Game Business Toolbox Released

After a long process of research, design and planning Convolution is pleased to announce the release of the Game Business Toolbox, and office productivity (read templates) product focused on meeting the needs of game developers and game business planners. You can find the product at: http://www.convolutioninc.com/Toolbox

Ok, so this is the convolution blog, so rather than continue to re-iterate the marketing info, let me instead describe the how and why’s of the Toolbox.

I started in indie game development back in Jan 2008, and coming from a professional IT services background, the first things I went looking for was tools, books, and templates in that order. I found some great tools. I found some great, some good, and some not so good books. But… despite being referenced everywhere, I found only a few Game design document templates, one technical design document template, and articles discussing how I might make a design document (of varying quality).

At the time I read the standard “every game is too unique to standardize design docs” commentaries, and thought.. welll, they’ve been doing this longer than me, so I guess… and went on my merry way.

Ok, fast forward a couple of years, and here’s what I saw:

1) game design is no less complex than business application design, and no more complex. Different, in some ways, identical in others.

2) games need as much attention to design as any other retail computer application (more given consumer expectations)

3) many, many game projects fail… period

4) many successful game projects, fail at the business of game development (which usually ends the studio responsible)

So, I sat down and analyzed the reasons, using standard business and standard business IT approaches. Here’s what I found:

1) in business IT consulting there are some tools/methodoligies for measuring the maturity of a businesses IT practices (both development and infrastructure). I personally prefer CMMI, but there are others. The idea behing these is that some IT companies and departments survive and even thrive based solely on the specific people involved (their skills, team dynamic, heroic efforts, etc…). Most companies, however, need maturity to be viable long term. After reading and analyzing many post-mortems, blog entries, etc… the result was that most game studios are CMMI level 0 (or 1 in the new system). They succeed or fail, nearly entirely based on the team involved. If any key members or enough members leave, the studio often stagnates or dies entirely.

2) Historically, game studios have been able to operate with little internal or formal business practice. What does exist was grafted on after producing a great game. This phenomon seems to be related to the traditional role of publishers, who often take responsibility of the majority of the business/marketing end of business operations for their studios. I also saw things were changing. More and more, industry professionals were branching out as independents, and more new independents were cropping up (particularly around mobile iOS and casual game portal development). Add that to changing markets for publishers, and greater pressure to succeed for “in-house” studios, and the need for better business tools that people could use seemed to stand out. I know I was feeling the need for something.

So, I started to make office templates. Initially for my business. If there’s one thing that gets undervalued but ends up being needed over and over in professional services it’s standard templates. Especially “sanity check” types, where you can make sure you’re not forgetting anything.

It wasn’t easy, first I had to re-think game design. Games seem to be designed with “all-in-wonder” Game Design Docs (GDD), with some recommending a Technical Design Document. I started down that road, but quickly realised that this was like trying to “boil the ocean”. And wasn’t in-line with things I do every day in business IT (I’m an IT architect most days :) ). So, I applied my experience and IT industry best practices, then consulted with specialists I know in graphic design, User Interface/Usability/User experience design, software architecture and design, and so on… All the while cross-referencing with the best books and articles I could find on game design. I was surprising how many different types of documents were referenced with no examples, no real structure proposed, nothing but the standard “do this, but .. oh, every game is special, so there are no standards”.

As I progressed, it occurred to me that there are likely others who would benefit from these, so I documented each document as though someone else was going to use it. I “ate my own cooking” and used each template myself, as much as possible, to prove they worked and actually helped. I made changes, and tried again.

The end result was 24 office templates (12 game design, 12 business planning) and a guide. Given the history of the industry, I had no real way to know how the established industry professionals would respond to the product. It’s been just a few days (and in an awkward season I’ll admit), but the response has been generally positive.

Well, that’s the “behind the scenes” story of the product.

Cheers,

Galen

Fowl Invaders 1.1 update now live in the app store!

Convolution is proud to announce the general release of Fowl Invaders v1.1 update to the iTunes store. This is a serious upgrade from the original version!

link is here: http://itunes.apple.com/us/app/fowl-invaders/id323835994?mt=8#

Here’s the text from the store update:

Improvements:
- New Graphics
- Updated Graphics
- New Weapons
- New Enemy Spaceships
- New Sounds
- New Special Effects
- Much better performance (factors of 8 – 10 times!)
- New level progressions
- New Messages (to keep ya all better informed )
- Adjustment to aim control sensitivity

Bug Fixes:
- too many to mention! Mostly minor related to the new performance. Here are a few that were mentioned by users:
- Enter name screen – will no longer add characters after pressing ok
- Option settings will remain in effect for main menu after restart
- Internet availability is now realtime, not just at application startup

Now, there’s just two more things I’d like to leave you with:

1) Stealth missiles are wicked fun!!

