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	<title>Comments on: Guide To Becoming An Independent Game Developer</title>
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	<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/</link>
	<description>Pragmatic Thoughts On Game Development</description>
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		<title>By: 如何才能成为一名独立游戏开发者？ &#124; GamerBoom.com 游戏邦</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-24055</link>
		<dc:creator>如何才能成为一名独立游戏开发者？ &#124; GamerBoom.com 游戏邦</dc:creator>
		<pubDate>Fri, 02 Sep 2011 07:33:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-24055</guid>
		<description>[...] focussed and making intelligent decisions as you go you’ll put yourself in a great position. （source:doolwind）   分享到： QQ空间 新浪微博 开心网 [...]</description>
		<content:encoded><![CDATA[<p>[...] focussed and making intelligent decisions as you go you’ll put yourself in a great position. （source:doolwind）   分享到： QQ空间 新浪微博 开心网 [...]</p>
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		<title>By: richtaur</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-2306</link>
		<dc:creator>richtaur</dc:creator>
		<pubDate>Sat, 07 Aug 2010 03:33:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-2306</guid>
		<description>Nice, solid points. I can&#039;t stress enough to keep projects *small*. And yeah, what I&#039;ve been doing is focusing 50% of my time on development and 50% on marketing. I&#039;m sure most developers probably don&#039;t find the marketing aspect to be as fun, but I believe it&#039;s absolutely required to go fulltime.</description>
		<content:encoded><![CDATA[<p>Nice, solid points. I can&#8217;t stress enough to keep projects *small*. And yeah, what I&#8217;ve been doing is focusing 50% of my time on development and 50% on marketing. I&#8217;m sure most developers probably don&#8217;t find the marketing aspect to be as fun, but I believe it&#8217;s absolutely required to go fulltime.</p>
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		<title>By: Colm</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-1935</link>
		<dc:creator>Colm</dc:creator>
		<pubDate>Thu, 22 Jul 2010 09:50:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-1935</guid>
		<description>Totally agree with &#039;keep it small&#039;. I would even recommend first timers to go for &#039;laughably small&#039; or &#039;the smallest thing you would still consider a game, just&#039;. Still working through my &#039;small&#039; :)</description>
		<content:encoded><![CDATA[<p>Totally agree with &#8216;keep it small&#8217;. I would even recommend first timers to go for &#8216;laughably small&#8217; or &#8216;the smallest thing you would still consider a game, just&#8217;. Still working through my &#8216;small&#8217; <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Doolwind</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-764</link>
		<dc:creator>Doolwind</dc:creator>
		<pubDate>Mon, 16 Nov 2009 08:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-764</guid>
		<description>Andrew-

I completely agree.  This is the biggest issue with a programmer becoming an indie game developer (as opposed to project managers, QA or artists).  I find the best solution to this problem is to wear a different hat on different days.  Spend one day with a programmer hat on, coding (in C# of course ;)) and another day with project management hat on managing schedules and generally organizing the project.

I&#039;ll check out &quot;outliers&quot;, it sounds like an interesting read.  I would completely agree that good enough is often enough to make a successful product.</description>
		<content:encoded><![CDATA[<p>Andrew-</p>
<p>I completely agree.  This is the biggest issue with a programmer becoming an indie game developer (as opposed to project managers, QA or artists).  I find the best solution to this problem is to wear a different hat on different days.  Spend one day with a programmer hat on, coding (in C# of course <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> ) and another day with project management hat on managing schedules and generally organizing the project.</p>
<p>I&#8217;ll check out &#8220;outliers&#8221;, it sounds like an interesting read.  I would completely agree that good enough is often enough to make a successful product.</p>
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		<title>By: Andrew</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-763</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Mon, 16 Nov 2009 08:43:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-763</guid>
		<description>Ditto to this.

A programmer&#039;s world consists of

     if (a) then (b) else (c);

But who knows if the game that you are writing is going to be a hit? People are unpredictable.

There&#039;s a good book called &quot;outliers&quot; that examines successful products, people and ideas and tries to work out why they were successful. It&#039;s main thrust is that in spite of what you&#039;d think, these things often don&#039;t need to be brilliant. They just needs to be &quot;good enough&quot;. Good enough means that they are above a certain threshold. All the rest is about being in the right place at the right time. Which isn&#039;t easy to code, (even if you try to do it in c# rather than c++. ;) )</description>
		<content:encoded><![CDATA[<p>Ditto to this.</p>
<p>A programmer&#8217;s world consists of</p>
<p>     if (a) then (b) else (c);</p>
<p>But who knows if the game that you are writing is going to be a hit? People are unpredictable.</p>
<p>There&#8217;s a good book called &#8220;outliers&#8221; that examines successful products, people and ideas and tries to work out why they were successful. It&#8217;s main thrust is that in spite of what you&#8217;d think, these things often don&#8217;t need to be brilliant. They just needs to be &#8220;good enough&#8221;. Good enough means that they are above a certain threshold. All the rest is about being in the right place at the right time. Which isn&#8217;t easy to code, (even if you try to do it in c# rather than c++. <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  )</p>
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		<title>By: Doolwind</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-762</link>
		<dc:creator>Doolwind</dc:creator>
		<pubDate>Mon, 09 Nov 2009 11:20:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-762</guid>
		<description>Arowx-

