June 2013 Boston Indies meetup — Lightning Talks!

Hi indies!

BOSTON INDIES IS HAPPENING THIS MONTH, JUNE 2013 next Monday the 17th.

We’re doing lightning talks again this month!

Send me an email (darren AT bostonindies dotcom) if you’d like to give a talk. You don’t have to be an “expert” on the topic — just teach us what you know. These have been a blast as of late, so I’m looking forward to hearing from you all.

The meetup will be next Monday, June 17th, 2013 from 7pm – 10pm at the Bocoup Loft.

You can find more info about our meetups on the Meetups page.

 

Don’t Forget to Register for the Boston Festival of Indie Games! RIGHT NOW!

A Boston Indies partner, the Boston Festival of Indie Games is an annual celebration of independent game development in a variety of media and genres. This year’s event will be held on September 14th, 2013 on the MIT campus and is free and open to the public! For more information about the event, game submissions or to register, visit www.BostonFIG.com!

 

~Your Boston Indies community organizers: Caroline, Darren, and Michael

May 2013 Boston Indies meetup — Demo Night!

Our May 2013 Boston Indies meetup will be on Monday, May 20th @ 7pm.

It’s our Spring 2013 Demo Night! Bring your in-development and recently-released games and show them off to your peers for fun and feedback. If you’re not developing a game (why?) or can’t make a playable version of it for the meetup then come ready to play! There will be no formal speaker but we’ll have time for announcements and introductions as usual.

We timed this Demo Night to allow you to get some last-minute feedback on how to polish your games for submission to Boston Festival of Indie Games, submissions to which must be made by June 20th.

The meeting will be at the Bocoup Loft, as usual — 355 Congress Street, Boston, MA — from 7pm – 10pm. BYOB and BYOFood. You can find more info about our meetups on the Meetups page.

March 2013 Meeting Writeup: Lightning Talks!

The March 2013 meeting of Boston Indies took the form of Lightning Talks – eight talks on subjects ranging from lighting effects to gamedev metacommentary to marketing advice.

Darius Kazemi – Fuck Videogames

Darius gave the evening an uncontroversial start with his talk, “Fuck Videogames.” In it, he challenged the idea that videogames should be a catch-all expressive medium, an ideal platform for any and all ideas that occur to the developer to express. Games may share the components of other expressive forms, but they are not greater than the sum of their audio-visual parts – and it is hubris for game developers to think that their medium has more meaning packed into it than any other does. Game development is a tool in your belt, Darius said – creators shouldn’t approach each game project as an imperative to innovate in the medium, but rather as an opportunity to do a particular thing – a methodology rather than an ossified form of aesthetic expression.

If videogames are all you know, try realizing your creative ideas in another form. (Twitterbots, for example.) To get at why videogame developers don’t do this more often, Darius brought up something Rob Dubbin said (quoted with permission):

A lot of the perceived rewards of expressing something as a game are extrinsic rewards from the culture that’s sprung up around gaming, and rather than chase those rewards in all cases, it’s better/more rewarding to pursue the intrinsic reward of successfully expressing something on a case-by-case basis, in whatever medium fits that idea best. [...] buying into the idea that validation can/should/will come from a given culture is way more nourishing to that culture than it is to you.

This talk should surface in essay form soon – and good thing, since this writer suffered from a coughing fit for much of this talk and had to leave the room. If anyone would like to add or correct, we would love to hear from you in the comments.

Jenna Hoffstein – The Golden Arrow

Next we heard from Jenna Hoffstein of Monster & Glitch, giving a postmortem on the just-released The Golden Arrow. The game is an endless runner in which you play as a monster fleeing a princess, and its story is revealed through scrolls that you pick up as you progress.

Jenna went indie in November of last year. She worked on The Golden Arrow through December, January, and February, at which point she began showing it around – at the IndieCade East Game Slam, for example, resulting in a Polygon article. Jenna hadn’t marketed the game when it came out on March 6th, but it caught the eye of the Guardian, Funky Space Monkey, 148Apps, and showed up in a review and interview on TheSpawnPoint Blog. At PAX East, she made an appearance at the Indie MEGABOOTH.

