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[Music] ah [Music] the world has changed game development has changed in 2019 g-ducks was created as a platform to give a voice to all game developers it is a virtual conference made by game devs for game devs it was a groundbreaking idea however this year everybody their mom is throwing virtual conference
well what sets tree ducks apart from all these copycats is that we have presenters telling their story not just about their wins but also highlighting their hardships to become successful for three days straight from june first to the third anybody with the internet connection can tune in to arm themselves with the best tools and advice to not only survive the industry to thrive we have speakers that will teach you how to survive long term and demystify marketing come and learn how to protect your own work and your brand we review a case study from an indie game and understand the conceptual process behind it overall look at the game industry and move forward with a business mindset and teach you how to navigate that world through the lens of an artist we discuss important topics like the emerging market of user generated content and what that means to us developers from a legal standpoint furthermore take measure the tools that
we have thus far and talk about how to move across different industries outside of games we will acknowledge how game development is evolving and how we can remove technical barriers to make games faster but that's not all we have amazing developers that will be streaming gameplay live and provide behind the scenes commentary of the development of these games such as scott the children of light big creep a new the distant life finally to cap off the best spiritual game conference ever we'll be doing technical breakdowns of amazing personal art projects to get you to approach your projects with a bigger purpose [Music] for your own well-being i hope to see you there on june 1st this is an official call for all game devs to report to gducks.me immediately blue champs over
[Music] [Music] [Music] good morning the time has come and gdex has finally begun i am your host brandon fam and for the next three days i will be here modeling or moderating our panel of amazing presenters that will be bringing you raw truths about the game industry and telling you about their hero's journey this will detail their guide to success and highlight what their hardships were and how they overcame it so welcome from wherever you are streaming
us from this is day two of a three-day live streaming event i would like to remind you at this time that we do have an active discord channel open throughout the three days and thereafter so if you want to conversate with each other with other viewers or interact with the presenter themselves after the presentation feel free to jump in there and check it out you can also in addition if you'd like to be part of gdx history and be part of the show i will be opening up the caller hotline which is located within the discord channel throughout the day in between speakers to chat with you directly bring you on the show and kind of conversate and have a discussion of what is like out there in the real world as always you can ask questions in any of the social uh channels that you are in right now i do have my moderators out there doing recon to get those questions over to you uh or over to me and get you those
answers another way to help spread the word and stay engaged is to tweet at gdux me and blue champs so you can see all the information here on a nicely one over this uh one-of-a-kind desk plate so please please go ahead and tweet at me and i will read them also as part of the fun i want to mention the good fellows at uh masterpiece vr who is sponsoring this event they are vr software that makes game development a lot easier for you and quicker so if you want to check them out and enter a raffle that we are partnering up with them for the next two days where we're going to have 10 indie licenses for one year hand it out to you guys all you need to do is go to gdux.me gdux.me and look for the instructions there
where you can sign up to our mailing list and just tweet at both g dux and me and masterpiece vr and go ahead and uh tell them how how much you're enjoying the show and then winners will be announced at the end of the show so if you that's a lot of instructions so i know go to the website and they're they're clearly uh written there so for you to kind of look at and follow along so it's been about a couple days one second here this is part of i'm starting to hear something one sec anytime i do that magic cut it's because i'm i'm fixing something so i'm still here with you i'm closing i'm not closing the door uh on purpose on you guys i'm just
making sure that we're running a a professional uh show here so lastly i am truly a one-man army what you see is built by my blood sweat and tears so if you can't tell gtx isn't controlled or backed by any major corporation i'm in the motel room for god's sake so any donations greatly appreciated so put into the organization of the next gedex event so go to gdux.me and hit the make it rain button at any point in the live stream cash will literally fall from the sky and into this room seriously so one dollar goes a long way two dollar goes a bit further and so on and so forth so throughout the day in between our great presenters i'll be displaying [Music] one sec throughout the day i'm in between our
great presenters i'll be presenting uh and sharing information here with you guys to see what the landscape is looking like using how game tools are moving across different industries had moo and more than ever before game developers are using our knowledge to work in enterprise companies so i'll be sharing some unchained reports with you guys which is what is what's our next clip right so hopefully you guys are hearing me just fine and as i am introducing this keep those questions going and so on you know the game industry or game tools specifically are being used in all these other industries like architectural or um
animation movies we were seeing the mandalorian using digital sets of unreal to kind of help uh not bore the actors right in front of a green screen so we're seeing like these revolutionary ways to work now and uh being integrated uh so so importantly in these industries are you seeing like this influx of other developers that have been coming into substance tools that are using uh not used to it or now like loving it and discovering it along with all these other tools uh that we we game developers have been using for years now oh oh we can't hear you oh yeah we got cut off so i'll go ahead oh there we go no no no i'm here i just i was just muted uh do you want to go to to give some examples uh to dive into that journey or
sure there is there is um a ton of examples i don't know if i can if i can talk about any of it because uh a lot of things is confidential but there's there there are tons of we see tons of of like from said industries that um that come to video game because that's where if you want the best visual quality with the best uh feedback iterative loop uh you need to go with real-time solutions and and all those real-time solutions come from the gaming industry so we see we see tons of of other industries picking up unreal um unity game engines uh and and and game tools um to build uh for example vr experience but not only also they use it as you said for vfx uh even in the design process of consumer goods like a lot of luxury brands for example uh use uh or car brands we'll use real time in the design phase while they build a car they build uh they conceive they design a purse um and so the the the game technology allow them
to reduce those iterative look uh extremely to extremely fast turn around um obviously it looks better but also just saved them money just because of the fact that instead of um designing a purse instead of actually actually having to source the leather and uh build that purse in real life to see what it looks like you can just design it in unreal or any other package and see it pretty much as close as possible to reality so you you pretty much every every kind of industry in the world is looking at real time to to basically save money oh i can't hear you anymore i didn't sorry it definitely sorry i muted myself our poor friend uh it definitely helps um you know with eliminating well not a living it completely but always uh limiting the
post-production process in what these industries or other industries are pretty much used to and they're kind of changing their workflow and stuff um in my experience too i want to kind of throw this back at you jeremy like you know our game development tools have been in uh evolving for the last 20 30 years you know going through i always track it to the sony console generation it's just easier the ps2 the ps3 with normal mapping and then moving on to lighting and rendering and retracing now [Music] game developers have been kind of there every step of the way but like now these industries are kind of going they're kind of have to fast learn all these tricks basically um how have you been wrapping their head around this concept of this game development i mean how challenging has that been it it depends on the industry i guess and and each it industry is different and each player in the industry is different uh we'll
see some companies uh picking up those new technology super fast and and creating stuff that is that is really um crazy quality uh in in a short amount of time and you'll have industries where we've been trying for years to to bring um to kind of evangelize um real-time 3d and and game tools and it's it's still hard it really depends i think i think it depends on on how critical that that transition to digital is for each industry um and how far they were in the first place uh we see some like the design industry there are people that are that are just really very proficient with 3d already and are picking up these tools just because again it's a it's a it's a pipeline issue and a cost issue that they need to address now uh other other um other uh industries like for example um architecture are a little slower because
they've been doing 3d for a long time but kind of an old-school 3d and for most of the time it still works fine for them because it's it's static and they may not need or they may not feel the need to have a real-time um real-time 3d in in this industry so it just it just depends they're all kind of more or less slow to you to adopt or fast to adopt um but i think in the end every industry and every single company in the world will likely use 3d real time 3d that is definitely i kind of want to throw this back over to francois i think you're about to start but uh i want to hear your thoughts about this yeah sure um my take is that [Music] they have been 3d in other industries for a while but mostly for manufacturing processes and of course automotive or our architecture has been using 3d for dozens of years
but it was for a completely different purpose and today they are discovering that visualization in 3d is something that is using different methods and if you really want to to achieve high quality and interactivity and be able to reuse easily your assets for a lot of different purposes um you have to do that using the the techniques coming from the game um and also what what it brings the the the the real time thing that is happening these days uh as you were saying uh with the new console generations and all that is that um in the past interactivity was was at the cost of uh visual quality but it's it's not really the case anymore for a lot of use cases you cannot unless you're a
specialist you cannot really make the difference between an offline rendering and real-time rendering depending on on the use cases of course but for a lot of use cases the difference is not that big anymore the gap is not that big anymore so it means that previously as a creative professional you had to work in a kind of abstraction and you were you were working all day long on something that was an abstraction of the final product the final media the final sequence or um it's not the case anymore now with real time you can iterate directly on the final product and it is changing everything and this is also why adobe is embracing 3d today because um
if you look at the other tools uh to adobe they are all real-time tools i would say when you're working on photoshop you're not not working on an abstraction of the final image you're working on the final image in your if you change a pixel you change a pixel in the final image in 3d until recently you were working on something that was an abstraction lower quality simplified geometry simplified lightings simply find materials and then you had to render and this abstract phase they meant that people who were not specialists were unable to to predict what the final result would look like it's still completely the case for a very advanced 3d like vfx and you were talking about mandalorian or of course when you're at this level of
extreme quality um you still have a difference between the final product and the different steps before but for more everyday purposes 3d i would say now you can um you can go real time and you can iterate in real time and this is we see this happening in many industries in the game industry obviously but also in the other industries and it's changing everything well speaking of changing everything i kind of want to dive a little deeper on that of course increasing workflows increasing speed um can mean two things right it means that we can get quality faster but it could also mean that a producer want more things at once right and so i i kind of want to talk about that like um uh what type of uh workflow changes that this is creating for all industries right now do
you think um the the quality of product of course with large teams are gonna get better but that being even true or with the smaller teams even because now tools are so accessible and can you're using essentially the same tools at bigger studios to produce the same level of art just depends on your time i want to hear you guys thoughts of how the last two years especially just influx of great tools like substance uh and and other tools uh how has the changes uh been for for from your perspective so i would start rapidly with saying that um except since we don't differentiate our tools depending on the level of proficiency or on the cost of the tool it's it's very important it's a very important choice we we made and students today get sepsis for free
and it's exactly the same product as what aaa studio would use um so there is absolutely no differentiation in the product so the accessibility of the tools is key um to to spread them but also to make sure that the um the industry has enough um [Music] enough people to hire and uh and that that the know-how can fluidly go from the bigger studios to smaller studios from students to to to students etc etc um i think this is an important choice we made on the samsung side and this is something that is um that is part of our success probably um today and yeah the the result is that small studios have
exactly the same tools as big studios so yeah creativity wins in the end yeah that's pretty good news for everyone for sure uh uh so i want to ask you jeremy like um with all these tools being better and um we're talking about you know the uncoming new consoles uh that are basically gonna up up for quality and output uh in at the end of the year right so my question is that um with with all these tools coming out and uh especially every console generation let me kind of go back a bit every console generation is defined by the lighting and rendering pipeline and and texturing right um from the normal map to where you're tracing now so uh what is the next leap that we're going to be seeing with the next console generation is going to be more quality stuff or are there different techniques
that you feel and i i see substance being at the forefront of defining what what our quality and next leap is um what are your thoughts on that yeah i think there are some some just obvious things like we'll have higher resolution uh textures obviously and higher poly counts and and more complex complex meshes um but but i think we'll probably truly differentiate this this new um this new uh generation i think we we saw it with the very few images that we've seen of next-gen stuff is um first the shading uh i think the last generation we had the the pbr shader the advantage of ppr shading and that kind of caused a big leap in in the realism of materials in general and games um but it's still it's in most games today in the current generation it's so fairly
limited you basically have you have a color a roughness of metallic and a normal map and that's pretty much all you have in your initiator unless there's some specific cases um i think the next generation we're going to see materials um gets much more complex with a much more complex material um reaction like sheen and clear coat and and um thin film there's all sorts of of um physical properties to materials in real life that the simplified ppr model we use in the current generation does not account for and um i think this will really um bridge the gap between the rendering you see today and and what could be seen as um like a real-life uh object or photo um that's one thing and especially applied to characters and that kind of object i think we're going to start to see characters that are a quality in artisan cinematics maybe not in gameplay but in cinema in real time cinematics they will have the same quality as what you would find in in vfx today
the second part is also also i think linked to characters is uh i think we're at a point where we finally have the power and um the knowledge and the algorithm to do um proper hair fur and cloth simulation in in a very realistic way which was kind of um we had some of that uh this generation but it was very um kind of approximations and tricks and kind of cheating i think we're going to get we already see that with some there's some papers from uh in unreal and in frostbite there is already some some uh interesting um interesting work on that i think we'll see in the next generation characters are really lifelike i think that will be the be the big leap
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all right i'm going to try to tell me if my if i'm too loud sometimes because i tend to like lean into the mic too much so my next presenter is matt burns he's a writer composer and game developer and he will be discussing in studio zektronics latest game eliza the research design and writing process in this talk we'll take a look behind the scenes at how igf grand prize nominated visual novel eliza grew from an initial idea into its final form we'll take a look at creative inspirations the research stage initial prototypes and the writing process with plenty of insights and takeaways for how to approach complex topics and overcome creative challenges in your own games so matt you are
live people should be able to hear you now awesome man great doing okay doing all right all right man thanks for being uh at least kicking off the day two event of g decks and uh whenever you're ready i'll let you take it away certainly all right i will um i'll just get started so today i'm going to talk about eliza which is a visual novel that i made with the team at zaktronics first who am i i've been in the games industry for about 20 years now in a variety of different roles um i didn't really join with necessarily a specific role in mind but over the course of my career i've found myself drawn time and time again to sort of the narrative side of things and the sound side of things and performance side of things so i've been really interested in story and narrative design and the ways that games and interactive technologies can um can explore this kind of stuff so um
that's why i am i've been in i've been in a lot of different roles like i said in a lot of different studios aaa and indie studios and other other play and the game that we're going to or the topic that we're going to talk about is eliza as brandon said the inspiration for it the initial attempts that i have made to try to talk about this subject matter um how it was eventually really made for real and then kind of like the personal uh stuff that i took away from it which i think um i hope is useful for people to see because i think that a lot of times we we talk a lot about technical aspects of things and um i think it's important also to talk about our sort of our journeys as creators and as creative people and and think about the work that we do um from that lens of like you know why are we doing this and and what's important to keep in mind as we as we move on in in our careers
so what is eliza um this is a little this is a little uh write up of the the premise but basically it's about um it takes place in a very uh realistic world a very modern day world in seattle um where i live and it's about an ai-powered therapy program where people go and get therapy from this ai if you have something like an amazon alexa in your home you know you that something like that might not be too far off like you might come home one day and just be like oh i don't you know hey alexa i don't feel very good and alexa might be like that's interesting tell me more about that like that kind of app for for these kinds of things doesn't seem that far field one of the things that one of the twists that i use is that the therapy is actually read to people by other human beings which is sort of how i am able to get players to participate in those therapy
sessions anyway so this is about kind of this um this topic which is technology for mental health um it's told in the form of a visual novel and it has a lot of different characters in it who kind of uh come at this from different angles like there are some technology executives there are normal people who use it for everyday life and sort of the the ultimate goal is to sort of help this main character evelyn decide what she wants to do um with the rest of her life basically and how she wants to contribute uh to to the world knowing what she does um this is this is a kind of the typical screenshot of uh of the game when you're in uh mode you can see you the player have have donned this sort of uh ar headset and you're giving therapy to this guy uh who's you know who's under a certain amount of mental distress and you have these
metrics on the on the right side of the screen and this sort of debug view on the left side of the screen um but you don't really necessarily have much you you basically don't choose what you get to say to him you have to say what the um what the system tells you to say and that is a choice that i made that i'll get into later of why why that's the case and why this is a very uh linear visual novel for for most of its uh duration so what inspired me to make this story which is that in 2014 i actually saw a demo for this technology that really was an actual uh virtual therapist uh there was a real person sitting there in front of a in front of a screen and there was all this like kind of face tracking stuff that was going on on on their faces there was like body you know computer all this computer vision stuff and then there was this um computer therapy avatar person who is
the kind of sims-esque second life-esque character you can see sitting in that big chair who would say that's interesting tell me more about that and this was a really this is a really interesting and kind of striking use of technology and when i saw that demo i just couldn't i couldn't get it out of my head i was just like that's that's such a therapy we talk of this kind of of things a lot of the time and then and then we're kind of like run up against this like weird technology that may or may not actually understand what we're talking about so um this made a deep impression on me and i just kind of had it in the back of my mind i wanted to tell a story about it um and so uh i started researching the history of technology for mental health and so a bunch of the research that i did one of the things that it led me to was the the eliza chatbot program uh the original eliza chatbot program which was
created in the 1960s uh by a man named joseph eisenbaum who is a professor at mit uh that's a whole history in itself that i could go on for a very long time but suffice it to say that like in the 60s this this sort of like technology for mental health therapy idea got started and then throughout the rest of time since then it's been this idea that goes on and on um and you can see on the in the lower right of this is just kind of a funny image from some of the some of the research that i did of like investigating what if you could like touch someone and get like virtually touch something and would that help you just a bizarre uh image from from the history of this type of research and so while i was trying to develop this into a story that i wanted to tell like a creative story you know i used twine um twine is a great text-based tool for anyone who's interested in interactive narrative it's kind of this choice it's this you know
um choose your own adventure sort of style thing where you can um you make these nodes as you can see on the on the graph on the right you and and you go in between them so depending on what choices people make or locations people are in you can move them around between these nodes and it's a it's easy to use and actually pretty powerful once you start getting into some of the scripting and stuff like that and so i've used twine for previous personal projects that i made um just uh like short stories basically uh one of which was called the writer will do something which is about playing as a game writer in a in a meeting and um so i decided to explore the idea with twine this was my first uh attempt at kind of it's like doing this therapy thing um as you can see it's very uh dystopian it's got this like apple ii sort of
look with the with the orange font on black and stuff like that and it's uh i didn't think that i would get any art support or any kind of like budget to do this so this is like me thinking that i'm going to make a small twine game uh with no resources and that was kind of interesting for a little while but you know it is hard to keep it up for for for more than like 15-20 minutes because it sort of like gets the point across really fast and then you're like okay but then but then what it's hard to keep it complicated um this was my second twine prototype and if you look carefully you can see this is actually if and if you're familiar with the way eliza actually turned out this is actually pretty close to the format that eliza is in there's a scene that starts here on the left with you on the train you can look around the train and then you can continue to work and then you can see maybe you can see on the on the um right side there then you're at work and
you're in the office and you can like look at the emails that your work sends you or you can do a therapy session and so this was where i sort of teased out the structure of how the game would operate with these scenes that you could maybe look around in a little bit and then these therapy scenes where you basically couldn't really do much and so i started writing and i was just kind of wrote and wrote and wrote since um from 2014 to 2019 i guess it's like a period of five years i was just kind of like working on this in the background um between my day job and other things that i had going on um i tried to start with the characters that i wanted to tell stories about and and sort of generate their um their whole outlook on life and you know what they want and then go from there and so the conflicts in the game come from what the different characters want and um how they sort of butt up against each other and what i did was i once i had kind of the format of like what the different scenes
would be in i started putting everything in trello as a trello card so every little piece of narrative information is a trello card so whether that's a scene or an email or an im conversation or a moment to explore that became its own trello card and that was really uh useful because that let me sort of drag around the cards in uh i needed in order to be able to like make the make the uh the narrative work from there so it became very flexible i could say oh that scene should probably take place before that other one drag it around like i see the players have this information at this time then they get this email about this and and so forth and so it was very useful for like kind of structuring the entire information flow and narrative and so this is where zektronics comes in i would have been working with zaktronic since 2015 maybe even earlier
i contributed music for their game infinite factory and then i started contributing more narrative design and writing and music and sound design for their more recent games uh shenzhen i o and opus magnum and exa punks uh and i was talking with uh zac barth the founder and creative director of zachtronics and i was telling him about this idea that i had this is always going to be about like therapy and i'm thinking it could be done as a as a visual novel and um it's you know about this virtual ai stuff and zach said why don't we do this as an electronics game and that was uh first of all kind of surprised to me uh this electronics is not known for this type of game it's not um this sort of very narrative heavy game zektronics is is if they're known at all they're known for these very um hardcore pc programmer puzzly types of
games uh that have a very niche audience i would say like some of them like tis 100 you have to like actually just do programming in order to to solve the game so they have a pretty good audience for that type of game but again it's very different from the type of thing that i was building in the story of eliza and but very much to his credit zach was just like well let's give it a try i mean you never know like this is something new for us none of us wants to just do the same thing over and over and i think that here's where we come to one of the maybe the key lessons of of what i'm talking about today like this is this is something brand new for zachtronics this is brand new for me too let's try it let's see how how things work out and so zach's kind of uh openness to trying it was a huge key reason for why eliza exists so having taken the the story and themes