You are quite right that the development of the game is only part of the solution.  Marketing and business are a vital part of creating a successful game.  I&#039;ll look at writing some entries on this in the near future, thanks for the suggestion.</description>
		<content:encoded><![CDATA[<p>Arowx-</p>
<p>You are quite right that the development of the game is only part of the solution.  Marketing and business are a vital part of creating a successful game.  I&#8217;ll look at writing some entries on this in the near future, thanks for the suggestion.</p>
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		<title>By: Arowx</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-761</link>
		<dc:creator>Arowx</dc:creator>
		<pubDate>Mon, 09 Nov 2009 09:46:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-761</guid>
		<description>As a solo indie game developer I enjoyed this article although I believe that developing a game is only a fraction of the problem of making money from games, once yo have a game you then need to learn about marketing and the business side of the game/entertainment industry, quite a learning curve for the average programmer!</description>
		<content:encoded><![CDATA[<p>As a solo indie game developer I enjoyed this article although I believe that developing a game is only a fraction of the problem of making money from games, once yo have a game you then need to learn about marketing and the business side of the game/entertainment industry, quite a learning curve for the average programmer!</p>
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		<title>By: Alex O</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-760</link>
		<dc:creator>Alex O</dc:creator>
		<pubDate>Sun, 08 Nov 2009 21:33:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-760</guid>
		<description>Great write up! It&#039;s a nice summary/checklist for those looking into making an indie game. I read all of them and saw several I either did ok or failed miserably at :).
Some stuff I need to get under control by the time my next project starts:
- estimation of time/money. I estimated about 2-3 months. The estimate is so far on track...if I was fulltime working on it 40+ hours a week, haha. I&#039;m approaching month 6 working partime.
- Keeping it small. The game is small, but I have this &#039;perfectionism&#039; problem as you stated.</description>
		<content:encoded><![CDATA[<p>Great write up! It&#8217;s a nice summary/checklist for those looking into making an indie game. I read all of them and saw several I either did ok or failed miserably at <img src='http://www.doolwind.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .<br />
Some stuff I need to get under control by the time my next project starts:<br />
- estimation of time/money. I estimated about 2-3 months. The estimate is so far on track&#8230;if I was fulltime working on it 40+ hours a week, haha. I&#8217;m approaching month 6 working partime.<br />
- Keeping it small. The game is small, but I have this &#8216;perfectionism&#8217; problem as you stated.</p>
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		<title>By: Mark L</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-759</link>
		<dc:creator>Mark L</dc:creator>
		<pubDate>Wed, 04 Nov 2009 02:29:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-759</guid>
		<description>I agree with this article fully.  Actually, a lot of the points are applicable to large scale projects as well as small scale &quot;Three guys in a garage&quot; projects.  I&#039;ve worked in both large and small companies (smallest is about 6 - 8 people) with varying methodologies and the smaller companies were far better at producing quality software in tight timeframes and worked better together in my opinion.

Why?  They followed a lot of the guidelines above and when you are small, you tend to take less risks, have more focus on what you need to achieve and know you can&#039;t simply go around problems by throwing money and resources at it.  Cross-skilling is also a great plus in small teams.

On a side note, we used to use FogBugz where I currently work up until about a year ago when we switched to TFS.  It&#039;s good for a small project that doesn&#039;t rely too heavily on issue and bug tracking but beyond that I wouldn&#039;t recommend it.</description>
		<content:encoded><![CDATA[<p>I agree with this article fully.  Actually, a lot of the points are applicable to large scale projects as well as small scale &#8220;Three guys in a garage&#8221; projects.  I&#8217;ve worked in both large and small companies (smallest is about 6 &#8211; 8 people) with varying methodologies and the smaller companies were far better at producing quality software in tight timeframes and worked better together in my opinion.</p>
<p>Why?  They followed a lot of the guidelines above and when you are small, you tend to take less risks, have more focus on what you need to achieve and know you can&#8217;t simply go around problems by throwing money and resources at it.  Cross-skilling is also a great plus in small teams.</p>
<p>On a side note, we used to use FogBugz where I currently work up until about a year ago when we switched to TFS.  It&#8217;s good for a small project that doesn&#8217;t rely too heavily on issue and bug tracking but beyond that I wouldn&#8217;t recommend it.</p>
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		<title>By: guptan</title>
		<link>http://www.doolwind.com/blog/guide-to-becoming-an-independent-game-developer/comment-page-1/#comment-758</link>
		<dc:creator>guptan</dc:creator>
		<pubDate>Tue, 03 Nov 2009 03:59:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=249#comment-758</guid>
		<description>If indie game development, should succeed the professional talent and experience and motivation of the developers should be high. And money should not be a problem for them. And their motivation to make great games must be based on the realistic reasons rather than hype. And when choosing teams they must apply more brains than heart in the decision.</description>
		<content:encoded><![CDATA[<p>If indie game development, should succeed the professional talent and experience and motivation of the developers should be high. And money should not be a problem for them. And their motivation to make great games must be based on the realistic reasons rather than hype. And when choosing teams they must apply more brains than heart in the decision.</p>
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