033. 54:32you make.
  1034. 54:45But again, as I said, these days,
  1035. 54:50let's take a note here.
  1036. 55:10And we can actually call this indie game
  1037. 55:12they've seen because AAA pretty much
  1038. 55:14works with this still but they have a
  1039. 55:17lot of other things in place. They have
  1040. 55:19they are a business right they are AAA
  1041. 55:22companies are very big so they cannot
  1042. 55:24have adapt a very quick agile structure.
  1043. 55:29They have to have that giant structure
  1044. 55:32to be able to function with about 300 or
  1045. 55:351,000 people or maybe 3,000 people. And
  1046. 55:38on top of that, they have a business
  1047. 55:40layer suits in boardrooms that decide on
  1048. 55:44what will be done and what's not. So AAA
  1049. 55:46is
  1050. 55:48a much more standardized and bulky way
  1051. 55:52of I'm not saying it's a bad way of
  1052. 55:54doing this. If you scale up to that m
  1053. 55:56big that large a structure you need to
  1054. 56:01have that structure you cannot run like
  1055. 56:02an indie company even valve says they
  1056. 56:05are a horizontal structure anyone can do
  1057. 56:07anything but I don't think that really
  1058. 56:09is the case I think
  1059. 56:12even this is human nature okay even if
  1060. 56:16you create the perfect
  1061. 56:19anarchy
  1062. 56:21so when you don't be alarmed when I say
  1063. 56:23anarchy anarchy Is
  1064. 56:27anarchy by definition is not what
  1065. 56:31everyone does what they want.
  1066. 56:43I cannot even type it. It's so wrong a
  1067. 56:45definition normally.
  1068. 56:55It's not this
  1069. 56:58act in actuality. Anarchy is the lack of
  1070. 57:01government,
  1071. 57:06right?
  1072. 57:08And the rationale is that
  1073. 57:14individuals
  1074. 57:19know how things should work.
  1075. 57:26So everyone is informed, everyone is
  1076. 57:29knowledgeable about the system and act
  1077. 57:33accordingly.
  1078. 57:37So
  1079. 57:40a government is not needed.
  1080. 57:49This is the true definition of anarchy
  1081. 57:52in theory. Of course, we know it doesn't
  1082. 57:55work like that because once you increase
  1083. 57:58the number of people and remove the
  1084. 58:01structure,
  1085. 58:02you get chaos, not anarchy. Okay? you.
  1086. 58:07So if you have a very large team and I
  1087. 58:10say if you have a team larger than
  1088. 58:13seven, six or seven people all the way
  1089. 58:15up, okay, it can go up to 10, but if you
  1090. 58:18have
  1091. 58:20a team that is larger than 10 people,
  1092. 58:24so
  1093. 58:26in reality
  1094. 58:29you get chaos.
  1095. 58:33Why? Because people have their personal
  1096. 58:38goals and ambitions
  1097. 58:40as well as the group's goals and
  1098. 58:43ambitions. And sometimes, most of the
  1099. 58:44times before the group's goals and
  1100. 58:46ambitions, you have your own. So when
  1101. 58:48everyone tries to push their own agenda
  1102. 58:51into a group, you throw that anarchy out
  1103. 58:55of the window, right?
  1104. 58:58So in reality, you get chaos. Which
  1105. 59:00means
  1106. 59:02if you
  1107. 59:05have a group
  1108. 59:07this is this might be relevant to
  1109. 59:09anything any society or something right
  1110. 59:12not just indie game development
  1111. 59:16larger than 10 people
  1112. 59:20and this might be an exaggeration maybe
  1113. 59:22it's five people
  1114. 59:24you need a structure
  1115. 59:28this is not something against Anarchy I
  1116. 59:30would
  1117. 59:32and a true anarchy would be kind of a
  1118. 59:37utopia but I will tell you about that
  1119. 59:39you need a structure. So actually
  1120. 59:42you
  1121. 59:45need a
  1122. 59:47leader
  1123. 59:49someone who will call the shots. Someone
  1124. 59:52who will
  1125. 59:55tell how things will be done. Now
  1126. 1:00:01hopefully
  1127. 1:00:03this leader figure
  1128. 1:00:06will be this can be a democracy, it can
  1129. 1:00:09be
  1130. 1:00:12a kingdom, right? A monarchy, it can be
  1131. 1:00:14a dictatorship. But unless you have
  1132. 1:00:18someone who at least organizes things,
  1133. 1:00:22right? You're going to have chaos. And
  1134. 1:00:24in that chaos
  1135. 1:00:27this organizer
  1136. 1:00:31an organized it can be an organizer that
  1137. 1:00:34it would make make it a confederation or
  1138. 1:00:36it can be a director
  1139. 1:00:40right then it will be a federation uh
  1140. 1:00:44within the leader. So then if it's an
  1141. 1:00:45just an organizer or a leader regardless
  1142. 1:00:50of that
  1143. 1:00:53people should listen. So your team you
  1144. 1:00:57have a six person in the team for game
  1145. 1:00:59development
  1146. 1:01:02studio right and you unanimously
  1147. 1:01:05selected a person as the leader. Okay
  1148. 1:01:07then you organize things and then you
  1149. 1:01:09don't listen to that person. that person
  1150. 1:01:11says, "Okay, I need the 3D model in two
  1151. 1:01:13days because we're going to integrate."