and and the writing that i was working on for eliza and then bringing it to zachtronics allowed us to do two really important things and one the first one was uh use art resources and put professional artists on the game and the second was um the voiceover resources and doing the voiceover recording um and so the art process was really about like working with uh the zektronics artists to find a style that kind of worked with the type of game that this was visual novels i think a lot of times you know are associated either with like anime style art if they're japanese visual novels or this sort of more cartoony style of art uh even in western visual novels have a more um abstract cartoon sort of look to them usually um and so because eliza is a serious story we were thinking it needed a more serious style of art but not necessarily like this
photo realistic style either because it's um it's definitely a fictional story and it's telling uh you know a story that takes place in not necessarily exactly real life but a kind of like a version of real life it's like an interpretation of it and so we spent a good amount of time and i think it was it really paid off of like finding this art style that's like painterly that's realistically you know based but not necessarily um anime or cartoon like either it's sort of it sort of like tries to weave all of that together and i think it really pays off in the characters um one thing you'll also notice when you play the game is that the character portraits don't have uh emotes something that happens in a lot of like more anime style games is that like they have lots of different faces and they their facial expressions uh change based on what line they're saying on a line-to-line basis but these don't and that's a deliberate
decision on our part we tried to put all of the characters kind of expressions and meaning into their singular portraits into you know the way that they look um so you can see like like sauron uh dr sworn like rose who's um the second from the left down there he's kind of eyeing the the camera with a slightly air you know weary slightly superior uh look to his to his face and and you can see um gabriel on the on the left on the right i'm sorry uh you know with that with that look on his on his face and i think that these are very expressive looks that that sort of encapsulate these characters and i think that that worked very well and then the other half of of the zektronics resources was doing the casting and recording this is a fully voiced visual novel and we've gotten a lot of great feedback on the voice acting in the game
and i think the reason why the voice acting works is we just invested a lot in it into trying to make it work uh we did an open casting call with our wonderful casting director chris brown uh she sent us over 1200 auditions uh to listen to for all the different characters which was uh an enormous amount that you know it took me like a week to listen to them all and then there were a lot of like really excruciating choices to have to make when you have so many amazing auditions and and reads for these characters and you can only pick one and one of the reasons we were able to get these really great actors people asked you know like wow how did you get such and such actor there were several actors who were pretty pretty big in games who decided to work on this and i think part of the reason is that the um the material that we had for them to read was was really interesting i think for if you are an actor here's an example of
of dr soren lloyd rose's uh kind of monologue that we sent out to people and you can see it's a it's a very juicy monologue you know you can really get into like performing it and i think that actors respond to chances to be able to perform so if you're interested in working with actors which i encourage everybody to to do and gain some experience with um you know give them a chance give them a chance to perform give them a chance to show you what they can do and where they can take the material because they'll really add to your material in ways that maybe even surprise you in a very positive way sometimes sometimes in the negative way but oftentimes in a very positive way so now i want to talk about the uh the narrative design choices that i made for this game uh eliza a lot of people notice is very linear almost the entire way through the game with some very limited choices for probably the first two thirds and then
the last third opens up a little bit more and you can make more choices um as you can i just included this screenshot from uh shibuya scramble in the lower right there just to show kind of the norm is that to for to tell players that like you are affecting the story by making these choices like like you are deciding where the story goes and that's kind of not the case in eliza eliza takes you along a very long path and then at the very end says all right so what are you gonna do about it and that was a that was a choice that i deliberately made um there wasn't like this big web of like cause and effect or anything like that i what i was really trying to do was i wanted to set up a complex situation uh that you know had a lot of different facets to it and one of the best ways that i thought of to do it was just to show show people
um when we you know when we have like when we take on complex subjects uh in things like novels for example novels are entirely linear but they can represent very very uh complex systems and entrenched systems and i was sort of inspired by the way linear works like that are able to do that i did that knowing fully well that some people would criticize it that as a interactive work as a visual novel you know it should have more it should have more choice in it but i was kind of suspicious of that i thought like maybe like choices in a visual level are kind of like fake choices because they're not really choices you know i don't know uh you can argue about that a lot there's a lot of discourse about that kind of stuff but anyway that's a choice that i made with this game and we'll talk about how that turned out um of course making eliza the way we did meant that it was kind of like this weird um it was this weird thing it was not
necessarily a very gamey game because it's this linear narrative um you know listen to people talk kind of game and you have you really just have to like click through a lot of conversations you have to be on board with what i'm what i'm doing you have to like kind of be like all right i'm i'm ready for this and and you know place yourself in my hands um it's also not a visual novel that's like really for conventional visual novel fans you know it takes the visual novel format but it does stuff that most visual novels don't do if you're familiar with the genre you know that you know many of them are straight up pornography um or they're about like dating they have this kind of like lurid pulpy uh approach a lot of the time not all of them of course but uh many of them do and so here's this like kind of like serious visual novel about real people talking about their lives and ai and therapy and like you know will anyone
respond to that and so while i was working on the project i was convinced that you know that it was important but i also was afflicted by a ton of doubt like why am i doing this like am i making a game for nobody it was the phrase that's kind of kept popping into my um into my head and uh you can see self-doubt matthew over there on the on the on the right and i think this brings us to maybe my second major point um for for people who are working on their own games like this this this moment of doubt which is like i don't know i i don't know why i'm doing this or like who is this for i'm not necessarily quite sure um but the game came out uh in august of 2019 and uh it actually did end up connecting with people uh and that's i think was really um was really nice to see uh there were some
really really wonderful write-ups of it in in publication rock paper shotgun and and paste and giant bomb uh there were a lot of uh people who who wrote in to me and to zachtronics who just said hey this was really you know this gave me a lot to think about you know i felt seen by it uh which is really really amazing um the criticisms that i that you know i knew were going to happen were there it's too linear you don't really have any choice it's boring you just hear talk people talk about their problems all the time uh one of the ones that he didn't anticipate was it doesn't have a viewpoint which i i don't know i think you know i wanted to talk about a complex subject and include i wanted to include many viewpoints in my work that doesn't mean i agree with all of them or none or that i don't have my own viewpoint and personally i believe that my viewpoint is all over this game but i guess if you don't you know if you
don't know reading comprehension you might not uh you might not see that um so what did i learn uh from making eliza well i want to keep kind of making new things like this was a good experience in trying something wildly different uh for me i'm not like a visual novel person who's been making lots of visual novels this was the the first one i've ever tried to make and i want to keep trying like things that are new to me i think it was a great experience to just dive into something that i wasn't necessarily familiar with a format i wasn't familiar with and just see how things work there um and i think that i'm emboldened by my choice to make a very linear visual novel i think it was the right thing for this game like it's not going to be the right decision for every game or even every visual novel but i think that like leading leading people along this path for that amount of time is the only way i could get the sort of effects that
that i do get in the later part of the game so i think it was the right choice i know that it that some people were you know didn't like it but i think it worked out in the end um and so i think it's important to to make that trade-off i think it's important when you are being creative to say look this isn't necessarily like the most this isn't going to please like 100 of the people but this is important for us to do this is important for us to make um and then the other kind of insights come around like what kind of creative that i am i think for even though i've been working in games for about 20 years now i'm still trying i'm still kind of figuring out who i am as a creator i'm still figuring out like where my you know where my whole deal comes from and i think that eliza really helped me realize this that i'm i'm not necessarily the person who's gonna make the thing that's like this huge hit probably not i because i'm too
interested in like sort of more slightly more obscure things and um but the the flip side of that is that when people do connect with eliza they let me know and then that's really important to me and so even if eliza wasn't necessarily like it wasn't this huge commercial success or anything like that many people still haven't heard of it um i absolutely appreciate all of the you know the recognition that it's gotten but it's not necessarily like a big a big indie game or anything like that um but i think that the experience of like having those things has helped me realize like what's actually important and that my biggest goal is to make these things that you know wouldn't exist otherwise and that have a a big impact on the people who who do experience it and who are in the right frame of mind um to experience it
so uh that's my brief description of of uh how eliza was made um eliza is available on steam and it shio for pc mac and linux you can also get it on the nintendo switch on the on the nintendo store and uh here's my contact information feel free to you know reach out to me if you have questions or anything like that to talk further about this uh like i said i could go on about how this game was made for a very long time so um and i'm always fine with people reaching out about it so thank you thank you very much for listening to me talk about uh talk about eliza all right man thanks a lot matt when we leave the screen on so people can reach you throughout the the question portion of this and uh this is actually a perfect opportunity for uh reminding anyone that is watching this to ask your questions throughout the social channels wherever you're watching this from we do have our moderators in
there to kind of pull these questions over so to kind of get this kick started i'll go ahead and ask my own questions man and um i want to thank you for your time for for coming on to gdox and sharing your story and one of the the best parts of g ducks and meeting so many presenters with a different background is that they define success in different ways and i feel like that is very important because in the end if your first reason for making a game or a piece of entertainment isn't about um you know self-serving in a way it's like does that make you happy does that feel uh i mean what level of success really makes you feel successful uh i think uh i think you're already setting yourself up for failure if you're going for other reasons um other than that i mean has this this this realization um has it was it realized in what stage of your career where you felt like you know
there's a certain part of me as a game developer where i actually appreciate the ability to wake up and just make games and not be starving on the streets you know i when i when i started in games i wanted it all right like i wanted i wanted monetary success i wanted to make a game that everybody loved i wanted artistic success i wanted to make a game that you know was was like like artistically important i wanted everybody to know who i was you know the and and i think that over time i started to learn that that's kind of an unrealistic and unrealistic goal um you can make something that a lot of people like but isn't necessarily uh you know the the biggest um money maker or you can make something that is like very broadly popular but doesn't necessarily have much to say
um it turns out there's a lot of trade-offs in terms of like what what success actually is you can make something that you personally don't believe in but that you know the market likes you know in a lot of indie spaces a lot of discussion is about like what's a game that i can make that a lot of people will like so i can stay in business as an indie and it took me it took me a long time actually of of like being in games and working on games for me to to kind of like start to settle on how i define success for myself like what what are the actual most important things because like i said when i first started i wanted all of them but sort of working on many different games in many different capacities i've started to kind of like realize what's really important to me um and it turns out that like making something on my own terms that has artistic integrity that i personally believe in turns out to be a little bit
more important than you know building building a business or whatever but that's me i think that that's something that everybody has to decide for themselves like what you know where the where the uh the balance is for them there are some people who who work on like aaa games who who are just fine with it you know and there's nothing wrong with that um like like they would be fine with just making like cars for forza or gran turismo and that's fine there's nothing wrong with that so again i think it comes down to like you have to like figure out what success you you know works for you if that makes sense yeah that totally makes sense man uh this is a question from chromacat what was the biggest challenge in the development of eliza was the story change throughout the the development um so the story actually very luckily kind of
was developed in such a way that it was pretty well set by the time we went into producing the assets and and like making all the art so that part was actually pretty smooth i think the biggest really the biggest challenge was um just getting to that point where we could where we could like say okay this thing is is ready to to be made and that was really just like doing a lot of the writing and sort of getting my head around what this what this thing was going to be um once we had the idea of like it's a visual novel it has this you know the specific um these specific beats and these kinds of um assets and we know we need this to finish it i think um it was pretty smooth although there was a pretty big load on me to both finish the story get all the voiceover in do all the voice over sessions and then i was also the composer for the game and so i so i wrote all the music for it as well and that was um
that was tough finishing in the summer of of 2019 and that was yeah yeah it was it was it was tough um and so that was that was tough but um it wasn't it wasn't horrible actually i don't want to i don't want to like be dramatic about it or anything uh but of course that's that's from like you know crunching i've experienced crunch like in in aaa settings um early on in my career and i i kind of like learned very quickly that that's that's a bad way to do things and so i tried very hard to like pace myself and and work in smart ways as opposed to killing myself which i think if i hadn't had that experience that bad experience um of crunch on aaa i might have gone overboard on on this i i definitely empathize with you i think it's so crunching and and
you know that the tough parts of being in the industry is something i i feel um i think we can all for future generations uh for the younger generation we want them to avoid but there is a certain certain line that i i feel like most developers should experience to know the limits right i think it is healthy i don't know all right that's too far yeah honestly i think like even in even indie developers end up sometimes crunching themselves in unhealthy ways because you know they want to get things done and hopefully hopefully everyone gets that learning experience of like okay this is pushing myself too far and i think it's a okay so try to find what that limit is uh for yourself because like different people have different limits and so i think you know if you if you push yourself a little bit and you're just like okay wait that's not that's not healthy that's okay i think you just have to like pay attention to yourself pay
attention to your uh body physically you have to pay attention to your mind um your mental state and all these things and just just keep an eye on it try try your best to to to pace yourself and and be healthy about it you might make a mistake that's okay um but yeah it sometimes it does take experience you know to really know to really understand definitely so this is a question from uh god's plan good name uh can matthew can can can you talk about the use of the phone in the game how you chose what apps to include scope of the phone functionality yeah i can't uh the phone in the game i think came from wanting to so i was thinking about you know when i when i thought about this visual novel form i was thinking about all the different ways you can get information one being the um just a scene of two people talking
another being um like the therapy session you know different modes and eliza is hardly the first game to have like a an in-game cell phone that's a pretty common uh trope these days to have like your your little cell phone in game and i wanted to have um corporate emails and stuff and um you'll notice even in the twine prototypes there's like a terminal you go to and you get email from from your company and that's that's sort of based on my experience of like working in companies like the the specific voice and tone of corporate email that you get from your bosses or whatever and so the phone was a way to sort of consolidate all the emails that you get and the im conversations that you have and then once we had the idea of the phone it was like oh well we should probably have like some extra app icons on there to make it look like a real phone um and then we thought of like so what are some what
are some like extra little apps we could do to make to build out the phone so it feels like a real phone uh zach loves to build solitaire variants so uh every recent zachtronics game had as a zack has designed in it as a mini game uh it's just kind of like a hobby for him he'll just do make a new solitaire so that's where the solitaire came from and we themed it with um the japanese kabufuda cards because uh an ongoing theme is evelyn kind of like thinking about um her japanese heritage and and integrating you know where to go with that um that's a just a personal thing that i built into her character um and then that kind of relaxation app that she has and then these other apps that don't do anything that are just there to kind of like fill out uh the rest of the phone that um if you try to go into them there's just a message that she's like oh i shouldn't do that i shouldn't play that anymore one is this like very
obvious like kind of like match three just play more of it compulsive you know free to play thing and she's like okay i'm done with that and so that became like a way to both fill out the phone and make it feel more real with more app icons and then also kind of tie that in with the story which was like she used to be like just compulsively playing this app but but now she's like moving on you know so that that helps sort of reinforce where things are with the story i hope that answers the question about like the phone and stuff the phone was a little tough to figure out too because like phones are you know phones are vertical and and so the the screen is like this right but the phone is like that so like how you can fit enough information on there and make it feel real was uh kind of tough and and doing all the fake ui stuff uh phone uis are actually very complicated and and doing that but that that actually took a fair amount of time to figure out i hope that answers your question about the phone yeah i think it does if not follow up
following the questions so this is some shadow monarch uh in the five years of developing eliza how did you overcome your doubts about the game and that it might become a game for nobody what made you overcome those doubts well when i was first you know the the first part the first whole like three years was me just working on it as like a toy game with no stakes like i was just thinking it would be like this text game that i put up on hio just like my other free twine games and so there were there were no stakes to it so i didn't have that i didn't have that doubt coming because it was just like well i'll just put it up for free and people will react to it or not and and that actually was probably a pretty important time now that i think about it like that was important for me to be able to develop it without worrying like is this commercially successful you know like will people like this or not
it was really when we started spending money on it or when tektronix started spending money on it that i started to be like oh no like like now we're like paying people to do stuff you know and now now we're like spending money on this game that means like there's this expectation that the game is going to make its money back and that's when the pressure started so i think it was actually very lucky that eliza started as just this weird idea that i wanted to do that didn't have that pressure on it and i was able to develop it a certain way and then say here's here's the thing that it could be if we spent some money on it and then zach was like okay let's do that um then that's when kind of the doubt set in especially toward the end when it was coming together as a product i wanted to believe that it was really great but i was also just like i'm not sure but by that time you know the game was already going to come out like it was it was already well well on its way so i couldn't just say like hey let's stop making the game
because we had already been we had already made it so in a certain way it was more like just hoping hoping for the best and kind of stoically you know using stoic philosophy to prepare myself for the worst i guess is how i dealt with it this is a question from nightwolf how can you pitch a visual novel or have it up for review without a non-disclosure since since it is mainly selling a story or is it best to self-publish in the genre it really depends i mean i was lucky in that i had i i knew zach right so so we had a previous um relationship so i was just talking to him very casually and i knew that zach wouldn't steal my story because i knew that you know zach's zack isn't gonna make his own visual novel about about therapy and stuff like that um i'll say that in the case of eliza if i had brought it to other publishers
or or developers i would not have asked them for an nda personally and the reason for that is because even if even if they did steal my idea to make a game about therapy and ai and stuff like that one that's a really weird idea to steal in the first place like it's so it's so off the wall like i can't it's hard for me to imagine someone else like taking that idea and doing it but then two even if they did take the idea they would have made a very very different um they would have made a completely different game out of the same concept recently there were two two indie games two indie narrative games that came out about driving a taxicab uh one was called neocab and one was called night call there's actually a third one called birds of tokyo or something something
some it takes place in tokyo i forget the third one have this premise of like being a taxi cab and and slightly uh you know noirish dark streets and things like that but they have tremendously different approaches and different subjects and things like that and so i think that your basic premise of a visual novel you know if you make it it's going to be it's going to be yours and so this is this is just my personal sense of it like i wouldn't i wouldn't worry too much about ndas as far as like these are my this is like the the basic premise of my of my story you know um sure people can people can steal your basic premise i guess but they they won't know what to do with it like you know what to do with it if that makes sense yes so uh this is a question from god's plan again who made the decision to include the game in a humble bundle
did that casual audience uh that wouldn't normally seek the game out have a positive effect or or not um so the the humble uh decision was mostly mostly zach's uh since he's the head of zachtronics and he's kind of acts as the publisher of the game though he did ask me you know if i had any objection and i didn't and uh i think the humble deal was actually really good it really did put the game in front of a lot of people who wouldn't have normally played it and in fact we got uh several emails and there's there are a few reviews on on the steam page that you can find that say if it hadn't been for the humble uh i wouldn't have played this and i'm glad that i did um it also put the game in front of a bunch of people who are just like what is this i don't know what that you know like they didn't know how to deal with with it and because they weren't properly ready for the type of thing
that it is uh which is fine i think that like there's there's a certain amount of that when you put something in front of a large number of people um some people aren't going to know how to react to it i think the the humble deal was largely very positive because yeah a lot more people saw it and were able to experience it and many people at least from from what i could tell had had a surprising uh a surprisingly pleasant experience with it this is my personal question so this is a i always like to pull people especially our presenters and guests who've kind of moved across big and small companies and kind of felt out you know what the industry is is like out there and i i would love to kind of hear your your your expansion of that uh of your opinion of you know what what has been what have you seen in smaller studios that you can do at bigger studios
and vice versa at bigger studios in terms of resources that you know you're you're stretched thin on on smaller studios that's a really good question one of the cool things about a small studio is just that you can wear multiple hats like i mentioned i you know i was doing the music for eliza as well as like all the other stuff that i was doing for it and i think that that while it was a lot of work it was also very important for me creatively and it was cool to be able to um write a line and then write music for when the actor is performing that line that's not a chance that you get often in larger budget productions um so i think that like there's a there's a creativity and a kind of a flexibility that you get in in really small studios which is really um
which is really nice it's very difficult for a large studio making a big game uh to kind of have that kind of flexibility working on a big aaa game is like to me the feeling is like being a really large ship in the ocean you have to you have to build a lot of you know momentum to start going some in a certain direction and then it's very hard to steer the ship you can't just necessarily just like zipper you know zip into a different direction if things aren't working you have to start pulling the ship in a certain direction and there's tons of momentum going um as for you know the things that that they can learn from each other i think that there are many things in common uh with respect to like how creative things work out whether they work out or not um how long to pursue something that is working or not um but it's it's a little bit harder to
