Content On A Shoestring
Organized by Eleanor Robinson, 7-128 Software
Person's Notes
Johnny Richardson's notes:
Eleanor: There are basically 7 people at 7- 128 Software, and as a result they have to develop content very cheaply
- Reusability of content is absolutely critical
- Saves money
- e.g. Word games
- Developed a dictionary used across 8 games
- Inexpensive graphical technology
- Can’t afford elaborate 3D level design
- Doing 2D graphics
- Making background out of photos, clipart, etc
- Online image services for clipart as opposed to original art
- Reusing same model and same game engine for several games
- Develop a character and re-use it in more than one game
- Recording own audio
- Very important that indies make content cheaply
Can’t afford 3D?
- Because of cost of tools and expertise
- Also, content from some tools like Maya or Flash can’t be accessible to handicapped gamers
- Andrew: Using Google Sketchup for 3D instead of a bigger tool for a current project
- Jeremy: Google 3D Warehouse is great for getting lots of pre-made models
- Making own sound effects with your mouth!
- People love it!
- Free sound libraries are starting to charge
- Creative Commons is also great – some of those licenses even let you make a profit
- Scott: wants Heritage players to make content themselves and then pull it back in, release it again
- Awesome feedback loop
- Art/Music
- Compositing things
- Keeping Layers of files you can reuse for different events
- Mix and match
- Change tempos/etc of music and you can get a ton of tunes out of 3 or 4 tracks
- Compositing things
Getting people to do favors
- Somebody talked about getting bands he knew from Seattle to make tracks for his project for free
- Putting out $$$ for marketing artists in return for their effort
- Musicians are really used to this
- Nathaniel Chambers gave Johnny free tunes for his game for a splash screen at the bootup
- Free PR reciprocates back-and-forth
- Scott: even people who are established will do free stuff
Reusing
- Does quality suffer from this?
- Game design is always set by constraints
- What areas can I go into? Set limits at beginning of project
- Content creation is an easy way to slim down project size
- Trickles down into code, production, etc. workload
- What areas can I go into? Set limits at beginning of project
- Tom: Good doesn’t always mean good for you
- People will always sell you music and other assets for lots of money
- Pays off a lot to look hard for cheaper folks that are just as good
- Sometimes expensive != awesome
- Localization: 7-128 thought about doing a machine translate
- Then hire a languages student from college and both parties get something
Is it ever really worth it to spend more money to get better content?
- Oftentimes outsourced designers or tech end up spending your money just trying to communicate with you or one another, let alone create the content
- Doing series of games where the content re-usability makes a lot of sense
- Becomes an asset
- Casual games/family-friendly
- If you have a gun sound, using the same over and over across titles isn’t going to be a huge issue to the player
- Novelty vs. familiarity is an important decision
Traci: Sometimes more cost-effective to start from scratch than upgrade from really old content
- e.g. taking content from a Win 95 game and then just re-starting the code base
Old games can and will always sell, says Jeff Vogel, who re-releases his RPGs by just adding a little content
- Asset reuse in a macro sense
- People who are new to the series don’t care that it’s been re-released over and over
Session Audio
From Johnny Richardson:
.mp3 Audio, 3.8mb (Pretty good quality, may need to crank your volume for some parts)
page revision: 0, last edited: 19 Aug 2009 22:39