Jenna noted a few things she had learned in the process. First, you should be highly aware of the genre and where it stands mechanics-wise before creating your own instance. Next, work with other people with specialized skills.

Visit Jenna’s website and give The Golden Arrow a try!

Eric Li – Lighting Effects in Canvas 2D

Gradient Studios’ Eric Li gave a quick talk about a technique for maximizing drawing efficiency using Canvas 2D. In normal mapping, bump mapping is applied to low-polygon meshes to make them appear high-polygon.

Further, Eric talked about a way to take three-dimensional art asset for something like an aircraft, split it into two two-dimensional images and draw darkness on each before re-layering them to restore its now-shaded three-dimensional appearance.

See Eric’s presentation materials here, and visit his Twitter here.

Jeffrey Jacobson – Merge the Virtual World of the Videogame with the Physical World of the Player

Jeffrey Jacobson of PublicVR sees the gulf between virtual and physical worlds as an artificial one, and made the case in his talk that game makers can bridge the two. Jeffrey starts from the premise that humans don’t live in physical space, but in psychological space – we have always lived in the virtual, he says, which is “in drag” as the physical space our bodies occupy. We live in a human-built world, so why not construct our virtual realities in the most immersive way possible, designing graphical interface and interface objects for a seamless experience?

We have an elastic sense of our bodies, Jeffrey said. When you use a hammer – an object whose function aligns unambiguously with its function – it becomes a part of you. The same isn’t true of game controllers, and Jeffrey sees this as a barrier to frictionless experience. More than exposing the artificiality of the game experience at every moment, it’s that it is an unnecessarily unintuitive bridge between here and the equally real game-world. The peripherals for Rock Band are thus compelling, as is the Kinect, with some reservations.

Jeffrey aims to improve upon the puppeteering that players do when controlling an avatar in the third-person view. First-person views on a screen also have their weaknesses, he said, but do work. The ideal is the combination of a first-person view and player action that corresponds to what happens in the game world – a flight simulator, for example.

We saw hints of PublicVR’s work in simulation – a performance called Egyptian Oracle using Unity3D and the open-source CaveUT, projected on multiple screens and involving audience participation. Check out the project’s page for more information and videos.

The Egyptian Oracle is being staged at the Museum of Science on May 11th – Jeffrey encourages interested parties to contact him here.

Dan Higgins – Lords of New York

Dan Higgins of Lunchtime Studios showed off their work-in-progress, Lords of New York, whose development you can help fund on Kickstarter right now. The game is an adventure RPG set in prohibition-era New York, and involves three gambling characters for whom you play poker with unique story arcs.

Dan showcased the engine, made in Qt Creator, and showed off a technique Lunchtime used to create realistic movement in the characters from a single two-dimensional image, making the most of the processing power of mobile platforms.

It looks like Lunchtime Studios did quite well at PAX, garnering press including a mention as one of the 10 best indie games of PAX East 2013. Visit the Kickstarter and help them reach their goal!

Colden Prime – Intrepid Pursuits

The next lightning talk, by Colden Prime of Intrepid Pursuits, was about the development of Prime’s Quest, a block-sliding puzzle game with adventure elements available now for iOS. Colden’s talk was a postmortem to share lessons learned – particularly about features they had tried to implement.

Intrepid found that the missions in Prime’s Quest confused beta testers, or were ignored entirely by them. After trying different ways of presenting the missions, they were cut entirely. The take-away, Colden said, was that if missions are tacked on top of a core mechanic without forcing the player to engage that mechanic in a novel way, they only dilute the user’s experience.

Colden ended his brief talk with these solid pieces of advice: developers shouldn’t be afraid to cut, especially if trying to hit a deadline. Further, every time something is added to a game, it should enrich the game, not keep it at the same level. Finally, if you’re thinking of changing something in your game, try taking it out.

Caroline Murphy – Marketing stuff you should know (especially for mobile)

Boston Indies’ own Caroline Murphy gave the next talk, a slew of useful marketing tips for indie game developers, particularly geared towards mobile:

To begin with, marketing is important. The top earners on mobile platforms average a marketing budget of almost $30,000. This doesn’t mean you need to spend this much money – but what you can’t afford not to invest is time.