to coordinate all that in a larger studio just to be completely honest like you there's so many more people there's so much more communication that has to happen it's just um it's just a little bit slower so i think that like for for larger studios i would say you know a big question that i would ask is like how small can you be and still make the game that you want to um i think i guess that's that's a good question for a studio of any size but like keeping it small i think over the course of many years like keeping things as small as possible has has turned out to be something that i think is actually pretty important um because just throwing people on a project is not necessarily the best thing for the project or the people and it certainly doesn't speed up the production of it but that's what a lot of studios do so i guess that's one thing um what small studios can learn from large studios i think
stuff like you know don't be afraid of um don't be afraid of doing stuff like voice over don't be afraid of doing stuff like working with an outside artist or like bringing you know bringing in that resources to really punch things up um this is this is the opposite of what maybe what i said would like make it with as few people as possible but what i do mean is like work with other people who really know what they're doing in their domain like we did with uh you know the eliza voice over uh and and bring that in and you can do uh even more amazing things than than even you thought you know um so don't be afraid to like uh reach out to other professionals and and have them add to your add to your work okay the next question is from jerushi so i think he's asking he's saying how impersonate but i think he's how do you
balance many viewports uh viewpoints with consistency and staying genuine across those viewpoints so when i was writing the different characters i mean i i think of the so one of the characters in eliza is named ray and she um she works for the large tech company in the game um and she's pretty she's pretty gung-ho about technology and working for this large tech company and that's kind of a lot of people think she's like super she's going to be like super evil because she's like pro big tech company but she over the course of the game she turns out to have a little bit more of a nuanced perspective and that's kind of based on just like people that i know in seattle like there are there are a lot of people who work at you know amazon or whoever that if you live in seattle you might meet in a in a
bar or something or at a at an event or whatever and they're nice people and they have like you know outwardly good politics and things like that and they say all the right things but then at the end of the day you know they work for amazon or facebook and it's like so how do they reconcile that you know how do they think about what they do versus like what they're contributing to and so that's kind of the thing that i try to represent which is that like people are people are pretty complex and they're not always internally consistent and so when i when i represent these people in the game who have like different viewpoints i'm not trying to um make everyone's viewpoints 100 consistent and i think that that's realistic because people in real life their viewpoints are not 100 consistent with each other so just you know saying that these people haven't resolved these differences in
their own characters i think makes them complex already and then balancing them was just a matter of like kind of making sure that they didn't overlap each other that like that you know these different characters all came from their own place of what they wanted to do and where they um where they wanted to go does that make sense yeah of course man you always make sense [Laughter] this is a this is a question from green gift sorry some of these are so small so uh what lead to the decision to make a game and not a short web series if it is as linear as you say do you think that this decision limited your reach yeah that's an interesting um that's an interesting question and you know if you look again if you look at the scene if you look at the negative steam reviews of which there are thankfully
only a handful but if you do look at them there some of them are like yeah i wasn't this a novel whatever and i did think about that i honestly did because um when i was making the decision that i was talking about and the talk of like this is going to be pretty linear you know so then why couldn't it couldn't it just be a linear story and um ultimately i think there's a difference between uh playing the game playing eliza and clicking to to get the next line and then seeing seeing therapy from from that first person viewpoint you know um you wouldn't really be able to get that in a film in a film we would probably would see the main character interview the other character right whereas um in this visual level it's this first person perspective we're talking about you you are sitting in this position and so there's that idea in a game where
it's like you are playing as this person you're not just like watching it happen um if you know like filmed entertainment that's like all first-person perspective is a little bit weird um and so games allow us to say you are experiencing this in a way that i think film doesn't and so i think it's slightly qualitatively different to experience at in the form of this visual novel even when it's completely linear yeah take that this is from nightwolf again how important is music to a visual novel can it be a large draw i think so i mean um i think music is important i think music is tremendously important to games just in general and i think that music in a visual novel can be a huge draw you know um
the the danganronpa series if you're familiar with that is i think a great example of like amazing music in a visual novel um phoenix wright if you count those as visual novels like the you know tremendously good music i think in those series have become such an important part of them and so you know having good music and and paying attention to it is um super super important i would say i'm biased because i do music but i think it's super important so this is actually a pretty good um follow-up question to that and i do want to dive in to your music background because it sounds very uh it's unique man compared to all the guinea brothers but um so specifically let me ask this one is from shakeel1001 he asks you what kind of software do you use uh for your music okay so i'll talk a little about my history too
and then like fold that in with the with the technology question um i've done music like i always had music as a hobby for a really long time and then i never i never really did it professionally until until quite recently actually um it was always like a thing that i did on the side as a hobby i always had like some synthesizer i was playing with and stuff like that and it came into my job a little bit once in a while because like when i worked in triple a i was like i worked in the production department as like you know a producer and so sometimes i would be working with the audio department but i never like made music for triple a games or anything like that it was more like i could talk to the people in the g and stuff like that um so then when i started working with zachtronics more i was able to just like start doing music and then i i think developed some more skill just
because like i had to in order to figure out how to make all that music and that's how i ended up starting making music for zectronics titles and then eventually eliza as well as for what i use right now i use logic pro on a macintosh and i have um a bunch of like native instruments stuff um and uh spitfire audio libraries those are i think all the main the main things that i use so i'm not too fancy wow sorry you're being a musician on the side of being a writer is a lot of hats already so i do want to ask you it's like is obviously does is music something that you've always um grew up with and what specific instruments do you did you start with and you play a little bit of everything now
um no i i'm i'm a keyboardist now i started with uh with piano lessons as a little kid um i think that's a pretty common uh asian kid thing but uh you know um started with piano lessons and kind of you know didn't didn't really go very far in terms of like the performance of of piano but became much more interested in like composition and like making your own making your own music then from from piano i started to get into like uh electronic music i got very deeply into like synthesizers and analog synthesis and stuff like that doing all that can be very expensive so i i usually do just plug-ins and and software the hardware side is just takes too much room and costs too much but uh i do like all that stuff
so it kind of went it kind of went like piano like classical piano typical that stuff when i was a kid to like being into electronic music and and synthesizer stuff and then getting more into like scores scoring you know that like kind of combines that sort of classical and electronic stuff um and other of course many other influences i always like to dive into your hobbies and now your profession aside from game development because i feel like uh it's those experiences and those combination of experiences that makes your your output your your expression uh that much more interesting um being around game developers at big or small studios have you noticed your input have been a little bit just a little bit enough different to kind of add into uh your games
yeah totally i think that you know all games are kind of like end up incorporating something of like the teams that make them i think on indie games that have smaller teams you see that a little bit more uh readily you know you see like like the kind of a quirky whatever like sense of humor that the developers have end up in the game in some way or whatever their their um world view is um i think that's actually also true of aaa games it's just a little bit harder to see but even even aaa games have these have these kind of of moments of personality that come from the team that make them whether that's like an animation that somebody made or just like a weird turn of phrase that a character ends up using or the way something is laid out in the game or the way
something looks uh games are just the sum of the output of the people who make them right and and the people making things put themselves in in the game and kind of encode their personalities in the game um almost even when they can't help it you know even when you're just trying to make something neutral that doesn't say anything you end up saying stuff just because of the choices that you make you know like do you think that like this character should be just like wearing all black do you think that like someone should say something in a certain way or what is true about the world that you're making you know it's all it's all based on like your your personal world view whether you want it to be or not you kind of end up showing who you are when you make stuff definitely well i wanna thank you matt for for coming on and kicking off day two uh for g ducks and uh it's always a joy kind of talking with you have a very soothing voice and you make me feel calm and and then uh it's a perfect way for
me to kind of get this thing started so um as a send-off uh i want to remind everybody that i know there's a lot of questions still coming in that uh maybe matt can can hang out with you within our discord channel and i'll just go over to matt's tv here the discord link is actually right underneath his his face but if you can't type that in real quick you can go to gdux.me and you'll be able to uh join discord that way and conversate with him in addition i want to hand over the mic to you matt to kind of give attention to shout out and tell people how to continue the conversations uh besides discord and and speak with you directly yeah um like i said i think um twitter is probably the easiest way you know to to get in touch with me uh my twitter is matthew sagee
m-a-t-t e-h-e-j-i there's also a contact form on my website which is matthew sagee.com and you can email me there um i will i can participate in the in the discord as as you don't have to we're not forcing you to uh this is here but they can ping you if they they they feel yeah absolutely yeah yeah now i enjoy talking with people and you know don't don't feel bad about reaching out to me if you have questions or things like that um yeah i want to thank you again matt for for coming on and uh uh we'll be in touch man i feel like i check in with you every every six months or so so i'm gonna continue the conversation then what else yeah sounds good
yeah yeah exactly yeah so i hope everyone stays uh stays safe and um i think you know now now more than ever like it kind of shows this is you know we can make games that uh that speak to real world issues i think that's a that's an important thing to think about and keep in mind so if i uh leave you with anything to kind of think about that might be something to to consider all right um so yeah so i'll hang out in the in the discord for a bit i um i think i'm gonna uh end the video stream but i'll i'll be in the discord if anyone wants to ping me there uh and i'll be able to answer people's questions say hello next time we're going to bring you on and play some music dude maybe that's [Laughter] part of the program it'll be nice i'm a bad performer i'm more of a i'm more of like a lay the notes out you know on the on the grid kind of guy these days i used to i used to practice and i was i
was bad at practicing like i didn't become a great performer i'll do interpretive dancing i'll be i'll be the visual okay all right man have a good one dude thank you all right everybody so before i introduce our next presenter uh in between each presenters if you are just joining us i like to do an unchained report these are pre-recorded interviews that i've conducted the last six months to kind of integrate within g ducks to talk the biggest topic so the unchained report theme of today is mostly centered around the rise of the solo developer and the how the future of game developers are actually getting younger and quicker and faster and pumping out amazing quality so the next unchaining report is about zheng chengcheng
he is from china he's a 23 year old developer that created a triple a quality game all by himself and has been getting a lot of notoriety for his game bright memory infinite uh he's created a studio called fyqd studio this is a game that easily became a highlight for the recent xbox series x gaming pressing event and easily one fans overthrew the gameplay demo and his unique story zhang's story ushers in a new generation of game developers who literally have no barricades to create whatever they want at a caliber of triple a quality it is both scary and exciting to watch his incredible success and i spent the time last month learning about his work and his process did you try to kind of put a small team together before going solo um
uh uh i did that i thought did cross my mind but when i first already started making the game in pre-production and in the early development i was already doing it by myself and i figured i'd see that through um for bigger projects or for the larger parts of the future of the games i make i may will probably branch out and look for a team or
individuals to come help but for right memory especially i really want to see it through on my own so as you were uh beginning this project what was your focal skill set and what did you have to branch out and learn to complete this project [Music] um
that's been a constant uh it's been very difficult in terms of picking up new skills i do have about nine years of development since since 2011 uh 2011 i have about nine years of game development uh background so i did have some preset skills already but it's still been a pretty difficult path learning new things
a big part of it was uh kind of learning the ins and out of unreal and that particular game engine and kind of troubleshooting and learning how to do the ins and outs of that engine and essentially figuring out a problem a lot of problem solving issues with it in terms of scripting and alike but um that's kind of been the learning process of kind of learning what works and what doesn't work with unreal [Music] was there was unreal from the get-go the engine that you had in mind or you think of unity
and um if you were thinking about other engines why unreal at the end unrealized foreign i initially looked at unity 3d but a lot of unity requires a lot of really complicated coding um unreal i ended up
settling on because it has a lot of the built-in blueprints and a lot of like kind of the ease of use that allows a developer such as myself to really um go through much easier and with a much easier barrier for entry [Music] as you were looking at that can you kind of paint a global um picture of the development of bright memory just in terms of how long was pre-production development and to a point where you're you're you're you're finally able to share and promote like what was that uh timeline uh
so it initially started with a lot of the environmental stuff making sure we can get the environments right before we
moved into the uh game uh the actual game side of it and then making sure that all that worked together as well as the coding for it uh before i just really kind of narrowed down the idea of um the characters and everything else a lot of my focus was on the environmental aspect as that has taken up the largest portion of my um of the production schedule um before we uh were i was comfortable with kind of showing off the game um making sure everything looked the way i wanted it to and interacted the way i wanted it to and play the way i wanted it to so what was the um main inspiration for bright memory that um as far as your pre-production i'm sure this is an idea that you had for a while and and finally wanted to just go with it right um what were the games that really heavily influenced bright memory
uh it probably all started with my favorite game which is uh call of duty and i really looked at a lot of the shooting mechanics of that game and the gameplay mechanics before i started looking at uh other aspects of games
like bullet storm and shadow warrior and kind of brought in a lot of the uh different elements of those games that really inspired kind of the way uh bright memory ended up becoming i see um my next question is of course uh the biggest biggest thing especially this year right with everything uh covid related um has it affected your uh marketing plans and development plans it seems like memory is pretty much done at this point did it uh make you pivot to another strategy uh because of this unexpected thing
um [Music] [Music]
uh i think there's been both good and bad uh one of the good things about it was that more people are have to stay at home and have more time to essentially be exposed to and play the game in china after the initial quarantine the amount of steam users rise almost uh quite exponentially so it's a lot more exposure and time online for people to be exposed and play the game however the bad of course would be our in-person exposure at uh conventions like gdc that has all been cancelled and our inability to really market the game in that way has really uh hindered um the marketing of the game in that particular senso has been a great focus
on the online space in terms of the marketing hey what's up everybody so uh i do see larry they don't hear you yet but we might have to do some technical uh oh there we go i think i see it now oh then it's gone so while uh while he reconnects with us i do want to remind everybody that uh give me a sec here
that this is a perfect opportunity to tell you guys that you can connect with us on discord uh if you want to donate to this free event at any point go to gux dot me and see money and cash fall from the sky and this is going to help me and the team to contribute to the next g-dux event so at any moment you can press that if you don't believe me feel free to contribute so i will take a small break while help larry get the screen up we do see you larry oh there we go i think we're good now okay let me kind of pipe you in and let me go right after you uh to the audience here so we'll be discussing uh the business of games larry a 20-year veteran of the game industry will explain how a
business mindset can help you be more successful this presentation is about more than making wise business choices it is about developing a framework for financial decisions all right everyone buckle in so i believe i am ready on this side so whenever you're ready larry i'm ready i'm ready are we all all good are you good on this brandon yep the show floor is perfect thank you so um let me start off with an introduction let me start off by telling you what i don't do um i haven't written a line of of code in over 40 years um i'm possibly the least talented person in the world when it comes to graphics and and let me also just offer a confession i'm absolutely laughable when it comes to online gameplay yet over the past 20 years i've been pretty successful in the games industry and i can honestly say that that i have fun at work uh every day of my my career
my goal is to teach you what i have learned in the hope that it contributes to your success let me um let me start off with the next portion of the presentation by telling you i'm hoping you're asking uh who is this guy and why should we bother listening to him so my credentials um from 2001 to 2011 i was part of the team over at starduck um we shipped games including galactic civilizations one and two sins of solar empire demigod elemental um during that time we built up a steam competitor called impulse if you were involved in the gaming ecosystem at that time you may remember it in 2011 that was sold to gamestop and i joined gamestop as the business development manager um for their pc digital sales which was a great opportunity it got me to work with with every major game companies as i used to say i worked with everyone from from activision to zenimax
um in 2013 uh i joined night dive studios my my reason for that was in part uh because i wanted to get back to a studio that was creative that actually uh made things um my title is director of business development um we have over 100 titles published on steam gog xbox um switch uh soon playstation um including the system shock and turok games um last year working in cooperation with atari we did blood fresh supply and then most recently working with our friends over at bethesda we released uh doom 64. at the uh at the very bottom of this slide um i have my education um i have a bachelor science degree from new york university i have an mba from detroit mercy i was a mba scholar of the year when i graduated a member of the business honor society etc and so forth so
the reason that i put that in smaller font and at the bottom is truth to tell um i have never gotten a job in the game industry because of my education so if you're uh if you're concerned with either um getting a degree or uh of not getting a degree it is it is neither a guarantee of success if you get one nor a barrier of success if you don't have one in the game industry um with that said i am kind of proud of my education and uh and what it means and we'll talk a little bit more about that later um i uh always described this slide as uh as star of uh stage screen and uh and podcasts um one area that i've been pretty successful is uh in working with the media and if you follow night dive studios um particularly our our latest release of the demo uh the alpha demo of system shock um we get a lot of of media exposure um most of which is is pretty positive so
um so there we go so that's uh that's my role in the media um probably the uh the thing that i'm i'm most proud of is the work that i do outside of the company um stuff to where i i volunteer so i'm um i'm co-chair of the las vegas chapter of the igda international gamer uh game development association and um i work as a mentor um a regional coordinator for them and uh i have was was actually the first person that was acknowledged by the igda um for my volunteer efforts um supporting services like the red cross and uh the world health organization um not not so much a plug for my company but um with the virus being uh being on everybody's mind i just want to tell you that that since um since the beginning of this year night dive has helped raise a half a million dollars um through various efforts working with humble
bundle among others um for for kids in hospitals and uh for uh in 95 masks for for healthcare workers so that's uh that's pretty important to me um title of my presentation is uh is his business uh mindset as as a philosophy and and i want you to think about this um not just not just the pure business itself but as an approach to to problem solving as something that you can employ on an on an everyday basis uh to help you uh overcome problems uh that that you're facing uh that it's analytical it's data-driven which are things that are are often very appealing to people in uh development um it's a guide for making decisions ranging on everything from game design to hiring practices it is not just about profitability but profitability is an important aspect of
the business mindset and putting this into a practice we're going to go through an example something that i think every developer particularly um particularly new studios face which is answering the question of how long should i work on my game and and how long can i work on it and still be profitable so again it's a it's about a framework that will help you to make choices so why should you care about profitability well if you uh if you want game development to be a career not just a hobby if you want to be happy in the business uh the primary source of dissatisfaction cited on various game development forums is a lack of compensation specifically uh the disconnect between the amount of effort that it takes to make a game and the reward and how you get compensated for that game um what defeats this is very often a lack of a business focus at the outset
and uh what i'd like you to do when you start thinking about about your next title is to ask yourselves how do we expect our games to generate money how much money should we expect where will we sell them and what would we sell them for i tell people all the time when you start out to make a game deciding on the business model should be as important to you as as what platforms you're going to launch on or or what engine you're going to use um you should probably spend as much thought on that part of it as you do on any other aspect of your game design document i help out on on game development social sites the single most common complaint that i hear from developers is that the amount of money that they will make from selling their game does not justify the effort that they have to put in to create the game yet when i ask them um how did this align with their business plan did you did you meet expectations for your business plan did you expect something different what changed very
often they say that they didn't have a business plan it needs to go alongside all the other aspects of your development roadmap so um i actually pulled this cartoon from um from the game the indie game developers um facebook page where several thousand people um you know liked it uh saw it retweeted it so the the cartoon shows uh developer saying well making our game took over two years we barely paid ourselves seems reasonable to price the game at 15 and um and then when they they post it up uh when the game actually goes on sale they're they're accused of being greedy of uh not having enough gameplay etc and so forth and and the reason it it it's funny or the reason it resonates with game developers is because there's there's an element of truth to this the developer figured on pricing of the
game based on how long it took him to complete it not the other way around and not the content of the game if that sounds depressing let me lighten things up a little bit um i'm uh i'm guessing everybody is familiar with uh the underpants gnomes from south park um they come up with a three-phase plan for success phase one is they're going to collect everybody's underpants phase three is they're going to profit phase three is always profit and um all that they need is is phase two so um i don't know anybody in the games business that does not does not know this cartoon that this does not resonate with um the the point is about this is that your business model needs to be well thought out uh in advance and it needs to be realistic so there's a basic formula costs most especially development time equipment licenses marketing spend etc
must be less than revenues and revenues come from sales revenues ad revenues etc um net of of whatever platform fees steam nintendo um uh play apple um whatever those guys take out and any other deductions like taxes vat returns that kind of thing usually you see this the other way usually you see somebody saying well revenues must be must be greater than costs and the reason i kind of flip this on its head is because you have less control over revenues than you do over costs cost is the one thing that you have you have real control over and um and revenues is something that uh requires requires outside influences to to generate that so let's talk a little bit about that um how do you determine costs well developer time the amount of time that
you spend in uh in creating your game is going to be your single largest component but i urge you from the very beginning of a project to track everything all the time you spend coding all the time you spend creating art discussions meetings all of that stuff and you're going to need that this information not only for for your presentation in the current game but to talk about how you're going to work in the future um be aware that in a very very real sense time is money and we'll talk a little bit uh as we move on to how do you assign the the value to that um one of the one of the things that you're going to hear me repeat over and over again is is ask your fellow developers what's the going rate for game developers with similar experience similar skills it's the best way to get that information so talking about asking your developers um asking your fellow developers i'd like you to to really pay attention