2) I don’t know what Quantum means, but Quantum Bombs are AWESOME!!!

Happy Huntin’!!!

New site focused on accessibility in Games

I just recently joined a new site, established by British charity SpecialEffect, called gamebase. It’s a kind of social networking site (facebook like), with a focus on bringing together people to share and discuss games and gaming for disabled people.

I recommend those interested have a look:

http://www.gamebase.info

I signed up immediately.

Cheers,

Galen

Project “Origins” (working title) underway

More and more, the idea of giving focus to creating games for “special needs” kids (and adults for that matter), is feeling like the right direction. With that in mind (and heart), I’m please to announce that Convolution is underway in the design of a first title for special needs kids. The marketing surveys are coming near completion, which will be used to finalize certain key aspects of the title, and associated business plan. As of right now, here’s the current direction:

The project name Origins, speaks more to Convolution than the game, however the more the story line is fleshed out, the more it looks like the title may fit. (flashback: Convolution was founded with an initial project to create a game for young pre-school through elementary age children (3 of 4 of the original founders, including myself, are parents of young children)).

Origins is a 3rd person platformer, set in a “cartoon-ish” sci-fi setting. The initial “supporting” elements of the game will be geared toward children with challenges based on the FASD and PDD spectrums. The game will be geared toward all players, with supporting elements incorporated to enable these players to enjoy the game along side their “unencumbered” friends. Ultimately, it is my hope that the game provides a basis for people to connect, at least as much as it is enjoyable to play.

Games I have found for people with challenges are clearly not on par with generally available games. Not to say that many of the kids who have these challenges can’t play standard industry games, but … the negative themes/messages, the violence, the level of implied social understanding, as well as the required learning and dexterity systems from the player make these games likely to highlight the differences from their peers. The way I think of it is, imagine you are a teen with FASD, you have difficulties learning and/or remembering details (in some cases, the way home from school you take every day). Your issues are not consistent, some days you remember things better than others. Your maturity is (likely) different from your chronological age (some times only half, so if your 16, you can behave like an 8 year old at times). You speak very well, if not appropriately, you are social and outgoing, but can’t make and keep friends because your always “out of step” in understanding and sharing common ideas. You don’t seperate fantasy from reality as clearly as others. Now, you and some peers are standing outside your school and the (quite common) topic of games erupts. Your class mates are discussing the latest and ever popular Grand Thief Auto game out. You have the same game, you played it all weekend, even more than they did. However, you didn’t get nearly as far in the game. The subjects are mature (too mature for 16 yr olds I’ll add… yes I’m getting old and set in my ways :) ). You say what you think is in line with the line of comments the others are saying, but you come off as … well … much younger than you are. The others laugh at you not with you, you don’t understand the difference. You continue, since you seem to be fitting in. You’re completely taken off guard when one of them physically pushes you away from the group after you fail to take any of the “hints”. How do you feel?

I sincerely hope, that we can introduce “Origins” to that scenario. The overarching story line is much closer to your life experiences, the game itself allowed you to achieve the same levels of success as your peers (like a handicap in golf, unequally skilled peers can enjoy the same sport). If one child, anywhere, gets to have a equal moment in that same peer scenario, the project will be successful.

I will add that it is already decided that a portion of every sale will be donated to organizations that support the affected groups targeted and their families.

I’ll be posting more about Origins as the project progresses. Your thoughts and feedback are always welcome.

Sincerely,

Galen
(Owner: Convolution)

Indie Life – Or lack there of

New Indie Life pages were being planned for this holiday season, unfortunately, with all the current turmoil of moving and all, it currently doesn’t appear likely that there will be new episodes coming before the Holidays really set in.

Not that we’re giving up hope entirely (there’s always hope :) )!!

If you haven’t read any yet, check them out (http://www.convolutioninc.com/index.php/indie-life-menuitem)
If you have and would really like to see more (now or in the future) please drop us a line and let us know.

Thanks,

Galen
(Owner, Convolution)