Pick a good name. Names that aren’t unique and memorable will be – go figure – overlooked and forgotten. Include keywords for searchability in the description if not in the name.

Research competitors so you can position your own game.

Make a website – a landing page – for your game.

Enter into festivals (say, oh, the Boston Festival of Indie Games, for which submissions are now open and only $20) – and make it playable!

Create a press kit, and make it easily downloadable (i.e. zipped). It should contain a concise description of the game, high-quality raw video of the best parts of the game, your contact information, and your game’s social media channels.

For mobile developers, several things to ensure before launch:

  • Have a good icon! If it looks stupid, cheap, or unattractive, the game won’t get looked at or featured by Apple.
  • Your description should be clear and contain useful keywords.
  • Screenshots make a difference.
  • Be ready to watch the analytics.

And after launch:

  • Pitch it to journalists. Choose your subject line carefully, be ready to put your story into a relatable narrative in a few sentences, and don’t pitch to every journalist – pitch to the right ones.
  • Promotions and sales help to get your game out.
  • You need to climb the charts as high as possible within the first few days.
  • Ad networks will help you do this by effectively selling you installs of your game – for each person who installs it, they’ll charge you $1.50. The key, then, is to hook those people who do install – for example by sending push notifications.
  • Going from paid to free can lead to mentions on deal aggregators and a boost in downloads. Try doing this and then releasing a premium version.

Note that you can send out press releases for free on gamasutra.com.

Seek other free resources for indie game marketing – indiegamegirl.com, for one.

There are also paid resources, such as preapps.com, appspire.me, and Fiksu.

Robin Johnson – Storytime Studios

Our final Lightning Talker was Robin Johnson, who spoke about his path to independent game development and current project, Skit!, which is currently available on iOS.

Robin had been working on AAA titles, but by way of the TechStars Cloud accelerator, came to make Skit, which he describes as an evolution of visual storytelling. In Skit!, the user is equipped with pre-drawn backgrounds and characters, which she manipulates and provides soundtrack for as the game records in real time. The resulting animation can be shared and added to by friends, allowing for two-way storytelling.

The app can be downloaded free of charge on iOS, so give it a try and send your feedback to Robin.


We’d love to see your feedback and additions in the comments.


Boston Indies is a community of dedicated independent game developers in Massachusetts and the surrounding area. We define ourselves in connection with our community spirit and our group objectives. We gather in person once a month to talk about the art and craft of making video games, and to share our work with each other.

Announcing our April 2013 Boston Indies meetup

Our April 2013 Boston Indies meetup will be on Monday, April 15th @ 7pm.

This month, our own Jenna Hoffstein (http://monsterandglitch.com/) will give a talk about usability.

The meeting will be at the Bocoup Loft, as usual — 355 Congress Street, Boston, MA — from 7pm – 10pm. BYOB and BYOFood. You can find more info about our meetups on the Meetups page.

March 2013 meetup announcement

The March 2013 Boston Indies meetup will be on Monday, March 18th @ 7pm at the Bocoup Loft.

We’ll have another round of lightning talks this month! Send us an email: [email protected] if you’d like to give a talk.

The meeting will be at the Bocoup Loft — 355 Congress Street, Boston, MA — from 7pm – 10pm. BYOB and BYOFood. You can find more info about our meetups on the Meetups page.

The February 2013 meetup writeup: Games As Art

Anthony Montuori, our February 2013 Boston Indies speaker, approached an infamous question – you know, the one involving “games” and “art,” dreaded by all who lack ert-fon diagrams – and, in an enlightening talk, took stabs at this question with the intent to kill. Anthony is an artist who makes video games, and as an employee of Boston’s ICA who studied painting and performance art in graduate school, he brings a valuable frame of reference to the questions: are games art? And so what if they are(n’t)?

Art and entertainment are indistinguishable, Anthony argued. Whether or not games are art is moot – the more important point is that in any expressive medium, the vast majority of art is crap. Yet since the judgment of quality is bound up in issues more thorny than we’d like to handle – taste and education, for example – a more useful metric is whether a cultural artifact (a game, an oil painting, or Fifty Shades of Grey) has entered, or can enter, a critical discourse so that its value as a work of art can be assessed.