to this slide if you get only one thing from today's presentation this should be it build your business network um you may not want to think of it as your business network you may want to think of it as as social as developmental but um it is a valuable and relevant source of information particularly information uh about wages and uh and values um you're you should be able to share resources you may find that you have a lot in common with other developers and are working towards common goals depending on your situation you might end up getting a job offer if that's something that you're looking for and and then it's probably the single best way to to to combat loneliness which is a a really serious issue in the in the world of game development so what i'm going to urge you to do is begin to find game developers start off looking for game developers in your area
and one of the reasons why i emphasize in your area as a starting point um particularly when you're looking at at the value of time that varies going wages vary depending on areas so if you're comparing for example how much a developer makes in warsaw poland you probably don't want to use what a developer is getting paid in san francisco as a comparable um the the guy in san francisco is going to make multiple times because the cost of living because of a number of other factors so you really want to start off building your network by looking at people in your area well how do you find other developers in your area there are a couple of great tools one of which is find out if there is a local igda chapter in your area participate in game jams there are all kinds of of events going on in areas that are a great place to network
a a very prosaic very simple lesson that i have for developers but that often needs to be repeated make up business cards with your contact information and keep them with you at all times just in case you run into somebody that is a fellow developer in your area um if you uh if you if you can't find anyone through a local igda branch and there aren't any game jams going on in your area well there are a couple of different ways that you can you can still find people out um you can do searches um i actually uh when people ask me about how i i got my job at night dive i actually a cold called night dive um after my time at gamestop and um i did a search uh based on uh based on companies in a specific area um ended up talking to the ceo of night dive and the rest as they say is history
so use use search engines you can use social media um linkedin is is actually my preferred path and i know a lot of developers don't use linkedin but you should one of the reasons why i favor linkedin is because you can do searches um based on multiple criteria people in game development in a certain area you're able to do that via via linkedin there are other ways of getting in contact with people in your area twitter always works uh i i tell people that if you're going to approach others on any kind of social media if you're going to do any kind of cold calling the primary thing that you want to bear in mind is be candid you might want to start off by saying i'm a game developer just starting out would you have a few minutes to answer some questions for me be frank about your experience or your lack thereof um and the nature of your quest if you're uh if you're like uh so many
developers and kind of an introvert this can kind of be hard but it is so worthwhile if you find uh people in your area that are also doing game development there are so many benefits aside from shared resources shared information it opens up social context i mean there are just so many positives so again if you're going to take one thing from this presentation it's to build a business focused network so the cost equation um it's value multiplied by hours so let's use an example you and two friends work on a game for two years you each devote as much time as possible uh but it's uneven so you want to track the numbers that you have and then you can do some conversions uh the the number of hours in the average work week it's no longer applicable but we still use these for calculations is 40 hours that's five days of eight hours of work time each that's that's kind of the basis
a man month is the number of hours generally worked in a month there's some variation here the eu defines a man month is 140 hours the us definition is closer to 160 hours but again we we use that it's important for you to know the term man month and then there's annual time again there's some variation but generally and and this number is kind of rounded for convenience sake we look at at 2 000 hours uh 50 weeks at 40 hours per so this concept is very often far into developers i mean we think about working as long as it takes to do the job so why is this important well you're going to need this for your own growth and your professional development you need this for your other team members but there's another reason for this if you're going to be pitching your game to publishers publishers want to know how much you have invested in creating the game and the majority of that investment is going to come in the form
of time if you're going to pitch your game to a publisher the expectation is that you will not only be familiar with these concepts so that you can talk about about average work weeks about man months about annual times but that you will have this information at your fingertips uh my local igda branch we just hosted a presentation from um justin berenbaum of of xola um ixolo often provides funding for indie developers one of the first questions they ask is is how much have you invested in creating the game and if you say gee i don't know um that that kind of um is not the answer that people are looking for so some revenue terms um and again i want to make sure that i define some of the basic stuff for you gross revenue is the the sale price multiplied by the number of units sold so an example um you sell a thousand units of your game on steam at ten dollars each and your gross revenue on
the title would be ten thousand dollars the net revenue is the amount that you actually get paid it's gross revenues less allowable deductions which include store fees so steem charges 30 percent um as an example returns fraud etc in the case above so while your gross revenue would be 10 000 your net revenue would be 7 000 or less depending on how many other deductions beyond the steam 30 feet other allowable deductions that will come up taxes vat or standard if you sign with a publisher there's often a paragraph that defines these deductions i'm going to urge you to read that paragraph very carefully this can include things such as marketing in the old days of retail mdf or marketing development funds were a big deduction so again standard platform fees are 30 epic charges less mobile free to play
revenues are are harder to predict so let's just use a a pc game that would be sold on steam as an example if you're truly independent that's self-publishing you need to understand that your that your net revenue is going to be your gross revenue minus at least 30 percent the other part about this about your negotiations with publishers and about what's allowable uh you know again i'm going to urge you to to spend a lot of time on this um the the second time that i signed a game with a publisher it was back in my my time with starduck so in the early 2000s we agreed that marketing was an allowable deduction but i didn't really have a definition from my publisher of what marketing was so my company ended up paying the salary for their marketing manager who actually did very little of anything to help our sales so i learned an important lesson there
about be careful with with what's getting defined under that section okay so forecasting revenues um remember at the beginning i said that that your costs are much easier to predict you can track that and uh and revenues are are harder to forecast but you still want to get some idea of that um as you go into it so how do you project the number of of units you're going to sell well the easiest way is to find comparable titles same genre similar size developers there's a fair amount of data that's available online steam spy if you're making pc games is one example of a tool but you know what the best way to come up with realistic sales projections is through that network through your network of business contacts so in order to to forecast how many units your game is going to sell both for you to make a sound business decision and as a key part of any pitch that you're
going to send over to a publisher you need to gather that data easiest way to do it is to say well games in this category typically sell so much so how do you find that out well if you go out there and you start um looking for people who have done similar projects and you're able to develop a relationship with them where you can ask them you can create a spreadsheet and say well at the high end it's so many copies should sell at the low end so many copies should sell and this is an average for a game in this particular genre from a team our size um so the example that i will use and i'm trying to make this um very pertinent to people but the example that i use is a visual novel and uh and you're going to be pitching that visual novel to a publisher well the first thing you want to do is make sure you don't compare that game to something
completely in a different genre you don't want to say well my game will sell as many you know will generate as much revenue as fortnite did right so let's get get down to basics and talk about how how we uh developed a projection on this so okay i'm hired as a consultant for an indie company working on a visual novel um i really know very little about visual novels but i do know how i would attack the problem i'm going to head over to uh to itchy ichio and i'm going to look at titles uh that are similar to to what i'm looking to develop and i'll find the one that's that's closest to my clients so i click on that title and it gives me a link to the developer studio in some cases i actually get contact information maybe the developer's twitter address maybe you know i get a twitter handle on there and i reach out and i begin by asking them if they can spare some time and again what i had said earlier i'm completely candid um and and i make sure
that my request is clear my email might say hi i'm an indie developer working on a game similar to your title and i always mention the title of the game that there they've already done would you be able to spare a couple of minutes to help me by answering some questions so in that statement i've explained who i am i've explained what i'm going to be asking for and i've explained the reason that i'm asking for it my game is similar to yours i'm trying to gather some data i'm looking for your help let me talk to you a little bit about cold communication um always be clear what you're asking for always state if you're asking for help and then be clear that you won't take up too much of the other person's time time is always precious get to the point and and don't waste time um i'm not going to stop with one title i'm going to go through it i'm going to click on every title that i can find that's in a similar genre from a similar size studio
um i'm going to get as many of them as i can and and make the assumption that not everyone will will answer me if i get lucky and i establish contacts with all the developers i'll have a great network if i only get some of them i should still get get enough information to be able to make a forecast and you don't need to begin by browsing itch or steam um if there is a particular title this is almost always true for for developers if there's a particular title that influenced you that made you want to create the game that you're working on that's a great place to start reach out and explain how influential the developer was to you and see if they'll be willing to give you some help um flattery is always good if it's sincere so okay um we've now got the two points in our equation we've tracked all of the time and and effort that we spend in a game we've got all of the other um resources
uh laid out for us and so um we learned through our research and networking that the best best price for the game that we have that we thought was going to be a 10 game is is actually five dollars and we learned that because people said well gee um i didn't sell very many copies of my game at the full you know retail price we use the term retail even though it's no longer in a retail store but at the full price but boy when my game went on sale at 50 off that's when i really started moving units so we uh we find out that the low end of sales for a com for a title like ours is about 2 000 units and the high end is about 8 000 units so you know if you add that up you come to an average of about 5 000 units for our model and we further decide that the best place to sell our game is on steam so the equation becomes five thousand um uh and uh times five dollars times
seventy percent remember steam is taking thirty percent off so all you're getting the seventy percent or seventeen thousand five hundred dollars in projected net revenue so with this information in hand we can now answer the question how long should i actually spend developing the game and still be be profitable um let me emphasize again um i hope nobody's taking notes on this these are completely made up numbers and and i i made i used the five dollars and ten dollar price points just because it makes multiplying easier easy calculation but the point being on this is that you can now forecast what your expected revenue is going to be and as long as you're as long as you're investing less than that you're gonna you're gonna show profitability so the equation part two so now we have a budget of 17 500 to work with if our cost is less than that and our sales projections are accurate we'll be
profitable it turns out that all the tools that we need to create our game are free for use um we're fans of doki doki literature club and it turns out that the tool that the developers used on that was renpi um there's no cost and even support is is free via the forums um further it uh conveniently turns out that the going rate for developers with our level of expertise in our home location is 17 and 50 cents per hour so we want to create our game in 1 000 hours or less again i'm going to emphasize that these are numbers that i i just picked um for their for their convenience factor okay so you can now say that that if we make our game if it takes us less than a thousand hours or less um you're gonna you're gonna be able to show profitability and again this is a part where the business philosophy helps you make decisions about every aspect of the game including design we want to bring the game in at under a
thousand hours so you now examine your work habits it turns out that you average 20 hours a week working on your game as a one-person studio um that means that you want to complete the game in 50 weeks or less of working time right now that you have the start and the end points for your development schedule you can develop milestones to fit those goals milestones or goals that are tied to specific times are key to staying on track so the milestones will give you a couple of things 1000 hours is a concept a milestone in contrast is a goal with a time limit say you're going to spend 20 hours a week for four weeks to help learn the software and that some of the python that you'll use is something that you can keep track of having these milestones helps you stay on track and measure your progress they guide you to help you to help you stay focused uh again you're you're setting it up that way and saying okay here are the miles the six milestones the six
intermediary steps maybe you're going to spend four weeks in in learning the software and set up and that's your your initial milestone the end of four weeks if you're not done with that you've fallen behind and and you need to be more focused if you're ahead of schedule great you can you can use some of that unused time on your next milestone a couple of things on this not only do milestones help you in the development process not only are they are they beneficial to your own internal work but boy if you show this to a publisher and uh and you're coming out there saying well this is the first game that i'm working on and you have a schedule with milestones and key dates and what you're going to complete by that time you're going to look way ahead of many of your competition so some tools and resources to help you um twitter looking to build up your net your network probably twitter is the easiest way to reach your fellow developers unfortunately until you're you're better known in the community um your dms may
be ignored uh but once you you you gain that it it's great to build up a network of of people that that you work with and um where you can amplify each other's social signal so again some some true life stories um night dive has worked on more than one you know we specialize in restoring classic games um we are certainly not the only company in there so people that i i regularly talk with and and sometimes uh actually work with um guys over at 3d realms um who who have a long history of uh of restoring and publishing classic games and uh the guys over at new blood whose games are new but are in a classic style uh two things on there um number one um we're able to we're able to to help each other because we're kind of playing in the same space but secondarily i i actually really like those guys and um
and we chat about just a lot of stuff i mean it's it is certainly not all business there um uh last night we were talking about uh early days of punk rock music so um something that is that is near and dear to my heart um that that said you know twitter is is a useful tool linkedin many developers ignore linkedin because it has a business focus that is its very strength you can search by company you can search by name you can get the person's title and background before you reach out to them also and and do not ignore this this is really important once you've built up a network once you have some contacts on linkedin you can get referrals to new people so you might be looking for somebody at the xyz company and uh and you find the right person and they're a c-level executive at xyz and and you're a little bit afraid to cold call
them um but um what you find out is that you have a friend already at the abc company that's already connected to them all through linkedin you can ask your friend at abc for an introduction to xyz the last thing i'm going to call out here um is email and it might seem funny that uh that i'm i'm shouting out email as a tool um but writing a business email that gets a response is becoming very much of a lost art um that said uh know your audience do not write generic emails they are spam be focused get to the point use the person's name um nothing catches persons attention so much as seeing their name in the email use keywords help advice referral or attention grabbers and then the subject line is
your friend as an example i would pay attention to an email that was that that that was entitled larry new developer seeks your advice let me tell you a true story i was meeting two young developers that i i mentor in uh in this area for dinner um i received an email that had to be six paragraphs of closely written text no spaces between the paragraphs so that when i looked at this on my phone all i saw was this this single block of text um i'm going to tell you that if i was not waiting at the restaurant for my friends to arrive i probably would have just deleted the email i had no idea what the sender was asking me for i ended up replying saying i'm sure that you're asking me for something but i don't know what it is so it was actually from a kid um i'm i'm old so so everybody's a kid to
me i was actually from a streamer who had moved on to mixer and he was asking me for a key for one of my games now i'm going to tell you if the email had gone to the point and said hi i'm a streamer with an audience of x number of people and i'd like to ask you for a key i would have responded immediately to it and said sure um as it was we ended up getting into a discussion about why he felt he had to tell me everything about his background to justify himself he said well i'm really not known i said well i get that but all the things that you're telling me really aren't relevant if you told me that you're a new streamer and you don't have much of an audience but if i would give you a key you would be sure to promote my game because you don't get that many keys i would have responded to that um even if you had said hey you're only starting out and you just needed my help
i would have responded to that too okay some some websites and and tools um i mentioned the igda and this is not a commercial message for them but there are often more developers in an area um than than you might think of um so the las vegas igda um had had grown really quiet had kind of gone dark um i moved out here two years ago um from from michigan and uh i met a great group of people um here in las vegas that were really excited to to get started to get it back on track and were willing to give their their own time to make it happen and we began to reach out to um schools and universities in the area um university of uh las vegas um uh college of southern nevada um when there was still
a branch of the art institute here um and and we we put it out there that it was free for for our students well you know what students graduate and they become developers in some cases we began doing some sponsorship of game jams anyway long story short we have over 500 members if you're a member of my local igda and you're looking to gather the kind of business information that we're talking about being so important to your success you're going to find plenty of resources that will help you steamspy i mentioned that before steam stats uh it's a great way to to at least begin with some um comparables uh gamasutra.com so gamasutra is the site that is devoted to game business and to blogs related to game development business again if if this is going to be more than a hobby for you um i i urge you to to read gamasutra as a as part of your
morning um you know ritual um powellgroupconsulting.com online business matchmaking events um this connects indie game developers with publishers it has been a highly successful event um it was successful before the virus um when there were still gdcs and e3s um now that those kinds of in-person events are cancelled it's it's even more important and uh and that kind of concludes my uh my presentation i'll be around for uh questions all right larry why don't we just keep the slides open for your uh your all your information for for everyone to kind of see uh just in case they want to reach out to you sure thing i can do that as well um you
can actually also um catch me catch me here on on discord um i'm uh i'm online uh all too often so uh so this is a i i got a good reminder for anyone that wants to kind of pull in questions while we're on stream here i'll kick it off with my own questions so i'm still very new to the business world and at least thinking and approaching game development with a business mindset and uh uh and what i'm learning and a lot what you're talking about is is kind of building a relationship with with whoever you want to work with right which makes a lot of sense i i think as a game developer by default we don't think that way uh yeah outside of our system that's that's true yep so and and even within the discipline yeah but go ahead but i i think that you're kind of getting the hint of my question here it's just like can you kind of expand on that a bit what you've seen
um for for game developers that are uh initially hesitant to to kind of think that way or just simply do not know absolutely um the first thing is that um sending out making that first contact that that that initial contact uh brandon just just before i start answering is my is my uh slideshow uh showing yes so i'm not sure okay actually actually i'm i'm terrible um i uh as a as a business person um i i should be shot uh um uh because i did not include my contact information on here but um you can find you can find larry cooperman at night dive studios pretty easily um uh but let me answer your question on there um so it's it's really it's really challenging
um for for people to make that in initial initial reach out um you need to understand that uh the game development community is largely populated by what's the word that i'm looking for oh yeah game developers that as a as as shy and introverted as you may be the person at the other end is is likely to be just as shy and introverted that does not mean um that the relationship is going to be uncomfortable it means that you need to spend some time to to be sure to break the ice on there but once you make that contact um the people in our industry not only are are are they mostly really nice and and willing to help um but they're also like you and let me also say that in talking about building your business relationship um i suggested that you reach out to people a in your area
that's that's obvious because you can you can meet with them um again if there's an active igda branch over there if there are game jams or if there are those kinds of activities you can meet with them in person but a number of our igda communities a number of just development communities have regular meetings uh at bars at restaurants at at kind of social venues simply because it is really difficult for people in our business to find other people that are like us that are interested in the the same types of things that we're interested in that speak a common language with us however when you do find somebody um that that aligns with you on on many of those things it's really exciting and it's really it's really mutually beneficial um let's talk for example about people that write visual novels and i use that as an example um people that write visual novels are
going to face the same challenges um again you know somebody introverted somebody um who who is is not necessarily outgoing when they find out that you are working on a similar project and you ask them about what software they're using um challenges that they've faced how you get past developers block you will find very often that they will get really excited and really animated because how often do you get to talk to people that are interested in the same kinds of things that you are brand is that a fair question if fair answered your question okay
i'm on meat what a new mistake my bad so uh as we're waiting for questions to kind of pull in uh i do have i saw your i saw your lips moving and please go ahead and use some anticipation so uh my question was let me back back up one second look back at one second did i answer your earlier question fully about about making those initial contacts with other developers because that's really important okay then i'm ready for your next one yeah the networking is definitely an important side of it uh my next question is more for like a personal reason but a
lot of game developers out there are are spending their time or half their time well most of their time building the product right what resources do you recommend to get them started in this path of approaching their games with a business mindset and then on top of that uh how much time and resources let's say given a day uh should they dedicate just towards thinking like that uh besides making a product perfect question um the place that i start off the the thing that really helps me get focused uh i i really really like gama sutra um in particular on gamma sutra there there are the articles in gamma sutra and there's there's always something that's that's really interesting to me um but there are also some some great blog sites and the blog sites do two things a it allows the author to you know be a little bit more personal and to expand on their ideas but number two very often there's contact information so if i read
something that's that's just a jewel um i'll reach out to the author of it um i start off my mornings by um before so before i i get into the business stuff that i deal with um and and my life is is not necessarily as exciting as you might think um i spent a lot of time on spreadsheets and contracts um there's a line from from ian fleming james bond that um it reads better than it lives but i i always start off my morning by by getting caught up on on the news so you know i hit the usual sites um i usually start off with uh with pc gamer um i will hit katako although kotaku is less interesting to me since uh jason shearer has departed from there um i will look at ign but then i go over to gamasutra and gamasutra really helps me to get my my business face on [Music] yeah i i'm a
constant visitor to to that site myself and uh it definitely makes it uh an easier digestible approach than diving into the library or a bookstore and just going through that section and not knowing where to start and and the other thing is um do not hesitate um if you read an article particularly a blog article um that that is interesting to you something that it that seems innovative um do not hesitate to reach out to the author and and give him some props for what they wrote um and and you know certainly see about about making a contact with him yeah i i feel like what how how much of it and we kind of touched this a bit with networking how much of that should be part of your lifestyle to build the product to talk about your product but then meeting the not even about the right people because a lot of times i i feel um
opportunities just come out from outside your peripheral sometimes and it's a lot about just waiting or keeping those door open so um great story on that um uh i was staying in seattle for uh one of the events steam used to have steam dev days we were staying at a hotel right down the block from from where the meeting was being being hosted we're in the elevator there and i noticed uh the two gentlemen that were riding in the elevator with me um had had passes on for the show but i actually i actually could not see the either their names or their company um just because the angle that was that but i could see that they were wearing the passes you know and um the elevator stops and i see the guys kind of looking around i said are you are you looking for the show they said yes and uh i said well you know i'm i'm
