


| Most teams go into production with no structure. I do not start a project in Silkjade unless it is "place holder complete" and has a clear solid design document. For our bigger projects coming up the place holder art and design document will be very important. By having the whole game mapped out each day you can work your way through the project in a organized way. By having a complete package before I get to the production stage allows me to book in a coding team and manage questions. For example one team I am working with only requires about 2 email messages a week to clarify things. So I have a project being developed by the coder and they have all the art, music and design instructions they require. This is both very good for me and very good for him. For me I can focus on working on key areas of the company each day and for the hired programmer he can complete the project. If a problem occurs I can look up my own design document and art to correct the issue within 10-20 minutes. A design document for a simple puzzle game (10-30 MB) takes me only 2 days to complete. Designing while you are producing should be avoided. However here at Silkjade we do hire coding teams to make prototypes. Most teams I worked with in the past I would call prototyping teams. But even for our experimental projects we have a full design document and artwork. A prototype game we are experimenting with is a Fish game. If our idea works and it is fun we will look to release it and or enhance it some more. Main points
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| Have you seen sports teams with real talented players do real badly. Well you can be a real good coder, artist, designer etc... But if you have a attitude that works against you and your team then your fighting a up hill battle. Be aware that the biggest factor to stalling your plan to make games will be your attitude. Are you positive and upbeat or are you self critical and full of doubts? For me I read books and seek to improve my attitude. I suggest reading positive blogs and reading books that are seeking to help you. Steve Pavlina's website is full of helpful info. Also I have read the Doctor Phil book Self matters. Steve Pavlina's website http://www.stevepavlina.com Steve had some excellent articles on game development a few years back but I can't find them at the moment. Main points
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| Working 2 part time jobs and then working on my business/hobby is a pretty full time table. But on Saturdays I allow myself only up to 4 hours of work on the games and then on Sunday its no work at all. Sunday is our day to get out of the house and to relax. We also go hire some movies and do anything that is not work related. Make sure you give yourself some time off and spend some time with your family. I know that on the extra Sunday you could complete X,Y or Z but you could be heading for burn out. If you have planed out the time table and project in a balanced fashion you should be doing the project at a good pace. Also its not about getting to the finish line fast, as it is more about getting to the finish line as a "happy game maker". You don't want to feel drained and your family unhappy with you because you locked yourself in the basement for 3 months. Make game making fun and for a good weeks work reward yourself by going out to the movies. Above and beyond all the riches in the world is your family. Even if you made millions of dollars from game making it is still important to go down to the park to walk with your wife or spend quality time with your child. Main points
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