  1152. 1:01:15And then you just don't make the 3D
  1153. 1:01:16model and say, "I don't know, man. I am
  1154. 1:01:18going to a birthday party tomorrow. So,
  1155. 1:01:21and then I'm going to have coffee with
  1156. 1:01:23my girlfriend. I will try to finish it
  1157. 1:01:26in two days, but I cannot promise you
  1158. 1:01:28anything." Okay. Then then you shouldn't
  1159. 1:01:30have made that person the organizer or
  1160. 1:01:33the director or the leader. Right? So
  1161. 1:01:36this consensus is important and this is
  1162. 1:01:39what makes a world society
  1163. 1:01:42go
  1164. 1:01:45bunkers these days. Now you can have a
  1165. 1:01:48as I said you can because in an ancient
  1166. 1:01:51philosopher I think it was not Socrates
  1167. 1:01:54but Aristophan Aristotellis I don't know
  1168. 1:01:57talked about wise kings.
  1169. 1:02:03So that guy argued democracy wouldn't
  1170. 1:02:05work
  1171. 1:02:09but you should have wires king. These
  1172. 1:02:11are not my thoughts. I have to make a
  1173. 1:02:13note here.
  1174. 1:02:21It's a great philosopher.
  1175. 1:02:28But you can kind of see why people
  1176. 1:02:31generally congre congregate around even
  1177. 1:02:34in democracies strong leaders that
  1178. 1:02:38display the will of a king. This is how
  1179. 1:02:41you lead up to dictatorships, right? I
  1180. 1:02:43mean Adolf Hitler being the most famous
  1181. 1:02:45example of it. But
  1182. 1:02:48that strong will turns people into
  1183. 1:02:52politicians and that ambition that comes
  1184. 1:02:55with it make them corrupt politicians.
  1185. 1:02:57That's why there's this joke going
  1186. 1:02:59around that all politicians are always
  1187. 1:03:01corrupt. There are honest ones, but you
  1188. 1:03:02have to find them like needle in the
  1189. 1:03:04high stack. So these things kind of come
  1190. 1:03:07bundled together. But the idea is for us
  1191. 1:03:10when you scale it down to an indie game
  1192. 1:03:13studio, not even a triple game studio,
  1193. 1:03:16some person should be doing the leading.
  1194. 1:03:20And ideally,
  1195. 1:03:22if the team wants to work effectively
  1196. 1:03:26together, you will accept what this
  1197. 1:03:31person decides or says.
  1198. 1:03:35A a bad decision is better than no
  1199. 1:03:38decision. So if somebody is leading the
  1200. 1:03:42team and that somebody is making bad
  1201. 1:03:45decisions, of course you can always
  1202. 1:03:47stage a mutiny like those they did in
  1203. 1:03:49ships. you you overthrow the captain and
  1204. 1:03:52you take over from the captain, but then
  1205. 1:03:55you better know better be knowing what
  1206. 1:03:58you are doing with the ship, right? So
  1207. 1:04:02in if you want to know a little if you
  1208. 1:04:04want to get a little more insight about
  1209. 1:04:07this anarchy thing in a fun and fun
  1210. 1:04:11manner, I highly advise you read the
  1211. 1:04:15dispossessed
  1212. 1:04:20by Ursula Luguin.
  1213. 1:04:25It's an amazing book. It is one of the
  1214. 1:04:28cornerstones of sci-fi and it talks
  1215. 1:04:31about a society which decided to go
  1216. 1:04:36anarchic and migrated to the moon of
  1217. 1:04:40their planet. It is somehow habitable.