heading up there um if you guys want to follow me it's only a couple of blocks away but i'll be happy to show you you know where you can get in and all that stuff and we head up there and you know just being friendly those two guys were the publisher that i had my first meeting with so yes it it should always it should always be a habit um it was really was pretty funny um as we're walking there um you know once we once we get inside we're both heading over to the same conference room um but it should just be be a habit for you um the the other thing that you will you will find is that like many things with repetition it gets easier um you you refine your elevator pitch uh what your company does uh you know you you you get all of those things they the first couple of times that you do them they're awkward and they are um they sound unpolished but through repetition you know it just gets easier
to say and and it becomes a habit so the other thing that i tell people all the time just the easiest thing that you can do to help build your network is once you have your business cards carry some with you everywhere you go stick a couple in your wallet just in case you run into somebody at the store at the you know wherever um and it turns out that uh they're wearing a hoodie from a game development studio that you love and you're able to pass your card off to them business cards are very effective i i think in this age of just exchanging information through the phone people tend to really forget that that step of putting some production value behind your business card and carrying them around yeah because especially at these conventions they're very handy because you're beating people so fast and you're passing by a lot of people uh
handing them out i at least on for me on the other end i just keep it in my pocket and after the event is over i kind of go through them and actually do and i feel like a lot of people uh do the same one of the things that i do i i have done it various times and it depends on your your personal preference um but uh my personal business card because i also uh less so now i'm i'm just too busy but i i there have been times when i've done some some outside consulting for people i have my photograph on there it's a small one and you know um as uh as as flattering as it can get and the reason that i do that is because particularly at a gdc or an e3 um you'll come out with a wallet full of business cards and you'll say wow which guy was this right um and just having that that picture will will help of course uh it's easier for you because you're young and handsome and i'm old and not handsome
you'd be surprised people throw it in disgust and and out of jealousy let's see yeah and steve see what what what i make up for with and and their things i actually have a whole closet behind me full of suits um this is not my first career i had a very exciting career in healthcare um finance if you're ever having a hard time falling asleep i'll be happy to tell you about that um because it will put you to sleep in seconds um but i i wore suits and ties for for for decades of my life um now i'm um i'm notorious um for for wearing my t-shirts um the one that i'm wearing today says uh no you're right let's do it the dumbest way possible because it's easier for you um i i wore one yesterday that says i can explain it to you but i can't understand it for you um i probably wouldn't want to wear that to uh to a business meeting but um one of the one of one of the few advantages about getting old
um and i'm not going to say old about by getting old is that um i've gone from um rebellious to eccentric it's great qualities to have throughout your career so this is a question from uh nightwolf and the question is uh this is back to the business card portion yep so how would the business cards work now that we're pretty much all virtual uh since we're all online now so um first first of all um there are while we are still online um the the the version of that that uh that becomes part of of your um of your arsenal of weapons is the signature part of your email so my signature on my email brandon you you've got my emails my signature uh uh on my email has my name my title it has my email address which is kind of dumb
because you just got it in an email it is my my cell phone number um it has my skype uh handle which i use less and less but some people do use skype and it has discord which is probably the easiest way to get a hold of me um so that becomes that the answer to the question is the signature on your emails which you should set up every time um becomes becomes the the uh the online version of your business card so that's that's one part of it um the other part of it particularly if you're a one-man studio and uh the speaker from zachtronics just before was talking about this if you're a one-man studio and you have uh uh whether you're one man or a small studio um and you have a web page uh for your game for your studio there should certainly be a means of contacting you directly from there so you want to have a contact section
and those would become the electronic equivalent of your business cards yep definitely um so this is a question uh the uh is there any advice on creating great relationships during networking events that makes a person stand out from the others yes be honest very first thing be honest about who you are um one of the things that that uh that comes up every once in a while is uh somebody will will embellish a story about how long they've been in the business or will not get to what they need and those things become memorable and can really tarnish a relationship so if you're a young developer starting out at some point in every one of your conversations you want to say i'm a young developer starting out and i'm really looking for somebody to help me i'm looking for somebody to to be my mentor
um so honesty and candor on there the second thing that um that becomes really really important about networking is get to the point if there's something that you're asking for and this this goes into into how you introduce yourself if you're looking if you're looking to to find help for your game if you're looking to get business analysis if you're looking to get analytics get to the point of what you're looking for [Music] and coming from like a business side of things you were talking about how most of your day is being drowned out um and in contracts and i i feel like if anything especially in your small development team you have the whole side of just making the game but on the business side of things i feel a lot of it is just having a team of great lawyers finance
everybody uh it's gonna help you on that side um what is the minimum that you recommend to kind of get a small group together that you totally say these this is where you should put your money at if you're gonna spend so to make sure so a good lawyer is great but you know what um there is uh no substitute for being willing to read it yourself anytime you get a proposal anytime you get before it goes to the lawyer uh you sit down with your you know whatever tools you use whether you use a pen or a pencil use a yellow highlighter whatever um whatever tools uh are easiest for you to use and force yourself to read through that contract um circle the parts that you don't understand those are the ones that you're going to ask your lawyer about i pretty much guarantee you that on the
first contract that you read when you get up to the section on indemnification your eyes are going to glass over it's something that you get you get past the first time but be willing to do the work and to read it yourself you're every bit as smart as the lawyer you may not be as expert in the same things but but you're you're um you're that smart then again and i'm going to answer a lot of the questions the same way if you've developed even even um even the beginnings of of a network a local network you now have resources if you're if you know one person the area that's that's done the game um successfully that that feels good about it ask them who they used as a lawyer get that referral if um if if they say well they've done it all themselves then ask them whether they'd be willing to help you or give you some advice and you don't have to show them the whole
contract but you can ask them what you know what what does indemnification mean um but again you know approach approach a contract approach all of that business stuff the same way you would a coding problem um go to google look at you know ask look up definitions um look up templates for stuff uh when um when when night dive started out um we were using you know pretty standard uh templates that were freely available that we then took and we we uh made them specific to to what we were doing but it but it gave us a starting ground yeah i think a lot of that is um the referral thing is definitely a huge thing i think if you find someone within your network that you trust that is working with you for a long time uh what has helped me at least
is just asking them you know if there's a certain certain part of the business that you need filling uh that has worked out really well because chances are they're they're connected with great people um as well uh in these other departments well you know we we optimistically we hope that they're going to say oh i'm working with a great lawyer but at the very least they can say i worked with this one guy and he was terrible don't go to him it's great to learn from your own mistakes it's even better to learn from other peoples exactly um another question that i have and maybe we don't have to go into too much of the details but if you don't mind kind of like sharing not a complete horror story when a business goes bad but like um maybe just the more like the steps of why went bad like why why things didn't work out the the
way it was intended because of these common mistakes uh that could have been easily avoided so i'll tell you two stories and first of all um first of all uh the common mistakes that could have been easily avoided if they're common mistakes there's a reason that people make them over and over again uh the one that that i um i start off with and and i i referenced this article this was an interview um with a whole team of us but but i was the first person that spoke um for the escapist and was talking about our misadventures in the development of system shock which i'm going to begin by saying is very very happily on track if you haven't played the demo you certainly should it's on steam and gog and there are plenty of of walkthroughs and gameplay trailers commercial message in there but um so we we began by doing um a demo of of what we thought was going to be the the game direction um built up in unity um we uh we we launched it at gdc we put it
online gtc we had an announcement in pc gamer and we had something like a quarter of a million views um the first week of the trailer we knew we had something very exciting and we announced that we were doing a kickstarter um to raise raise funds for the development of the game well the kickstarter was was really successful we raised quite a bit of money and we were flush with our own success um the interview that i'm referencing began with the words the longest journey often seen in game development often starts with the words you know what else would be cool and um we we feature creeped no no we said it to ourselves you know what else would be cool and that's how we start off on the longest journey we feature creeped our game to the point that it was no longer recognizable from the original concept so first thing that i would tell you is uh when you have a plan stick to the plan
um avoid those you know what else would be cool kind of things um that's that's number one um be be leery of your your own success um we we thought we were better than than than we were and that's not a knock on us it's just it's just that we became you know we we had some real good initial success we ended up um going off the track that we want to go on it was a painful process we got back on track and now we've returned to the original the original um vision but it was it was a costly um it was a costly series of mistakes that we learned from the second thing um that we that i would tell you is uh is don't put all your eggs in one basket so a horror story for from um from my early days in game development first game that i um that i sold or that i did a licensing deal on um we're really lucky we worked with take two it was a great relationship it was very
successful and uh things things went quite well and we got paid and we were quite flush with the money and we thought that was great the the second game that we sold we had um almost the opposite experience our game did very very well but the publisher that we were working with went into bankruptcy bankruptcy is an amazing thing it basically says well we sold your game and we made a lot of money and we're not giving you any of it because we had other debts and that that really happened to us um we had sold by a conservative estimate um 60 000 copies of a game at retail and we we basically got got zero in terms of payments on that um and there there was a whole lot of horror stories on that but um that that really hurt but the one thing that was a saving grace was and this was at the very beginning of of of the 2000s we were
selling our game digitally that is what saved stardock from going into bankruptcy in the early days that that is a that's one of the scariest things the game developer would would hear that it did well but you're not getting any of it and uh it seems like it's one of those because i'm sure you guys at least uh seeked out legal ramifications but i feel like oh absolutely is there when someone files not much um and it's it uh you you end up going to a court and and fighting over over the crumbs right and then that's that itself that's it probably yeah drive you more into debt than anything right um yeah you probably in most cases you're spending more than you're actually going to get yeah yeah well larry uh we are at the end of the
hour and i want to thank you for for coming on and and sharing important topic that i i i constantly want to learn more about because business and the business side of games is is something i'm quite new to and a lot of game developers who are watching and we'll be listening to this later it's the same story we just have no idea how to approach it i uh i i'll give you one um one one parting thought on this um you can't possibly know everything so one of the things that you can do is is to try to find experts on a particular topic um develop relationships with them and um and ask them questions and never be afraid to ask questions all right guys um brandon thank you so much for hosting this this was absolutely great and i'm glad that i got an opportunity to reach out to your audience and um we'll stay in touch all right thank you larry have a good
one cheers bye-bye okay i would like to remind you guys at this time that we do have an active discord channel where you can meet larry and talk to him past the presentation of course uh you can find the link on the website uh at gdux.me feel free to drop in to conversate with the other viewers who and inter even interact like people like larry and other presenters themselves throughout the conference so in addition if you would like to talk and compensate and stay connected you can go to gdux.me to to help with that and make a donation to help with the next production of g-ducks so give me a second here while i get this set up
all right every time i do those camera cuts i gotta fix something another way to help spread the love and stay engaged is to tweet at g ducks me or gdu xme or at blue champs i spent my whole kids college education on buying these name plates so make and please justify by tweeting at me i will read them it's what i live for your tweets and as part of the fun i want to mention the good folks at masterpiece vr they are the 3d application software centered around using vr technologies to make game development easier and faster they happen to be our sponsor for this year gdex event for the next three days or the next two days we'll be giving away 10 free one year in the license for masterpiece vr all you have to do is go to gdux.me to sign up to the mailing list and then tweet at and at masterpiecevr and how you are enjoying the show the instructions are pretty simple however feel free to go to the gtx.me and give it a read and to
make sure you don't mess that one up lastly i am truly a one-man army so what you see is built by my blood sweat and tears if you can't tell ddux is not controlled or backed by any major corporation i'm in a motel room for god's sake so any donations greatly appreciated to put into organizing the next g-dux event so go to gdu xme and hit the mark make it rain button and any point of the live stream and literally make your cord hard earn cash fall from the sky into my motel room seriously one dollar goes a long way two dollar goes a bit further and then so on and so forth alright if you don't want to make a game all by yourself oh my god keep cutting away if you want to make a game all by yourself and are having a difficult time finding the right people to be as committed as you are maybe you should follow in richard q's footsteps and work with this family
to deliver their studios first game cuckoo games first game mage hunter richard comes from a background of the decade of working at prestigious studios like blizzard riot games war gaming gaming and tencent i sat down with him a couple months ago earlier in the year to learn more about his jump into indie dev with family this is a pre-recorded unchained report so don't be confused but we will be following up with the next presenter shortly afterwards so please enjoy so so it it's weird because i would never consider myself an industry expert but then like i realized that i
uh turned 39 like more than four months ago so i guess i'm by default an industry i don't know it feels weird um i think like that's one quality about trying to make games that's really important is always to like to sort of stay humble and sort of like always look to like learn how to do stuff um i like really enjoy learning how to make things and how to create stuff that's fun and innovative and like interesting so that's sort of like you know in trying to bring my wife and my brother to build this game like it's it was pretty easy to say hey guys like what are some games that we want to make that are uh that we've always wanted to like make or stuff that we grew up playing that really inspired us that you know when you're working for like a large uh company that's trying to like make a mass appeal game like you have to think of um uh you have a huge uh xx million dollar budget you've got to think of this target audience you've got to plan out
your development for x years and you know a lot of things are done very top-down for lack of a better word uh whereas when you're trying to come up with something with a small group of people it doesn't matter if it's your friends or family or if your wife or or partner or husband it's like you gotta think a little bit like you gotta percolate the ideas from the bottom up too um because you have that freedom to sort of think about it that way and that sort of turns into top down because it's like all right so what do we want to actually accomplish in the core game play and then we can actually plan out like the bigger picture which actually is um one of the ways that we did stuff for several of the projects i worked on but those were like within well-established like um like uh uh frameworks and stuff so like oh it's a sequel to starcraft 2 or trying to make like a competitive rts moba or or whatever like the stuff that you and i worked on brand new which i'm not sure we're allowed to say yet but um
the uh the main thing that is uh important to because because like you know for for my wife and brother and i like um i have the most experience so i i am like the de facto leader so there's a lot of things that go into making a business that you just sort of want to protect from the team because it's really important that like when you're working on the day-to-day especially the creatives that you sort of like protect them from like thinking about stuff that doesn't really matter for the stuff that they want to do because you have to still treat it like a normal game development uh team where it's like hey guys so let's like come together and talk about what we're going to do for the week as opposed to every day and there's advantages to that but also disadvantages to it but then it's like you know in the background i have to think about well my lawyers contacted me about uh having to register trademarks for this
and um you know we need to get the website up or um i'm going to be talking to some guy on the podcast about like the like game development with family so uh what should i say not say about like the trials and tribulations of making games and stuff with family um but uh yeah that doesn't really cover it brandon can you throw me a question so i can latch onto something no i mean you're starting to get into like the the meet up topic here um you're talking about working with family and and kind of playing well i mean it's always going to be a blurry line of like uh of a team and then uh how you talk which i feel is part of the conversation that's interesting where you know how do you separate that um well let's talk about physical space or remotely right do you guys work remotely mostly when you do these stand-up meetings or do you guys hang out in the living room and talk like how do so i'll repeat that picture
how does it work oh yeah yeah so like a kind of like a like a day-to-day sort of thing uh yeah so as uh i guess like to kind of tie it back to your original question as the uh most experienced uh person like there are there's importance to like the daily rituals like um in our case it's more weekly rituals because we can get a lot of stuff done when we are together uh and so we figure out what we're trying to do for the week and uh every month like we plan for like you know the next couple months or uh figure out what the high level goals are and stuff um sorry to be a bit rambly because i think like one of the things about working as a family is that you don't have to do a lot of retros and stuff like it kind of just happens organically um so like to answer your question about like the the day-to-day like it's um we already know what we're going to do uh my wife like my wife and i split duties with like taking care of the kids in the morning um
so it's not like we'll go down into the living room and sit down and work uh my in-laws uh my brother sorry my my brother-in-law actually lives in anaheim and we live in long beach so we can actually go and visit him like pretty often uh like after uh after this podcast i'm gonna go grab some food and just go drop by and sort of see how he's doing with like some of the stuff that we've already planned um so i think like part of i guess like a lot of experience that i have is just like in making sure that you stay connected like i've uh so it's not really remote at all like if i if i need to ask them questions i'll ping them on discord or uh facebook or text or whatever um there's like different response times i found out like if i use like discord versus facebook you know um so you gotta like sort of measure that as well um and like i'm with my wife pretty much like all the time so you have to like always uh you have to again treat it like work-life balance like that's
really important to not like um talk about work after like um some time like uh past like 10 p.m or 11 p.m but even then that like that's still sometimes like we have something important that we need to talk about that we couldn't talk about because during the day we're like taking care of the kids or like running around doing errands and stuff i think the big secret about this is that uh our our parent my um my in-laws actually actually can take care of the kids uh on fridays friday evenings and all of saturdays so that actually gives um annie and i time to like uh you know go out on a little date for just the two of us so we can catch up with each other but then also like work all day on saturday and someday some of the time on sundays so that we can actually get a lot of heads down work my brother since he doesn't have any kids uh yet i don't know um he can actually work on the project like pretty much full head of steam like uh almost
every day but he even balances it out so that he only works from like around 9 or 10 a.m in the morning to about 4 p.m in the afternoon and then he just sort of like chills for the rest of the day and like um plays music plays games hangs out and stuff like that and that's where we usually can catch up with him like after the kids are done school in the afternoon we'll go like we're over um anne's parents house and we're like talking to him and talking to like uh like sort of just catching up on the project but um if you think about it in a normal work setting like you have all of these like um and sorry like i'm usually better at structuring all this i just haven't thought about it in a long time so i guess it's interesting um you'll have like daily standups you'll have like you know a set lunch time you'll have like you know weekly scrum meetings and stuff you'll have like monthly um company meetings and and whatever right um in this case as a family like
you're just sort of like figuring out ways to balance doing work with your normal life as it is and you're sort of like you know the way our family works like we're always like with each other like very often so it's not really a question of um how to do it in a way that works for day to day for me i realized that it's better to plan week to week and sort of just let you know annie and vic figure out like how they want to do stuff because i don't want to micromanage them like that's actually generally what you don't want to do anyway which is something you learned in like in nowadays people are very empowered to just do their work by x date and um it works really well with family because like um we don't have to spend time like you know talking to each other trying to resolve issues or anything like that we're a family and you know we're all like we're all in this together so you know we're not worried about whether someone's like committed or not or whether someone's passionate about a
thing and we know each other's like you know strengths and weaknesses like inside and out because like we live with each other and we can talk about things and you know like my brother and i used to work together at wargaming andy and i have worked together on a lot of creative projects before so um it works out pretty well like that
i wish to hear oh my god i was on mute the whole time oh my god that's my fault that's my fault oh my god all right give me a second let me reintroduce you guys i i wrote like a whole awesome introduction let me redo that real quick i'm going to put you guys back on mute all right you got to listen to it all right for one sec one second
all right let's just erase what the last five seconds look like my next presenter is with hugo and niels from the bedtime digital games company they will be demoing figment creed valley and we'll be taking breaks in between certain areas to unravel the thought process behind concepts as figment creed valley is an emotional touching on mental health and the human experience we'd love to share and well they love to share how we came about with the project concepts that would explain what areas of figment that creed valley are based off of and what the bosses symbolize in the creation of their theme songs all right now i can hear you how you doing good good good way better instruction without the deliberating
i know right man of course uh i at this time am uh and playing the music of course from figment creek valley seems to be piping in just fine i'm just double checking with the team here to make sure that it's not too loud but it seems like everything is good to go guys um so let's just start with the like i did a a minor introduction of you guys which of course doesn't do it complete justice uh why don't i just throw it to uh each of you to kind of talk about yourselves a bit uh before we start the demo uh let's start with hugo yes [Laughter] so i'm currently the art director on the project uh which i joined what was it a year ago now i guess so these guys really were already like went into pre-prediction a few concepts
have already been done even and i've can't taken over the whole visual aspect of the game and uh and i'm trying to well wrap it up now with the with the team you're doing great though oh thanks i wasn't fishing for compliment here and uh yeah that's that's uh that's my implication like with figment and i joined the company four years ago ago now for a little bit of context and it's basically it's actually my first my first time uh working on project like like this as uh in that position as a leader i just yeah well i'm in charge i get closer shots so if it's only it's my bad yeah i'm i'm mils i'm the billford yeah sure i'm the game director and the music composer on the game and yeah that's it
well the audience and viewers out there are definitely listening some very uh smooth and calm music as we are watching the intro so uh so figment of course uh has been out but this is a new uh uh introduction to the game right to a lot of viewers out there uh do you guys kind of mind talking about uh figment creed valley uh just a bit yeah sure uh so creed valley is uh like we call it an encore to to figment and figma was released some time ago and now we're kind of doing a follow-up that try to explore some some other themes um first of all like the original figment takes place inside the head of a person and kind of explores different things in here among other depression and other things that we try to get around in like a light-hearted manner