To demonstrate his ideas, Anthony showed the games he created for his master’s thesis exhibition. Under the guise of a fictitious company called One Line® Games, Anthony created these five games in Processing and installed them in arcade cabinets for the exhibition:

The Adventures of Sisyphus – the player must push a boulder up a hill, forever
Ragz – dress up your avatar (or leave him naked) and navigate a mostly empty platformer world. Coins (the artist’s funds!) are either beyond reach or require you to jump to your death.
Into the Void with Yves Klein – Jump into the void, and stay there as long as possible
Debtris – a Tetris clone in which you pay off the artist’s student loan debt
Peer Pressure – battle your aspiring artist friends for precious gallery space

With each game came a short explanation of the intent of the piece and the critical discourse it enters – Debtris, for example, speaks to the endless struggle to rid ourselves of existential and material burdens, and Peer Pressure satirizes an uncomfortable reality that Anthony has surely come up against. To my mind, spamming the spacebar to cause the boulder to roll up the hill resembles the lever-pressing in a Skinner Box, as others have observed – a Sisyphean existence if there ever was one.

Anthony gave a brief outline of modern art history, starting with Marcel Duchamp’s 1917 Fountain (championing the idea that anything can be art as long as it’s put forward by an artist in that context and analyzed in critical discourse), and traced through minimalism, performance art (in which the artwork is a phenomenological experience, rather than an object – with obvious connections to video games), and conceptual art.

This outline of modern art’s history serves to show the artistic environment video games enter – one in which artworks are, rather than objects, schemes for experience devised by an artist, actualized only when consumed by the audience. Game designers work within this paradigm, obviously, and their medium also has the trait of interactivity, inseparable in a way that’s unique to the medium – something Anthony tried to demonstrate with his five-game project.

To those keeping score, that means that yes, video games are art, and yes, let’s please move on. Anthony has little patience for the debate – he prefers to talk about how the bar to entry has been lowered, although it was unclear to this listener whether the “lowered bar” refers to the flattening of the high-culture-low-culture distinction (and thus the “bar” on which the game of prestige hinges is revealed as illusory), or literal obstacles to artistic creation, or both. In any case, the latter is an important point – Anthony talked about how the artform flourishes as the technology needed to create it becomes more accessible, as indie developers are empowered today. Thus Anthony’s pessimistic assessment of most art — as “crap,” that is – brightens.

Anthony ended his talk with a list of games he thinks have successfully entered a critical discourse and lived to tell the tale – successful works of art, in other words, with reasons for each.

Metroid – sparked a discussion about the game designers revealing, contrary to the norm, that the leading character was a strong female, non-sexualized.
Katamari – overabundance of material things can be put to use to create something beautiful.
Braid – about relationships; countered criticisms that video games can’t speak to serious subjects.
Minecraft – gets people to think about the world and how to interact with it and create.
Portal – the player simultaneously authors the game experience and is embedded in the narrative.
Dear Esther – questions what a game is.
Gravity Bone, Thirty Flights of Loving
Passage – captures what it is to be human.
Every day the same dream – captures mundane life.
Run, Jesus, Run
Shadow of the Colossus – visually stunning; asks player to consider her/his motivations; questions the medium – nothing but boss fights.
Superbrothers Sword & Sorcery – compelled me to act despicably and then question why I did so.
Proteus – another “non-game.”
Home – even if not the greatest story, encourages player to go online and discuss with community afterwards.

Some questions arose after the talk that I feel deserve more debate:

  • Can we leverage games being acknowledged as art to constructive ends?
  • What are the alternatives to Anthony’s position that come out on the same side of the debate? And what reasonable positions come out on another side?
  • Can efforts such as the Smithsonian’s “Art of Video Games” exhibition and MoMA’s addition of video games to its permanent collection (although as “design objects” and not art objects) be counterproductive?
  • Why haven’t you read Tom Bissell’s Extra Lives yet?

Sound out in the comments section if you’d like to discuss these topics here.


See Anthony Montuori’s work and contact information on his website: http://www.onelinergames.com/


Boston Indies is a community of dedicated independent game developers in Massachusetts and the surrounding area. We define ourselves in connection with our community spirit and our group objectives. We gather in person once a month to talk about the art and craft of making video games, and to share our work with each other.