  1218. 1:04:43So here lives the capitalist normal
  1219. 1:04:46people and here live the anarchist
  1220. 1:04:50people and you see how even their
  1221. 1:04:54understanding of utopia because it's a
  1222. 1:04:56it's a it's a utopian world it's kind of
  1223. 1:04:59like there is a huge computer system
  1224. 1:05:02that decides what needs to be done
  1225. 1:05:03nobody is directing and the computer
  1226. 1:05:06tells you there is fieldwork that needs
  1227. 1:05:08to be done over there and you are
  1228. 1:05:10assigned to it but it's an anarchy so
  1229. 1:05:12you can always say no I won't do it and
  1230. 1:05:14the computer says okay then I will
  1231. 1:05:15assign somebody else but people
  1232. 1:05:17generally have the common sense to go
  1233. 1:05:20and do the thing assigned to them
  1234. 1:05:23because they know it is necessary for
  1235. 1:05:25them and other people to do it. It's it
  1236. 1:05:28just takes the fantasy to the level that
  1237. 1:05:30there is an automated system that
  1238. 1:05:34decides on things but people are
  1239. 1:05:37completely free to do whatever they
  1240. 1:05:38want. And Luin shows how even in that
  1241. 1:05:43utopian
  1242. 1:05:46state
  1243. 1:05:48personal ambitions and goals sometimes
  1244. 1:05:53get ahead in front of the collectives
  1245. 1:05:57needs. So she kind of argues how not how
  1246. 1:06:02anarchy falls or is impossible but how
  1247. 1:06:06it should be navigated. How people
  1248. 1:06:09don't fit that well with anarchies
  1249. 1:06:13anarchic structures
  1250. 1:06:15but that is not about game development.
  1251. 1:06:18It's in if if you want to increase your
  1252. 1:06:21understanding about anarchy a little
  1253. 1:06:23bit. So in today's game they have seen
  1254. 1:06:26what were we talking about?
  1255. 1:06:32What was I talking about? Production
  1256. 1:06:33post-production right?
  1257. 1:06:36So
  1258. 1:06:39you kind of
  1259. 1:06:42have to do
  1260. 1:06:45all stages.
  1261. 1:06:48It looks like together
  1262. 1:06:57because you have to do the marketing,
  1263. 1:07:01you have to do the development.
  1264. 1:07:06Let's say you have to do the development
  1265. 1:07:09first and foremost. Without development,
  1266. 1:07:10there is no game, right?
  1267. 1:07:14But you have to do the community
  1268. 1:07:17building.
  1269. 1:07:24And you have to do the marketing.
  1270. 1:07:27And there is some misunderstanding here
  1271. 1:07:30that thinks marketing is not advertising
  1272. 1:07:34the game. It's not going around and
  1273. 1:07:36saying I will do this game etc etc.
  1274. 1:07:41This is not advertising. Marketing
  1275. 1:07:47is every decision
  1276. 1:07:55that
  1277. 1:07:57is planned
  1278. 1:08:01to lead
  1279. 1:08:06to a successful game.
  1280. 1:08:12Now what is success?
  1281. 1:08:15It can be money
  1282. 1:08:18first and foremost but it can also be
  1283. 1:08:20you might be doing a portfolio piece. So
  1284. 1:08:22it can it might be recognition
  1285. 1:08:26right or it might be just experience for
  1286. 1:08:30you.
  1287. 1:08:31You decide how your game will be
  1288. 1:08:34successful.
  1289. 1:08:37But if you look at this, if you think
  1290. 1:08:40that every decision,
  1291. 1:08:44this means even the genre that you pick
  1292. 1:08:56is a marketing decision,
  1293. 1:09:03right? So this means marketing is not
  1294. 1:09:05just oh we've completed half of our game
  1295. 1:09:07let's start putting it on Reddit. No
  1296. 1:09:10this is you start the marketing of your
  1297. 1:09:13game by making it marketable.
  1298. 1:09:17Does that make sense?
  1299. 1:09:25I hope it does.
  1300. 1:09:29But uh so in today's game they've seen
  1301. 1:09:32yes you do
  1302. 1:09:34everything and do all together and there
  1303. 1:09:38is one thing that's important in indie
  1304. 1:09:42gaming
  1305. 1:09:43that's different to AAA
  1306. 1:09:47and it's that
  1307. 1:09:49one person
  1308. 1:09:56wears many hats.
  1309. 1:10:01So
  1310. 1:10:04you could be for example coding for the
  1311. 1:10:06game but you could also be doing the
  1312. 1:10:09design for the game because maybe you
  1313. 1:10:11are just one person you do everything
  1314. 1:10:13yourself right
  1315. 1:10:16or you could be doing the community
  1316. 1:10:19building yourself,
  1317. 1:10:29right?