and in green valley we kind of take this this concept and try to expand upon it and try to explore other things in inside this mind and some of the the struggles that this guy were inside of is dealing with beautiful so let's get started yeah yeah yeah i think a little easier to talk about once we get [Music] like that so we've i've had the a pleasure years ago and uh but like as a reminder can you kind of like as we're going through this um maybe hugo you can talk more about you know the the the size of the team and how long it took to kind of uh follow up figment with figment creed valley well actually nietzsche was the one who took over first
so i think he might be the best i want yeah yeah go for it niels all right sure so uh press the wrong button yeah so uh creed valley is uh we sat down a lot for this uh sequel like on the on the on the original figment at the end of the production we're around 12 people but for the most part for this game we've only been three or four people working on it so uh yeah it's it's uh hugo and myself and another designer and uh a programmer basically and then i had a few other people like join in from time to time to help out with some more technical stuff and some uh some animations and stuff like that but uh yeah basically a very very small team where we communicate from day to day and uh yeah that's the the team thing and the the thing has been going like hugo
said for about i think about two years so um yeah let's not talk on top of this so lisa my side i sorry no i'll let the audio uh go through before i talk over because they are talking yeah so so here we see uh the little green guy that hugo is controlling around is dusty he's like a representation of of the the courage of the mind the the whole idea with this world is that it's like a visual representation of the different concepts inside inside your head like if you could walk around inside the mind and actually see how it looked if you could go around and explore it right so this guy that you're following around is dusty and he's the courage of the mind and his usual role in the mind is when
when for example a fear it interests the mind like a nightmare creature of some sort that uh maybe the guy that you're inside of is a friend of the dark for some reason so the fear of the dark enters of mind as a physical enemy that you have to fight so dusty he's this guy that he's like this god that that runs around in the mind and keeps all the fears and and traumas and at bay basically and then in this installment uh dusty has entered crete valley just here and it sets out to explore it creed valley is the part of the mind that kind of handles the um all your ideas and uh and your your morals like your moral compass like the moral compass is an actual place that you can visit in in in this world um so all these ideals and like the creed basically your own creeds they they're meant they're managed in this world but something has gone wrong here like usually the mind the creed valley part of the mind can can switch between open and closed-minded by itself close-minded
is the state win right now but something has gone wrong so suddenly the mind can't switch so dusty is sent out to to try to figure out what's going on here and and see if he can do anything about it was he is rolling the mind sorry i'm sorry so like all right exploring the mine and and and and the game being based around mental health or is a very unique stance coupled with where i feel bedtime digital game has always been just by a glance of a screenshot we're able to tell that it's from you guys because you have a very uh artistic vision behind every product that you guys put out um so thanks when it comes to ideas and and creating a game i mean what drives the vision first is it the design or is it the art i'll i guess i'll talk to the art director hugo
on how you want to comment on your process and approaches uh when designing something i mean who talks first who comes up with the idea first i think what came first was was the what was the story like because because figment is not like so the idea of of of being in somebody's mind uh stems from the first project that bedtime made before even i and and nils came and and so so the setting steps from there and then from from that point on it's about like getting the story and what we wanted to tell first and then i would say that that gameplay and art kind of cannot evolve at the same time it's it's really like a back and forth it kind of thing and that's why like you know working in such a small team is is really great it's because uh i i get
some like the designers tell me kind of what they have in mind like like how that area should play out and then i come up with some ideas of how it should look and i get feedback from that maybe it triggers some some new ideas for for the designers and they do and they take over they develop on on on the on the initial concepts with the first draft of visuals and then get it back and so on and so forth and and basically the iterations like don't stop and it's really like a cooperation and since i'm kind of like the the only concept artist in the team uh like i can draw but as far as ideas uh like i i like the other guys in the team are just as predictive i'd say and and yeah that that's what like that's basically the process like like team effort even though i'm the one like painting the the last uh brush strokes
what's this nils yes yeah these are this guy is an opinion so like i i told you before the the whole manifestation of of everything you you imagine inside the mind is here or the things we at least imagine being in there so opinions are actual characters that you read throughout the game and talk to uh yeah this guy is the opinion on music and he's currently in the closed minded state like where the mind is closed closed-minded and so he has a pretty close-minded idea of music and he doesn't like his new neighbors who are playing loud music so you have to do something about that all right then you guys have such a as i'm watching and listening to this have such a whimsical style to to not just the art but like the sound and design it reminds me a lot of like alice in the wonderland-esque
um approach especially with dealing with uh the mental health aspect of it it makes a lot of sense yeah we try like we try to pick up on heavy things like in this game we focus maybe a little less on like stuff like depression and these things and try to move the like the focus on onto other things um but yeah we definitely want to keep like the serious topics but at the same time try to kind of deal with them in a in a more light-hearted way or also also let people have have fun while doing this but but still have have these more serious topics as a foundation of everything and visually i think it also draws a lot of information for from traditional illustrations so like like ever since the moment i joined the the team and even on the first pigment
what like the the the idea was that it should always look sort of like a painting like a traditional painting and my background is actually also primarily in in illustration and comic books and i think that we can't try to hold on to that that um yeah illustrate luke and like like all like books and and that kind of stuff and and not say that that's maybe why it like evokes some some other mediums than than a video game i do want to comment on something uh while we're kind of going through this because i noticed that you guys are sitting right next to each other and not doing six feet of social distancing and i'm not kind of hating on that but i am jealous because when hans kind of helped me kind of get set up with you guys last week i was like well are you guys like going to be from your homes or how
does this gonna work and i was very surprised to hear that you guys are already at the studio it really set up and and from what i read denmark is in a much better position than the rest of the world can you kind of talk a little bit about background because people are are very very jelly right now seeing that you guys are hanging out on a couch playing games again wait is this some clever vfx yeah yeah oh yeah i think denmark is definitely in a in a in a pretty good place at the moment like we're we're starting to to open up a little bit and be we're we're not com our office is not completely open yet but we can go in smaller groups and uh and be here like so we're more people at the office than than the people working on this team so we kind of try to split it up but we're able to be here i think the limit right now is 10 people at the same time so uh and we we never more than say five or six at the same time in the office and yeah just for like the reader of
context i guess denmark's like like uh got into this this lockdown situation one what was it three months ago so it was one of the first countries in in the europe in europe yeah yeah yeah pretty fast compared to other other countries which are more responsible i don't think you gave us any credit apparently but thank you as a in denmark i agree [Laughter] what did i do yeah so you put in the wrong battery so the idea with these battery targets is that if you put different colors in the behavior of the different objects will change so just need to put it so this demo right here how long did you guys um as we're playing through it how long
is it how long did it take the team to kind of put this together from beginning to end just to give a idea to the viewers out there uh some context of what it takes um we started we started basically just um doing the game and this was the first level that kind of came into fruition what do you call it and and uh like i don't know we pro we worked on the on the game for one and a half year before for this was ready to play as it is now but i think a lot of that work has been as huge had been put into concept art and and so on and so on so it's a little hard to say exactly how long it took since we're kind of doing everything at the same time if i had to put a number i would say like a few months of actual prediction on that one but of course there's a lot of pre-prediction that that came into work before that yeah
i'm a zoom zoom if you want to reach the end before so i think usually people a development team such as yours at bedtime when creating for figment which was uh the the first game that coming up with concept coming up with idea execution people assume that that would be the toughest part of making the first uh in the franchise but the second one in my experience and on talking to others a follow-up can be just as daunting can you guys talk more about what made it more difficult or maybe in your experience easier than the first one uh taking on creed valley yeah sure uh yeah i i i think one one thing that
makes it way harder is that you actually know what you're what you're what you're going into it's a buggy yeah i think i think one of the as i was saying one of the harder things is that you you know like you know all the aspects of what what you need for this game to be completed like if you wanted to be at the sa at the same level as as it was before as the first one for example you you know we need all these things done so as soon as you start making a plan and coming up with all kinds of crazy ideas you kind of just uh yeah it's just gonna whatever um so i i lost my train of thought yeah so yeah so it becomes way more uh overwhelming uh to to know all the tests that you that you need to do uh compared to when you're first starting out where's is basically just i have this cool idea let's just go for it you make one level and then oh let's do put in this feature let's put it this thing and just basically keep on
on going until the game is done but you never really have the same sort of what you call it like a idea of uh of of how long everything is going to take like the third the first uh figment took us around three years to create and uh i think that was that's way way more than than than we initially expected we just kind of started out and and and saw where it took us but this time around we have a way better understanding of of i mean what it takes and at the same time we also in in the first production you spend a lot of time just pointing and sorry just for context uh there was a little little like
um i think we're back i mean you guys should make me part of your dlc i'll make the challenges uh the game playing through the level even harder by just asking 10 000 questions why are you trying to get through the puzzles oh we'll make this part of the fun but i on the other like what i was just saying is on the flip side of that we we have a lot of things already laid out for us this time around say since we know which kind of game it is and we know like the base mechanics and we know the art style and so on so there's also a lot of things that are given to us but at the same time we also want to up our game for that of course so um so so at the same time we challenge challenge ourselves and try to rethink what we can do with these mechanics this time around so so to keep it interesting for ourselves we kind of try to put in a lot of new ways to use the game and different kinds of gameplays to put on top of what we already had on top of the foundation
so uh yeah um i don't know if that answers your question however at least i got to rain for a couple minutes yeah totally answers it i mean uh yeah i mean it's completely true there's uh in my experience um when when creating the sequel or a follow-up it can be very intimidating because you're you're trying to up yourself uh and make it um worthwhile for the fans out there it's like why why are we making a sequel what are we doing how do we come from a different angle that reintroduces the idea but making something innovative right um i mean to me that that feels a lot more challenging than coming up with something uh originally i am because like on the other hand like once you're done with the first um the the the first game which is basically the first of its name is like beginning of a new ip
um there's always some things that that you left unfinished for for because you had to you had to release the game right and and uh getting back to it basically gives you a second chance to fix everything you you to basically finally do everything you couldn't do in the first one so at least in the beginning i feel like it's it's it's very exciting and not not that frightening because you know what you you what you're going because at the end of the first one you already have a list of all the you have a wishlist basically oh i wish we we we had time to do that i wish we could have done this and that and you can and that's the first thing you do is like you address that list and and and you get to work on all those cool things that's true at least that's how i felt when i came in yeah but i i think that like it's like that consciousness that you have from the in
the first one we had to think a lot about the mind of this whole concept so i think it's true that you get a lot of things that you can take for granted because it's already established but at the same time like you say it's working with those things and making it interesting for yourself one more time is definitely also a big challenge at least that's how i feel and i feel we maybe even discussed like how can we visualize these metaphors even better this time around and so on and on way more actually this time maybe we had way longer discussions about what those things mean how should things look and all these things to represent the things that we're actually trying to communicate and make sure we have this like additional narrative that layer that kind of lies on on top of like this the story of dusty and and how he walks around and beats up nightmares but at the same time we want this extra narrative that lies on top that tells the story about the guy that we're inside of i think that layer has been discussed way more this time around and yeah so but what i feel like is that we we get
to those discussions because of the first case yeah definitely yeah so what i'm saying i guess that we have just time for as many problems when we get into prediction like just as many dilemmas are just as hard but i personally feel like the the question we ask ourselves are like you know on kind of next level because we already soaked the the the basic ones and like that's what personally keeps me going is that i know and i want i want to believe that we're already like that we're improving ourselves just because we're continuing the we're taking the good things from the first one and we put them into the second one and then we create new problems for ourselves i also think there's a like we also get got a lot of feedback from the first one which we couldn't obviously we couldn't get it in this amount since before the game was out so people have a lot of pin opinions and we take the game into a different place than the
people play it and hear people's opinion on it and we we're also able now to kind of take those things and put it put it into the game uh like take take the for example yeah i don't know some of the things we weren't too happy about in the first one we were able to take those and try to improve upon those two yeah so yeah there's a lot of things way more things to take into consideration for for the second time around both in terms of production but also in terms of the whole creative process but i guess that if the first game had gotten like 10 out of 10 perfect game you know on every on on every platform on every you know if everybody was an animal best game ever then yeah making a second one would be very hard you know to live up to that hype but uh fortunately wasn't the case it's been broken if that thing is broken it's uh
underlying theme of mental health is a huge heavy topic to kind of take on especially expressing it within the game at least in the states it's still quite a a little bit taboo i think we're starting to open up to kind of recognize and and and and embrace it a bit um but it feels like is it any different on that side where you guys felt like um uh it was a subject worth worth making a game around and of course it is but like what's the atmosphere in mental health over there in denmark or even in europe uh that's a good good good question um i i definitely think it's a it's a subject that you can you should you should should not be afraid to touch the reason i'm getting a little uh frustrated here's uh some weird bug uh yeah it's definitely a a topic that that should be discussed even though i
mean that's mental health is something you can you can never get too too too clever about i guess so i i definitely think it's worth discussing and and and trying to get get get to know yourself and and know others i guess on the through through art and i think that's a lot of both games i played and other kinds of media that i consumed like deal with like when when it deals with these kind of things i it helps me understand myself better too so i think it's definitely something that's that's worth talking about in in different manners yeah yeah i think the games that you guys can it's very important i i completely agree because even with me um i'm in at least an unfortunate position that it i never really have to deal with it firsthand but i know a lot of people around me that that struggle with it almost on a daily basis and it's very hard to talk to because a lot of people don't
understand um that perspective and a lot of it's like well are you eating right or are you doing all these different things i mean that's how an ignorant person like myself would ask it but a lot of it's just like this is something they're born with and um it's very difficult for them to function um without really really diving too too detailed yeah definitely yeah yeah for sure and i i mean having having art that that that kind of shed light and these kind of things is extremely important and and definitely i think helps helps have that conversation and also not as you talk about it make it such a taboo as it it can sometimes be to talk about these kind of issues knowing that other people made art that kind of reflect upon this and have opinions about these things and and so on it's definitely something that that
helped ease this this conversation that that we definitely need to have and when it comes to how to approach that dialogue i feel like i mean the way i think about it is that if we like sincere enough and like and and we cannot trust like like our um that we were enough intention then then then i hope that it comes across as something that is sensitive and sensible and not you know we're not trying to shove our opinion on on anybody's face no and also that's also one of the things we got from the original figment it was like we have a lot of people come to us and tell us that they've been like deeply touched by our game and uh and some of the issues that we we talk about i don't know exactly what my theory is because we actually take that slightly more light-hearted and like you
say whimsical approach to to these topics that maybe it gets under people's skin a little more sometimes when you yeah when you allow yourself to be fun about it and and human about it also in some ways like it's it's when it doesn't get too heavy it's it's maybe a little easier to to take in and talk about it and uh at least that's that's what many people told us that like we've seen streamers that cried through the ending of the game and things like that and it's just like it's extremely rewarding as a as a developer to see the that your the things you spend so much time on can really touch people that way and hopefully also like you say maybe help help make a change in people and how we talk about these things yeah i'm sure the feedback from your fans and anybody that comes across this it opens up a lot of conversations openly uh to talk to friends and family and
actually relate to each other if anything um i think it's a great undertaking that you guys kind of put out with figment creed valley to kind of make a statement that this is what everybody's kind of going through it's not a very unique thing it's it's very common actually across across the world and uh yeah exactly and if anything as developers i think it's it's actually really good that you guys are expressing yourself and and still it's a very unique subject we're just talking about the subject of not just entertainment but in games it's not a lot of games kind of take over and talk about this uh in a way that is approachable and whimsical and approach well i mean relatable to everybody that plays through it and if anything it's an educational device for people to kind of yeah but you should still be enjoyable right that's not like the whole point where you're saying i guess it's like it's
like it's still light-hearted like if i think it touches people when it comes at like a sudden certain time in their lives maybe but some other people and i think it's it's it's also a lot of players they're just here for the for the for the jokes and the in the universe so that's also what we kind of hope to achieve is to is to create different layers again like like uh on which you can appreciate hopefully the the the story and and the and the visuals yeah i mean there's definitely a lot of substance here as we're playing through the demo it takes a lot of time and effort for sure to talk about it there's more [Laughter]
bugs so sorry if i missed this earlier so how big is the team over at bedtime digital uh especially for this game i mean for this game like i said we're like three four sometimes five people working on it full time and then uh like the whole company how many people are we the four let's say 14 yeah yeah and they work on other things um yeah among others like parting the original figment and but also other projects and we can kind of we can kind of use each other in that regard oh it works now thank god look at that amazing puddle yeah you guys probably can tell what's different but for me i'm watching it
over and over again it's uh to me it seems to be working just fine so but let's see how we can get through now but now we can get through it and actually get to the fun part of the of the level this was uh but the introduction did i this made that puzzle so you guys mentioned myself for you i'll i'll try not to mess up you got it why are you going through this i'm smart i'm actually arguably the worst player in the office don't be so hard on yourself you're right uh we played through this a lot of times okay so the initial uh idea usually comes from
inspiration from a person or a couple of people but we kind of talked about how you know the the the education with mental health issues can be quite new to to some people that aren't aware of it or know people about it were there some parts of the team that had to kind of catch up to speed to to understand the subject to help with the development of the game i i think the story can come from you nils in the first place i mean we we kind of we like like you already mentioned them the yeah so i think the story like you already mentioned is like a bounce between uh the different experiences that the people on the team had so we had a lot of talks about how we could like make this this story work out and kind of like represent all of us so it's it's not uh it's not like
one one specific person's experience on the team it's more like these uh like a combination of everyone's experience that we kind of try to merge into to to this uh through the problems that are kind of represented in the game um i think you should just we should just talk one second about this stuff here you can just go there it's fine so i talked earlier about open and closed-minded so now we actually get to switch between two that's what hugo is doing here in the open-minded state the red reddish colored thing and the yellow thing is the the close minded state so the idea is that the mind can can switch it between open and closed minded like automatically it does it usually just do it all the time automatically but in this case something is wrong so it can't switch between those two and the idea is that closed minded it's when you act upon your ideals and open mind is when you
take in stuff so you need both those two and that's kind of how we see the mind functioning so in the first part here we basically just use it to to create fun little puzzles here where you can see some things are open and open-minded and some things are closed in close mind and so on and and you have to kind of use this mechanic that represents a mechanic we also see existing in the mind to solve these kind of different puzzles the idea is basically that you need to be open-minded sometimes to let in new ideas and challenge you your opinions but sometimes you need to be close minded to to get things done and and and actually yeah get moving as i said worst player in the office possibly in the whole of denmark now we need the the antagonists
and that was actually like very interesting challenging t like from a like design standpoint like visual design standpoint because we tried to to design every object to kind of reflect those two mind states uh so every object is kind of designed twice so we like different symbols like the eyes and the ears for open state because you you take in new information and when it's like in enclosed states i think it's more like is more protective and close stuff but also moving forward so you can see mechanism uh mechanisms uh smoke coming out of a chimney that sort of things and and basically as much as we could we tried to
put that kind of thought into into every every object of the game basically and that was really like that really the the best part but working on on that game as an artist so part of the uh then there's a question to you eagle expressing these ideas visually um sounds like it can be challenging because these are like hypothetical hypothetical ideas right that you have to materialize into expressing to fit within the game's theme and in visuals uh what kind of exploration and inspiration did you draw from to kind of help with putting putting things on paper essentially it basically comes down to breaking down its idea to like it's it's
simply simply and like like because there's only so many things that like that can clearly represent either space and and what we want them to mean so if if you like an open mind then things have to be a receiver basically and and in in close mind objects are more like either protective or they produce something and and if you take and and that that makes already for a pretty pretty good start it's it's it's a frame basically and then if you add on top of that the the function that we need in get gameplay-wise because the designers need needs those objects for for some specific things then there's you you basically have actually a very limited
transition over to you there's only so many objects that that that meet all of these requirements so it's actually more a matter of listing all of those requirements and then finding the very few things that that fit and that's basically how i go about about like finding ideas and deciding what what should go where is it's like it's like a matrix you have all your parameters you combine all that together and hopefully most of the time at the end you you you get like your object like it has to be a palm tree that turns into a a pass and well of course because rules are kind of made to be broken sometimes you just have a good idea and you don't know how or where from but it
just works and then you roll with it you should probably also add that the the game is a musical yeah oh yes yeah that's one of the parameters basically of the world you have you have as much as we uh as we can we like things to to make interesting sounds so if if this or that object can be a a musical instrument then all the better then you've got i'd say the the gameplay function and then it has to tie into the the the overall theme uh open in a closed mind so yeah so niels i think you know you know all of my sorry sorry to cut you off um so niels are you the man for the game yeah i am like yeah i basically did all