Go to GDC. Do Not Pass Go.

Authored by Ichiro Lambe of Dejobaan Games
A colleague recently e-mailed me to ask if she should go to GDC. If you’re just starting out as an indie (she weren’t, but that’s another story), and are on the fence: if you can go to GDC and not starve, go to GDC. Here’s a slew of thoughts on why/how, especially on a budget:
GDC Pass
Holy crap, it’s like $1500, and that’s the discounted rate. You could buy a new computer for that. But the IGS pass and the Expo pass aren’t bad at $325 and $195, respectively. I typically snag the IGS pass. And if I had no pass ($0), it’d still be worth my time to go because of the people I’ve met outside the con. Read on.
Your Built-in Network
You already know a bunch of people going to GDC, which is a great start. These people are grand, and they also know other people who are grand. You’re probably zero degrees of separation from the woman who runs the Indie Megabooth. She’s important (in part) because she brings together enough indies so the likes of Apple, Google, Valve, and Sony come by to visit everyone. As a result, she knows everyone. She’s also a punk. Whatever. My point is that you’re currently part of a friendly, awesome network of folks you don’t know yet.
Networking
When you’re out there, connect with everyone you know, and find out what they’re up to. We’ve been setting up a GDC-Devs mailing list to coordinate events. We call out for food (“Who’s up for Shalimar?”), beer (“How big can the indie Katamari get?”), random hallway rants (“I started my own session on how much Intellivision still rocks.”) and chat sessions (“We love F2P P2P IAP“ or “Strategies on getting your games noticed by the press“). Caroline doesn’t like to brag, but it’s there that she hunted down John Graham and gave him a noogie (but only after securing $1M in funding).
Big Parties
They’re fun, and you feel all special going to them, but I find the smaller ones more useful. YMMV.
Room
There are a number of hotels nearby, but you can also rent out entire apartments via AirBNB. Places go quickly, but we’ve found comfortable, close-to-Moscone-Center ones for about $50/person/night. You could stuff more people into them (to an extent) if you like sardines.
Your Stuff
Business cards, an elevator pitch about your studio, and a build of your game (“Give it a try?”) are all great ways to start conversations. At a recent conference, Raph Koster strapped Eitan into a chair and placed before him a game he’d written on the plane ride over. That was the beginning of a conversation on game design; and implicit to it was the new knowledge that Raph was an approachable dude. Similarly, why not bring your handcuffs? Do it. And once the con’s over, don’t forget to follow up with these people via e-mail, LinkedIn, or Facebook.
That’s all I have to say about that. Indie life’s getting harder; the sky’s falling; go meet everyone before it’s too late; yadda yadda.

February 2013 Meet-up Announcement

The February 2013 Boston Indies meetup will be on Monday, February 18th @ 7pm.

We have a speaker this month:

Leveling Up: Video Games as Art

An avid gamer and artist, Anthony Montuori will discuss his own works as well as open the floor for a discussion about the current status of video games and their legitimacy as an art form. Looking at the history of what is acceptable as a working artist, and what is acceptable as a working game developer, this meet up will try to establish a dialogue about the way the two fields have more recently begun to overlap, as artists begin to make games, and game developers begin to make art.

The meeting will be at the Bocoup Loft — 355 Congress Street, Boston, MA — from 7pm – 10pm. BYOB and BYOFood. You can find more info about our meetups on the Meetups page.

Announcing the January 2013 Boston Indies Meetup – Winter 2013 Demo Night!

The January 2013 Boston Indies meetup will be on Monday, January 21st @ 7pm at the Bocoup Loft.

It will be our Winter 2013 Demo Night. Bring your in-development and recently-released games and show them off to your peers for fun and feedback. If you’re not developing a game (why?) or can’t make a playable version of it for the meetup then come ready to play! There will be no formal speaker but we’ll have time for announcements and introductions as usual.

The meeting will be at the Bocoup Loft — 355 Congress Street, Boston, MA — from 7pm – 10pm. BYOB and BYOFood. You can find more info about our meetups on the Meetups page.

Is Violence in Media and Video Games to Blame for Firearm Incidents?

The first bill brought to Congress in the wake of the Sandy Hook shooting isn’t on on gun control, it’s about video games.