  1318. 1:10:32So, one person
  1319. 1:10:36does these
  1320. 1:10:39and another person does, for example,
  1321. 1:10:41the 3D modeling,
  1322. 1:10:46audio and music.
  1323. 1:10:54another does these
  1324. 1:11:00or and maybe one person is not good at
  1325. 1:11:04any of these but that person for example
  1326. 1:11:07can really well pitch to investors
  1327. 1:11:16and this can be another person.
  1328. 1:11:24So in indie development you will not
  1329. 1:11:26have very clearly defined rules
  1330. 1:11:30and more than often you will have to
  1331. 1:11:33wear many hats. You should understand
  1332. 1:11:36that's okay.
  1333. 1:11:40So anything specific about indie
  1334. 1:11:43development?
  1335. 1:11:46No, not in this context. Not in the
  1336. 1:11:49production pre-production blah blah
  1337. 1:11:52context. So, there's that. So, what did
  1338. 1:11:56we go over today?
  1339. 1:12:04Oh. Oh, we went too high.
  1340. 1:12:11Let's take all of this.
  1341. 1:12:19down like this. No, I think it's the
  1342. 1:12:22correct place.
  1343. 1:12:27A little bit like this. Okay.
  1344. 1:12:30So we first looked into
  1345. 1:12:41how things worked
  1346. 1:12:43right
  1347. 1:12:45in the societ in the game development
  1348. 1:12:48pipelines
  1349. 1:12:49in the past and in today. Let's
  1350. 1:12:52underline these two.
  1351. 1:12:59And then underline this one, too.
  1352. 1:13:03And I forgot to put stars, but these are
  1353. 1:13:06all pretty important. So, you can
  1354. 1:13:08consider
  1355. 1:13:10any part of this being the subject of
  1356. 1:13:13the
  1357. 1:13:15exam.
  1358. 1:13:17Do you have any questions for me? We
  1359. 1:13:19might leave a little bit early today or
  1360. 1:13:20we might continue into
  1361. 1:13:23chatting about this. If it is if the
  1362. 1:13:26topics are not related, I will end the
  1363. 1:13:29meet lecture.
  1364. 1:13:31Then I I may hang around for another 10
  1365. 1:13:33or 15 minutes.
  1366. 1:13:37Does anybody have but I if you have any
  1367. 1:13:41questions about how to build or produce
  1368. 1:13:44an indie game anything in your mind it
  1369. 1:13:47would be best to ask now so that it's
  1370. 1:13:50recorded in the lecture so we can
  1371. 1:13:53discuss it. If you are making any games
  1372. 1:13:56and you are coming into any hardships in
  1373. 1:13:58them trying to figure out solutions
  1374. 1:14:00regarding how to make certain things, we
  1375. 1:14:03can talk about that.
  1376. 1:14:12Okay, wonderful.
  1377. 1:14:15As always, if it's about this class, you
  1378. 1:14:18should reach out to me over email. And I
  1379. 1:14:22understand our university emails are
  1380. 1:14:24still not opened up. That's okay. I have
  1381. 1:14:27another one. As you know,
  1382. 1:14:28owner.istmail.com.
  1383. 1:14:35If it is not about this class
  1384. 1:14:37specifically, you can reach out to me
  1385. 1:14:40not from my personal email because it
  1386. 1:14:41will get lost, but you can reach out to
  1387. 1:14:43me over WhatsApp to ask things as well.
  1388. 1:14:48So there is that. Next week we will go
  1389. 1:14:51into
  1390. 1:14:52version control. We will
  1391. 1:14:56sorry about that. We will go hard into
  1392. 1:14:59version control.
  1393. 1:15:01And
  1394. 1:15:03that week will be really important
  1395. 1:15:07for the midterm, not just your
  1396. 1:15:12any game development career or any IT
  1397. 1:15:14related or technology related career,
  1398. 1:15:17but also I will lean very heavily on
  1399. 1:15:20next week's topics in the midterm. So I
  1400. 1:15:23suggest you attend it live, understand
  1401. 1:15:27it, try to understand it to the best of
  1402. 1:15:29your abilities and ask questions if you
  1403. 1:15:31don't. All right, that's it. That's it
  1404. 1:15:35for this week. Thank you. Goodbye and go
  1405. 1:15:39play some games and if you want, start
  1406. 1:15:42making your own.

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