the music oh my god it's a lot of work it's impressive man i guess it's been one of the parts of the creating this game that i enjoyed the most like we spent a lot of time trying to make everything uh everything as musical as possible like that's the the obvious things as as these fights where where you actually have characters that that sing to you while you fight but then also throughout the entire world we have all these more background element element kind of things that are dancing and singing along as you as you pass by them like you've already mentioned have have small things that blink on the on the beat and and so on so the the entire soundtrack is already always evolving as you as you play through the game and we have all these things that are placed out all around where that will kind of play along and yeah and just add their own track to the soundtrack
i can try to demonstrate down here [Music] were there ideas um because this is so whimsical so out there where you guys explored and it was too out there that you guys had to take a step back any stories of like that creatively uh in any of the disciplines uh what probably some friday and ideas that i think what we have to restrain ourselves the most is is um yeah in in pre-prediction when it comes to adding adding safety to what we have already like when it comes to adding more content like hopefully we have more ideas than we need and we have to cut some of those out but when it comes to uh
designing the the in-game assets i would argue that actually the weirder the better like i don't recall a time where where we we did something like it it's a callback to what i was saying earlier i don't recall a time where we did something that that ticked all the boxes fit everything right but what's too crazy like it's it's never been like in theory if if it if it fits everything like then it's not going to be too too much like it basically writes itself not really but like you know at this point in time we we're very familiar with the universe and and the game so i think we we have boundaries but we're not that conscious of them i think that's true so so i just want to add here to what i said just before as you can hear here you have the music background music playing but then as you get closer to
this eye thing you can hear like every time his eye blinks you can hear that he's actually playing a little melody for you when you play press pass by him and all these layers are kind of added to the soundtrack as you explore and i think there's someone beats light bulbs as well yeah so like as much as we could we tried to put in all these small ideas of little extra pieces of all layers in the soundtrack that you that would be kind of unlocked as you explore around the world i guess it's a pretty fun way to break the the music loop in a you know dynamic way yeah definitely so because like every every game does that in in to some extent i guess but it's cool to have it badly the partition the the the music cheat is is the world and it's cool as a well for me as a
non-musician to actually see like that music that's actually pretty cool guys to put it i don't thought about that all right i hear it says the art director [Laughter] well actually it's more like the other way around like i drew i draw something like oh i've got this idea and then nils comes comes to me as like yeah so could it could could it do some music or something yeah like how could it sound like i think that that's actually that that's a very good like illustration of that ping pong thing that that we talked about earlier with where we kind of someone has an idea let's have a flower with an eye inside it to represent that it's open like an open eye it's taking in stuff and then how can you make that make a sound and i come up with a blinky blinky sound or whatever you can call this and hugo
kinda adds eyelets to to the eyes so it it it looks like it also says that it would give that sound when it when it's actually blinking so that back and forth thing is is is kind of how how the ideas evolve usually yeah the sense of collaboration is is definitely admirable i mean just by simply watching you guys play the demo i can tell even without the commentary how much fun you guys had uh working on the game it just really shows and speaks for itself thank you try we try and try barely trying but yeah that that's also something that we try to get across in like the dialogue and like in the whole whimsical thing is that that it should also be fun like that that out there concept of exploring the mind is is something that just calls for slightly wacky metaphors and all these
kind of things so definitely and it also fits our i guess our personalities too i think it would be a bit harder for us to make something that was just like extremely serious yeah and also like from a very practical standpoint you got to play you can play your cards right so like we know that on a technical level there's no way you can compete with big names triple a's and even like big indies and like so using our voice and our weird sensibilities i guess is also a way to organically stand out yeah definitely at least that's what we that's the business plan throw it out there to the the viewers out there this is a perfect time to kind of throw in your questions wherever you're watching this from so i can ask these guys directly
uh and in the meantime i'll talk to you guys and then try to kick this off um so niels you were mentioning about the the audio aspect of it and you know i i come from the art background i'm an environment artist by trade so when it comes to audio i have no idea how it gets implemented um so you guys talked about the the the collaboration uh where it's like a ping pong effect of of talking back and forth and coming out with the final result and what state do you usually get a bunch of artwork let's say from hugo where you're in the process of like composing something are you midway through like a like a demo such as what we've shown or what part of the process do you get involved where you're like expressing yourself and then when you put it out there for the team can you kind of talk about a little bit of that process because the figment seems like yeah so it's definitely harder through so since i i'm both
i'm both like the game director and the composer i'm kind of like the music is always in my head from basically from the beginning and i think for for at this point we had some concept art for and we knew we wanted to open a closed minded they can change between which kind of sets up some some boundaries and some pillars of inspiration for for the music but i think we probably had the music before we had that much artwork actually for this thing so i'd say come really early here in in the process i would say earlier the better and like they kind of both influence each other exactly so like for the further into the game there's that cave at some points at some point that i was like kind of setting up the mood and the question was whether i can't make it like like what you know most environment with with drops and stuff and to kind of like make that decision i went to nice and ask him what kind of mood he had in mind like like the the
soundscape of that cave and that gave direction to to the the visuals too so once again oh yeah yeah in short like as early as possible yeah so that everything kind of like clicks together in the final product and also especially for for the songs that we have for our boss fights where everything is kind of linked up to the music like we have to find the beat really early on we have to find out how fast the song is going to be for like we have some usually some very early gray boxed mechanics like just boxes that move around and does this feel good and then we find a beat and then basically that's the time we started thinking about music how should the music feel how should should it be double tempo should it be slow i want you to be and then try to find the tempo and then from there on maybe it's just like a a drum track or whatever and then and then we start to link up the gameplay to to that so yeah in in almost every aspect of the game we we're pretty early on with music
and uh yeah getting that at least some sort of rough idea of how the music should feel and then later on like with everything else it gets polished and fleshed out and maybe vocals are added on top of it and so on so huge so it's definitely something that we keep from there right so here you can you can uh maybe detail some some uh a story during development where uh i know you guys draw inspiration from each other all the time but an example that you can think of where neil's maybe wrote something that you listen to you're like oh wow this is really helping me visualize this part of the world a little bit better just by listening and getting inspired from from something he wrote peer pressure [Laughter]
the first example that comes to mind would be yeah that cave that we haven't seen today but uh like i had i had in mind a few a few sounds that that nic had previously made for another project of us and we kind of like did the same thing was like you know drops uh coming from the ceiling that sort of things that created a soundscape and i had that in mind when i started sketching up the the cave and and yeah that was definitely inspiration like like it was one of the main arguments for me to to to make uh something that that was kind of like damp with with the with the fog with with the drops that that sort of things and that was my initial my initial inspiration came came from that soundscape from that cave soundscape that he had already done
well later on i went to him and asked him about that and we decided to do something slightly different but uh but yeah that that'd be one instance for it i i yeah well i had a sample of of what it could sound like and that inspired me to to like set up a first draft of the mood of the visual mode this time i know you guys right and uh oh yeah oh go ahead yeah oh yeah i had another idea it's like those little drums that that you see in the here on the floor i was that's also a pretty good example because i think everything's kind of tight together but the idea is like being you know like in when in in close state everything kind of has to to move on everything is like working so so this idea of a ma like
a marching band and then percussions was kind of brought up and that's what like triggered this this drum plant idea so that's like another instance where uh percussions felt good in the in the in the music and that's why we have drums like plant drums like on the ground as little little flowers so the immediate team that works on figment you guys talk about how bedtime digital has multiple teams work on different projects so you guys are pretty much knee-deep throughout the development of the game were there times where other team members from other projects uh checked in with you guys were gave valuable input where you felt like oh wow that outside perspective definitely helps with this this one aspect uh any stories like that that you
guys can share yeah definitely like we we discuss it a lot also with the other guys um one one example i have uh from pretty early on in the story is that um the initial idea for for the story was that we have dusty the courage of the mind and have him go around and beating up nightmares and then we presented this guy the nightmare that we that you you play against that you saw here earlier and the other guy said it couldn't be kind of cool if he was different like if he if he wasn't a nightmare like could we come up with something else maybe he was maybe it was just a part of the mind that has that had gone rogue or you know something like that and that kind of started a brand new discussion like that that didn't come from us and all that came from some of the other guys and then suddenly we we started developing this guy into something that i think ended up being way more interesting and also way less repetitive of of the original figment story so that was pretty cool
i'm not going to spoil exactly what what i heard up being but uh because that's big a big part of the whole story but yeah that's definitely a thing where it's like a very noticeable mark on the game came from some of the other guys in in the office especially since most of them had already worked on on the first figment game so so they knew what we came from and what we had done already so not only they had like fresh input but it was also relevant because the everything there is to know about about the first game yeah it's definitely cool to have this kind of office structure because we like every day we talk about all these things and it gets very ingrained into us what what it's about and it it we kind of convinced each other that it makes a lot of sense but then once in a while we have to kind of take it out of our little group and present it to the other guys and they'll start to try to poke holes in it and try to come with their input and and and i'll almost always see it you
see it from a different angle or at least have some sort of critical uh feedback to it which is it's kind of cool because it hurt hurts well well it happens but but it's pretty nice that we get to improve everything for for the audience and the players in the end i think all of the big changes that we made throughout prediction were most of them at least were kind of triggered by by a exterior influence was somebody asked from outside the team that either confirmed a feeling that we had or or just brought something completely new to the table and and that made that made us realize and yeah that that made us change things up yeah i think a lot of when it comes to game development your initial idea helped kind of jump
start and it's great to kind of stick to that vision as as much as possible uh when you're developing the game but like like you said you get inspiration from other teams uh team members yourself you're experiencing new things every day that you're like coming back to the office and you're like let's try this that we didn't think of um what was an addition where you felt that was made such an impact where initially you guys didn't even really think about uh as as part of the game plan this is a future creep type of thing but this feature creep in particular actually was really good for you guys if you guys have any of that type of story what the ending we're still discussing the details about the ending we uh i mean i think we are feature creeping a lot and and it's not necessarily at least not the way that we structure our production it's not necessarily a bad thing because
it if we if we see something that we with this satisfact is that they're satisfied with we kind of discuss it and try to find time to to to change it or at least like put it on some list so we know that this is a potential thing that can we can get we can do better i think a lot of things happen like like the way you describe it as i wouldn't call it feature creeping when it's early on but still like it's iterating on stuff and taking it to some some some state of development where you know it feels pretty good and then testing it out on everyone and then just kind of oh couldn't it be way better if we did this and like in the beginning it's all that basically when you just grade books you just have ideas throw all your ideas on the table and try to figure out what's best but like it's i think we do it a lot actually just when something is halfway done like iterate all the time and try to test it out in the different states of the development the way i feel by is that
for for us to call a feature kind of done is is so that everybody in the team is is convinced by it so like and and be it art wise or gameplay wise or story wise if there's because we are such a small team if there's one guy in the team that that doesn't really uh buy it then at one point in time uh it's very likely that we're going to work on that one thing again that's how it's been going so far and it's exciting because like we all quite equally proud of of what we're doing but sometimes it's it's it may feel like like like two step four for one step backwards but we try to keep efficiency in mind despite that it always sucks to have someone shoot
you a great idea down that you spend a week polishing up but uh on the other hand i i think the the final product is gonna be better for it yeah yeah definitely um i think this is actually a perfect time out there uh we we are at the hour and uh i want to thank you guys both and and hans in the background setting this all up for us uh for joining on part of this program of gdex and and walking us all through your fantastic demo in your game figment creed valley uh so i'm gonna throw the mic over to you guys uh to kind of shout out give attention to to tell people how to find you and when they can expect to to start playing uh the game itself you do it the game the game will be out hopefully winter uh 2020 this winter yeah and uh it's it's already up for for wishlisting to go nuts
on steam less yeah let's say so it's going to be on steam here this year and and hopefully on other platforms after that all right i wanna thank you from the bottom of my heart uh for joining us and uh i definitely will check out the demo myself and wish list it i've been a fan of you guys for a while and uh everything that you guys produce has been top notch high caliber stuff so i want to thank you again for for joining me thanks a lot yeah thanks a lot to be there yeah definitely thanks a lot for having us of course uh thank you again and uh i'll chat to you guys soon after all right see ya say hey stay safe thank you
[Music] all right being a businessman myself i can relate to the next unchained report often times when developers make a jump in creating their own studio they never
intended to go into the industry with the business mindset hopefully after larry's pronunciation uh that helped you a bit or in most cases a lot of us never bothered with business at all so uh ryan kingsling who i've learned from since the beginning of my career is the ceo of vertex school and is a vet for decades in the entertainment industry so in this next pre-recorded clip we will be learning more about his unique story and how partnerships can turn sour in the path of becoming an entrepreneur yeah i mean the first thing is it's not been figured out you know so i'm still failing still succeeding
and um i think the um you're right it is something that is it's hitting a lot of people in our industry now as they're heading off into education and in many ways it seems like that's the recession-proof approach but once you get into business you realize you know business is business it's it's been around forever there's a whole physics to the way in which businesses operate and that becomes its own thing and it is not the same thing as being an artist so you can quickly find yourself at odds with why you're doing it and that's something that has to be kind of addressed you know i got into business um unintentionally it was an i'm an accidental entrepreneur by all means um and it was just i the company i worked for the last company i worked for where i worked for somebody who made me decide i would never work for anybody else again um was just a horrible experience you know it was just a bad boss and you know he was going through his own crap so you
know i'm sure what he was struggling with was real stuff in the middle of the depression and you know so all good there but it was still a bad experience for me and i as a creative realized how little control i had over my life and decided i was going to get control you know i went off i started freelancing and i realized i was just you know work i was basically working the same hours plus more hours drumming up work and then my wife told me that she was pregnant and uh and that we were having a kid and i was like i gotta level my game up you know how do i do that and this was in the beginning of internet marketing and all this stuff and you know jeff walker had this class called um product launch formula and that class kind of opened me up to being um you know they did we didn't have this word back then but an influencer who's launching classes and builds a business around that and i had no idea what any of that meant i just knew
that um i had some standing in the community and i had the capacity to teach i loved it and um maybe somebody might actually take a class or two and um we we started with my own classes we just were like we're just going to offer this out and nobody else is doing it so it just grew gangbusters we trained thousands of people we brought people into it um we had partners all this kind of stuff and and then more people started to flood into it and then people were able to do this on their own through gumroad and so you know right around that time that's when it became more real it became more of a business because competition was there and there was more options for people to do stuff so we had to convince people um to go with us or do things on their own and you know we had to figure this stuff out and and you know those were very difficult years and they were mixed right with uh just a couple of years
before i was really unhappy with my own artwork and so you know i had a team releasing classes and doing stuff but i personally wasn't satisfied and i was trying to struggle to figure out like what's my art what's important to me and what makes you know a difference and um and that struggle man i mean like there was the business struggle uh and in the beginning it was no not a real struggle because we were in what they would call a blue ocean so it was just you know as a free-for-all and as long as you were adding value it was great when it got to a red ocean we started to struggle and that's where we're at today a little bit is we're in a bit of a red ocean in terms of training and people are undercutting pricing and everybody's trying to go cheap and getting and they're doing normal business tactics right and so um what i had to decide myself and this is like we if we bring this back to how you how did you figure it out i i i'd say i haven't figured it out but what i have figured out is um you just got to find what you want to do
right like what's what's the mission what can you lead people in and that's where i took two years and uh i took game art institute i uh i was working with a partner and we severed the relationship i had a bunch of other teachers i severed those relationships and i focused on just what i wanted to do which was basically get somebody a job um i wanted to find a path where it's like you can take that guy and grab some water i had a class right before this so i was talking non-stop um i wanted to find that guy that was like working at starbucks or the job i had which was you know a night restocker at costco you know and i mean i've worked as in this i've worked on an assembly line i've worked in construction i've worked in bookstores i've uh worked as a pizza delivery guy you know i've done all those jobs and
i wanted to find that guy and give him a path to a job so that you know he goes from 20 30 000 whatever this current job is to 60 000 but not just that but he's doing something that he loves that would have not been possible before and that in all honesty i don't i mean traditional education is ill-equipped to prepare somebody for you know i wanted to make that difference in the world um and we did we built the boot camp the bootcamp is the the primary vehicle for that and um and that's the thing that i feel i can lead people and that's the mission of my life that's where i could stand up i can be in here with this um in this meeting with you because i'm very um introverted uh even though i'm on camera and you know i i kind of i work on a persona and i project uh if i'm if i don't have to do that kind of stuff i don't you know i i like to just kind of be behind the scenes
um but that mission of getting that person that job that was the siren's call that led me to kind of get through all the other crap you know i have to get through um which includes cash flow you know that's something you got to think about in the business how much money do you have come in how much you i love to spend money i'm an artist you know it's like i want this guy's tutorial i want this thing let me buy it let me get it let me work with this person right but i got to think you know do we have the students is the cash flow coming in and and so there's these real business concerns and the only way that i will invest myself because i have to make tiny sacrifices um the only way i would invest myself is if it's a big enough um if it's a big enough call to what to my mission in life you know um which that is you know because i now know what that is i know i have one focus getting somebody a job that would not
have gotten a job before it's hard to it's hard to uh grab a beer with a friend that like screwed you over recently you know like the trust right there is not the same um when something like that can happen because it really tests a a relationship uh i always kind of compared it to like a second marriage it's like everything it's just fast forward 50 years with the worst possible conditions and you're just stress testing what you guys are made of basically and i would love to hear your thoughts about that i you know i may my wife and i went into partnership in this in the beginning and that is one of the more painful things to experience in fact just yesterday we we reincorporated as a c-corp in delaware um just because some investors that's what they're um requesting from us and uh we exited my wife from the business so she
all the shares just went to me because it's too hard you know like we had to make a decision what's the better relationship and obviously the better relationship with husband and wife than business partner i mean that that was just an ancillary thing um but that's hard uh to deal with and you know i think the primary thing that i look at now that i like to um help people understand is that as a as a creative you're a business person whatever doesn't matter you know you might be an employee you might have your own company who cares either way in today's industry when the skill the half-life of skills probably two years now maybe three if you're lucky like and you're having to re-skill if you are focused entirely on you as an artist and what you are a specialist in today you will be out of a job in five years hands down guaranteed i saw it i experienced it you know the the whole world of digital
sculpting that i helped you know educate and and i helped like that world is still a very powerful very thriving world but it's much more competitive today and so much of that has been moved to different geo locations that pay different salaries and so that affects where i am here in california in laguna beach california and you're orange county so you know this place is insane you know and um so there's all these uh these pressures and these things that kind of uh affect it and i i've spent a little bit of time today trying to educate my digital sculptors to the fact that uh they have to they have to wake up to realize that that there's a half-life to this skill like digital sculpting will change it will you know and you got to be ready for what's next um it's still very viable it's still lovely it's it's you know if i have time to myself i'm not spending that time oh let's go in substance painter and and do
some stuff i love substance banner but if i have time to myself i sculpt a face yeah you know and because it's so ofer did such an amazing job of like making that a program that goes straight to your heart you know and you love it and he you know god bless him he he spent um i mean when i worked at pixlogic he uh he would call me at 12 30 at night you know and um and he'd he'd he'd be working for another three hours after that call i'd be asleep after that call because i was like this is crazy um and then he'd be in the office before i was in the office at seven o'clock right so he gave his life to making this program that that connects with people and and changes their life and you know you get a sense of it in there but all of these skills have a half-life and we have to always be thinking about ourselves not just as this specialist that somebody's going to trade time for dollars but you got to think yourself as
a brand and a business and how do you expand outside of that and education is one part of that so i like to tell i tell all my boot campers anybody who's in here you know i don't the worst case scenario for me is they get a job and that's they just grind on that job forever because now they're under the thumb of somebody else you got to build a brand learn this skill then go and teach other people this skill and that's when you start teaching the community you start engaging with the community that builds your brand that builds insulation it builds connections when this job doesn't work out somebody's like oh yeah i learned this from you right like one of my students corey mulligan he did this tutorial on gambeson's creating padded armor basically and that helped him get a job because he's in the job interview and they're like oh yeah you're that guy that did that that padded armor that gamutson tutorial and marvel's designer i used that on this project and next thing you know he's hired yeah you know
so we have to be thinking about ourselves as more than the skills that we have and i think that's the problem that we as creatives have it's it's actually fundamental to our existence because we must dive in deep into our skill develop that skill and then we bring all that capacity back up to the surface to say hey i can do this but but what we brought back up is not the core of who we are that's just the end product the core of who we are as creatives is we are somebody who will dive deep who will put the time in who will digest who will go into that dark wood and discover new stuff that's that's the core of who we are as creatives and that's our core capacity that's the capacity that's going to create a brand and create revenue for us and create future jobs for us when ai
and machine learning i mean machine learning now is doing stuff with 3d faces that blows my mind and so are we in a world where vimal and hussein and these guys are going to going to be the best facial digital sculptors what we are now but what's gonna happen in five years you know can i just feed a bunch of frames to the computer and it outputs jean-claude van damme the next presenter is with mickey benz he will be discussing with us about
breaking game art and how to deal with the breakthroughs and breakdowns on the journey of game art so mickey i believe i'm going to pipe you in now so that everybody can hear you how you doing i'm doing excellent thank you perfect are you seeing my video i see you we are i believe okay good to go so i'll go ahead and let you take the floor and thank you for joining us uh right now i know you're you're uh you're where are you exactly i forgot i'm in hungary middle europe so it's midnight here oh man i thank you for we're staying up so late with us but uh but yeah if anything i'll be here to kind of keep you awake so uh whenever you're ready the show floor is yours and i'll be in here to kind of help you when we're ready to take in questions okay cool uh yeah i will try and be you know as fluent as possible it's pretty late here
but i will uh you know step up my game and try and speak english in an understandable way so uh hello everyone that's my my name is mickey benz and today i'm going to talk about you know the ups and downs and the journey and the process of like art and game art uh in general so it's not not like uh uh it's not not not much about you know what kind of brush did you use it's more like the underlying stuff so let's jump right in some of my works here quickly i worked on love death and robots which is on netflix as a character artist i painted some textures for these characters on the initial blockouts for them we worked on with blur studios to create this now so this one here the big big giant bug
that almost killed my computer couldn't handle all the textures uh but i managed to pull through and these are some recent projects for riot games and axis animation for the league of legends universe there were some animated shorts that came out not too long ago i've worked on a bunch of characters here and i worked on ori and the wheel of the wisps which came out not too long ago which is awesome you should oh can i swear [Music] not sure so yeah these are the ones how cool okay nice some of the birds here and some of my personal pieces will be scattered throughout the talk so just you know jump right in uh this is me at a really early age and that's funny enough because the background drawing is by my sister
but anyway so uh each artist when when we start out we just you know go to this door and enter the race of art and the the path of art and when you join this path you soon very soon realize that there are many people in front of you in this in this journey and there are many people behind you on this journey it doesn't really matter how talented you are or whether talent even exists or not because if even if you are really really talented then even then many people will be uh in front of you on this journey who have experienced much more uh went through some of the some of the challenges that you have not uh faced yet and they overcome them and there are some people behind you who are less experienced and have uh haven't seen what you've been through
uh and for me what was really interesting to realize that this state that there are people be in front and there are people behind you is a constant this never changes no matter how much you work no matter how far you go there there will be always somebody with more experience and less experience than you so being really uh connected and making peace peace with this state is key i believe it's really important to have a peace of mind in this journey because if you think that one day you will reach a point on this journey and then you will just hang back and chill out uh that's not going to happen uh the feeling that you have not right now towards yourself will never change now no but no matter how much you work
so it's it's really important to realize that i think so uh once you you know join this join this thing you uh separate from hobbies and you become a professional because if you if you do this art as a hobby you don't really need to improve you just draw sit around on your in your room and draw whatever you like nobody gives a uh you don't need to improve uh at all you just need to have fun but once once it becomes a profession and you need to make this a living then you know you need you realize that you have to compete with others and that's when you realize the whole thing i talked about in the beginning that some people are in front of you and some people behind you so some this feeling of void uh sometimes can be a motivation and source for improvement uh that you know the artist or me
don't feel like we are enough or that you know we deserve love or we deserve uh attention or or that we don't have enough money or you know whatever is is that missing from our lives we think that by you know improving uh by getting further along on this journey we will be able to fill this gap the this need that we have for you know may the money fame success whatever the source may be so uh yes before i start this video uh on this journey because um you know you see that the people in front of you have all the stuff that you don't have and you lack and you really want to get that stuff so you start to work really hard and you
you start to connect what they have uh you know with with with the art that they did so it's a it's a really curious thing uh and for me like a personal connection with one of my artworks here i'm gonna just quickly start this for me this is this piece was oops sorry oh my god this was loud so this piece for me was about a breakup you know and i just went over the whole thing it's really personal for me all kinds of hints through through my relationship uh is hinted here and it was my own way to you know deal with this stuff but there were no money involved in this project it was just about feeling that void i felt that something was you know trying to come out and something was missing and i made this video to
to kind of heal so uh when you realize that the the the people are you know some people who are further along the journey have all the things that you you feel that you don't have or you believe that by improving you will eventually get uh you will start improving you will you know start uh motivating yourself that oh my god i need to get to that point uh towards the hill or you know another 10 miles in front of me i will be happy there you know as always next uh next 10 000 follower will make me happy uh the next 100 dollars per month will make me happy or the next interview will make me happy you know the all kind of all kinds of source for motivation so somehow some
unhealthy methods for improvement which i encountered and made uh throughout the years is constant comparison with others um in a not an inspiring way just you know who i want to have what they have and then you just compare yourself all the time to that artist or what they have or how bad this artist is and how much more they earn and stuff like that it's just i don't believe that does it does any good uh i think it should be you know ignored and you used in an inspiring way instead and of course uh overworking is huge for me at least sometimes you know if you're a motivated person and you can get stuff done you will just run forever and you will run until you run out of battery
uh and then then you realize that you are made out of human and then eventually your body will break down or uh you know you start issues you will have issues with your back or maybe with your forearm all kinds of pain can uh emerge from your body telling you that hey you're working too much um so yeah that's that's not good don't do that uh self-punishment is also something that i you know in cart encountered a lot like uh when i was working sometimes um i got this kind of distracting voices chatter in my head which just was which was like uh you know you you will never be as good as ex-artist uh how shitty is this painting you've been in this industry for 10 years and you can only make this painting after so many hours of working
and improving this this is just useless it's real it's not good enough and all kinds of negative stuff you know just they start coming up and they they come up so much and so frequently that it's kind of motivating because you want to get rid of that voice and you want to prove you to yourself that you are that good that you can get rid of this and this is again connecting back to that to accepting the state of art you know your your own self during this journey which is constant this will never change no matter how many followers or likes somebody gets this is the those are or money or fame or whatever those are just uh patches on the wound you know those are only temporary nice solutions
uh so yeah and i wanna now that we talked about the unhealthy methods i wanna talk about some healthy things which i discovered so finding fun exercises is key i believe just like when working out like uh in real life uh like push-ups or you know running or whatever uh you have many tools many workouts many different exercises that you can do you can do bench presses you can do push-ups you can do squats all kind of different exercises that you can do [Music] which is really important because if you one day you you will go running then the next day you won't run uh you know that far because you will have pain in your whole body so you'll you will need to do something else on the second day and why it's important for art i believe
is that we don't really see the art muscle because it's not on my shoulders or whatever it's not visible but i do really really do believe that this muscle can be just as uh run down and tired as my my my bits biceps or you know whatever my necks or legs we just don't see it so what i really believe that it's important to have like drawing and sculpting painting and all kinds of different fun exercises that you really enjoy to do and if you have 10 of those then guess what you can pick one that you you know that you feel like most doing and that way you know you really don't have to fight the resistance and you don't have to fight anything at all because you have 10 exercises one of them will call to you on each given day and you will just
do that and there is no force and there is no need to you know struggle so that's really important i believe to have those and focus file working is really important i believe like being mindful uh like don't have the chatter in the in in my own head is really important it can be negative and it can be positive like if i paint something that i start to like and i'm like just kind of start looking good then it can you know quickly turn into like oh my god this is i'm gonna be the president tomorrow because it's just the best painting ever it's uh you know everybody will like this there's no no point in making art after this one this is awesome but that's that voice can be just as the magi damaging the damaging damaging whatever like the like the negative ones so if if if i'm not present in the brass strokes
and i'm you know listening to music and this this distract myself with videos then my product productivity will fall off dramatically i am the same person with the same skills but if i distract myself and discard my attention to 15 different directions i will be aversed artist just by you know distracting myself so discovering new mediums constantly ties back to finding fun exercises fun exercises so discovering new mediums is really important because what i believe is the key here is having a professional like uh velocity and perseverance but a hobby like fun and engagement and if you can combine those two together in a sustainable way then it's
then you're golden it's the it's awesome you so discovering new mediums really helps keeping the hobby aspect of art because if you grab watercolor which you haven't used before then you will your mind will enter into discovery mode again you will you will be able to make new connections that you haven't done before uh because you enter into a new territory which you don't really understand so you need to have those discovery skills and you will bring them up but what what's happening if i uh do the brush stroke like this and do it like this then maybe that discovery like mindset will bleed over to your main discipline so i think it's really important and also it uh ties back to finding fun exercises so the more mediums you try the more exercises you will have that you will find fun
uh and yeah developing good habits is essential like be humble about it i just can i can only give you like a a nice challenge here for the next month each day get up and one point during the day just leave one uh brush stroke onto the paper and this is a humble thing if you can start with one bus stroke breaststroke and you can keep that up for one month then you can say that okay you can you have you have that hobby a habit and you can expand on it next time you will for the next month you can draw through two brass strokes and that way you know maybe you will get eventually get to a habit that each day you will draw something each morning which is uh i think it's awesome but it's important to be humble about habits uh because someone can say that
oh i'm gonna do a 3d art every day for 10 years and that's just what i'm doing now and then you sit down and on the third day you're like okay i'm quitting so be humble about it this is i'm i i'm talking for experience i this up many times and i'm running learning enough time but whatever i will just quickly rush through so teaching is really important because it will help you like crystallize what you learned and give them to somebody else which is a awesome experience in and of itself like you know seeing somebody reaching their dream jobs because you helped them is this still working by the way am i live yeah it is oh cool okay awesome i was just you know
distracted by the silence so yeah teaching and if you see somebody you know grow up and reach their dream job because you help them in a small way it's just a awesome feeling and it will help you a lot so yeah this is why i made this character texturing series uh which you can find on youtube it's like fallout to game art tutorial or something like that and i want to walk you through through the hand painting process uh so yeah this is really important here i believe i'm not sure if you see my mouse or not but you know i have as from during the journey in art i feel like we enter different dimensions and different art styles and from each of these art styles uh i kind of took something with me so the from the world of circles on the left i took took
a half circle with me from the world of boxes i took a little box and from the triangles a little triangle and you know all sorts of stuff uh merges into into one unique workflow uh which is me at the moment and throughout the journey you know my art journey and your our journey probably you encounter all sorts of techniques artists tutorials points of views philosophies and all of these you can pick some stuff that you like and resonate with you and connect them into your own rule set which will then result in a unique and fun uh you know workflow so this is the way i believe finding the way you like to create art is really really important because if you don't do uh art in a way that you like
uh then your whole journey will be pointless 99.9 of the time you create so if you don't like creating then it's useless it's pointless doing this so for me the main priority became nowadays to find a workflow and the way of creating art which i enjoy a lot of course there will be hard days and easy days but you know just keeping it balanced and that way improvement is a byproduct of enjoyment and engagement and so the more mindful and more unique and more personalized and more aligned uh you are with your own workflow the more engaging and joyful and joyful it will be and of course honest and fun workflow equals engaging and unique style so which is my belief
so all of these come together in a big pot and then comes come something comes out that have never been done before in a unique way uh yeah so i think it's it's it's important and as the art is changed the workflow should change as well so it's like an electron you the artist always changes places all the time you change you go through breakups you leave i live jobs or you know you do something too much and you get bored of it so you change all the time so the self-reflection it's not like i did it when i was 10 years old and now i don't have to do it anymore because i did it once so it should be a regular thing checking in with yourself yourself like hey am i still
loving this uh sculpting thing and if if the answer is no then you know maybe change it up a little and this here uh is my own like mixture of stuff uh like the the unique thing i talked about uh my own journey came together with this game that i made called captain calculator which is a mobile game and it's like you solve math problems uh in your head like really quickly and you know i didn't know programming at all and stuff like that i didn't do any art style on my own but i really wanted to make this game and you know just the passion for the project pushed me through all kinds of hardships and and you know uh like
um blocks that i would otherwise had so this is the game but it's not really about the game it's more about the the the all sorts of stuff coming together in a new way so like my love for drawing with ink onto paper my love for programming my love for 3d and you know silly storyline or whatsoever whatever they all combined and this came to be i mean the previous one the the captain calculator which is which was really engaging really fun to do and it's you know it was awesome to make um so yeah this is the last slide here uh this is an unpublished project of mine uh i finished it today there are some bugs in it so sorry
but the story behind it i'm gonna quickly share because i ran out of time this last summer i broke as an artist i was like um sitting right here on this in this place and i was painting painting one after the other like some portraits and i felt like i hate being here i don't want to do an art anymore at all uh and i the the voice that was like you know the self-punishing voice that i already talked to you about like you suck this sucks you don't you don't it's not enough yeah you know it's uh it's all kind of crazy crazy voices uh and chatter uh if we're too overwhelming and i didn't deal with this inside me through since i ever since i started doing art and it haunted me forever and it was unbearable at that point and
i was like okay i'm not doing art anymore at all if it if it comes with this voice so i got up from the computer and i left for the whole summer i didn't do any works didn't do anything for the whole summer and i was like if i want to come back and uh if i feel like painting again i will come back and paint again but uh if not i'm gonna be a bouncer like i was before or a security guard more accurately but luckily the pen called once again in last september i painted a few portraits i rearranged some stuff some personal psychological stuff like i took a break went through my own motivation and my own source of fuel which uh pushes me through art and
so yeah this is the thing that i finished today uh yeah there are some bugs here but you know whatever i will fix them don't worry should be published in a day or two so really quickly the takeaways like i'm gonna do it in one minute i swear so constantly reflect on your connection with art what you want to gain in 10 years and why how it feels during the creative process and why it's really important to reflect on what you feel during when you make the art because 99 of the time you make the art and if you don't enjoy the process you won't enjoy your life so you need to clean this up it's really important believe me i've been torturing myself for too long this this should be avoided so look inside and check your motivation
do you want money do you want fame what do you want and why do you want them and art is a tool for it or is art your enjoyment or what what's the relationship here discover new mediums and disciplines always always refresh the hobby aspect of art and the childlike discovery yeah it's pretty much self-explanatory explanatory really connect with the fun connect with the fund because if you let go of the fun you will burn out your main source of income will suffer and young eager uh full of fire uh young upcoming artist will demolish you because they enjoy it they go after it and they have the energy so reconnect with the with the hobby aspect and start discovering again because it's really important
develop healthy habits for improvement prioritizing prioritizing fun and engagement over final outcome it's funny how i can't read but whatever so yeah i think it's key to do this uh but it's you know just basically the previous points all again so yeah i hope i didn't miss anything and i hope uh somebody will be able to uh you know hear hear the voice to slow down and find the fun when it comes unbearable even if it's in a job that you don't like in the game art industry that you don't like have the courage to live or you know connect with the love again because doing art is you know it's really it's really a blessing if you can make a living from it so it don't it shouldn't
be a torture or a bad thing uh it can be the fire can be reignited and you know it can be really fun if if that's your focus uh yeah so that's it these are the things that you can uh you know find me at uh and yeah this is the the the thing i made for today because i promised abandon that i'm gonna do one exclusively for the presentation so this is it and i hope you enjoyed [Music] did i did i finish in time you finish whenever you want to finish because you're that awesome man and i want to thank you for for sharing your story and being with us um today for g ducks to kind of uh be very honest uh i think burnout is is
is something that every artist especially someone as seasoned as you um we go through uh everybody can definitely empathize with uh even with the surprising thing at least on a personal level for me is that i always attributed burnout to to games i hated or studios i hated but yeah it it actually found me in different parts of my career even on projects i really initially loved doing i was just tired of it and a lot of it had to do with with understanding [Music] uh balancing other other parts which you you really uh illustrated here yeah yeah even even the projects that people love can be you know uh can leave to bleed to burn out but i'm not sure exactly if it was burned out but of course it was you know
combined together but for me i felt like it was uh based more in psychological issue like my connection and my relationship with art and my fuel because my fuel for the longest time was i'm not enough and by doing a lot of good and depressive things people will think that i'm enough resulting in me believing that i'm enough but it's it doesn't doesn't really work that way you don't need other people's approval at all to feel complete and whole uh in art or in personal life for for that matter so yeah and that combined together with the burnout like the the artistic uh thing yeah i just want to remind everybody why i'm
gonna ask you a lot of my own questions that this is a perfect time for for all you guys to kind of chime in here and have an opportunity to talk to mickey through me not directly to ask your own questions um but uh selfishly i'll i'll go ahead and kick this off to kind of talk to more uh about you i mean with someone with with your your measure of work um your quality of work and your uniqueness of work um [Music] like it is uh disheartening to kind of hear that you hit a wall sometimes where like i don't want to do this anymore and um it's very relatable too because a lot of people i feel and i think this is very unique not unique with game developers but i think the issue is if making game isn't fun um there's so many other things that us
artists can do in other industries and get paid a lot more for right if we're not doing it for the fun of making games or an experience we rather do something else and basically be a robot um and it's just very uh i think once you lose that passion and i i always caution myself from using the p word in in the game industry because people when they say passion they're they're trying to make you work more so but in the true essence of what the word passion is about i i really do feel when a game developer just doesn't have the will to kind of care about the product anymore or what they're doing that uh there's it's very hard to kind of reinvigorate and and just find a reason anymore yeah i yeah i definitely agree i've been to those places uh but i didn't really connect with what i
was working with at all uh which is which is which is crucial i believe to to the enjoyment of life in general and in bringing out the best uh that we can that we that we have in ourselves um if we don't have that in engagement that kind of orgasmic connection with the thing that we are working with then it's not uh not gonna be fun it's gonna be soulless and not enjoyable for anyone who you know eventually ends up using or seeing the artwork and i think it's you know it's not the biggest deal if if it's a soulless shitty game but i feel like you know there's more to life than just doing soulless things so
why not do something that's connected with with the who we are or who you are as an artist so yeah this is definitely something that that that needs to be emphasized a lot uh and you know uh sometimes i feel like uh these kind of uh obstacles cannot be cannot be prevented from happening everybody needs to go there everybody needs to experience that shitty job hopefully uh when they are there and they remember or some kind of talk or tutorial where they talked about not doing a shitty job they will act three months before than they otherwise would have but i don't think the experience can be saved in most cases
so yeah it's part of the journey i i feel uh and i might thank you for for sharing your journey uh as we are are here to talk about it um [Music] a lot of what your talk was composed of is highlighting uh the alternatives that you found uh to to kind of help balance your life a bit to to to to to have some time away basically from the computer yes so this is something and you actually have a very interesting background you were talking about you were used to be a security guard and which seems to me to be a very uh opposite of sitting in the chair and working on things uh if anything you're outside yeah somewhat interacting with people um where exactly did you feel that you got kind of sucked into this trap of
working hard uh and just concentrating all your effort into the craft um how long did it take for you to kind of snap out of that routine hmm that's a really good question i started with game art when i was 11. and uh years old so i think around when i was 9 18 maybe i decided that i'm gonna be the best ever but that's that's not really how it works and you just uh start and that's when the stat fire kinda started uh for yeah you know it's like a it's a two-sided blade it has an upside and a downside that you know i work a lot i know i just go after it and do do do do
which is good but of course i cannot turn it off which is not good uh but for me i believe it came from my father uh who said um or you know resonated that uh either you something even either you do something that's best in the world or you it's what's the point on doing otherwise so it's either the best or quit these are the two options which is i think which is i think uh of course it's a good advice and a bad advice so it's like a double-edged sword all because this helped me like you know really there's no no other options options here i'm just gonna do this work even if it breaks me doesn't give off i don't give a i'm just gonna go go go and do it uh but i cannot turn it off so it's a good thing to have but i
didn't see the dark side of it and for me uh this last summer helped a lot i went with worked with like mental health issue people i don't know how to say it bc you know for like a week and you know i was volunteering there and it's a really really really humbling experience and you know you just rearrange your whole spectrum of what's important when and what's not important and and how you see life in general and how art relates into the whole thing so that was a really key factor for me to to get a grasp of the shadow side of my motivation to you know being the best so yeah that was it was that that was really important a lot of what you're saying i don't know
you ever seen the movie with will farrow called teledega knights but there's a character on there whose dad gave him it's a comedy right i'm not trying to make light of it but his dad gave him a very similar advice we're kind of where it kind of haunt him uh throughout his adult life where which uh which is uh if you're not first or last yeah like this ego that he built and uh basically had a sore loser mentality where he wasn't sharing the spotlight with anybody and became very selfish um so what you just said kind of resonated it's very true i mean at first that advice sounds great because you know you want to be great there's a selfish mentality that you have to aspire to but in the end there's a very collaborative type of industry and if you think like that it gets lonely right it gets really lonely to to be competitive all the time
and so um i i even with yourself exactly even with yourself your past work because you're never going to be satisfied which is very dangerous it's like yep i can do it better yeah or you get tired really quick because your your goal is a never ending goal yes exactly that's the trap yeah it's a trap yeah yeah wow yeah it's really it's so hard yeah yeah it's it's it's exactly that it's just a trap like like not being uh aware that it's a journey that it's not most of the things that you feel during creating an art will never change it's uh you know it's really really really interesting like okay now i feel little
i'm gonna do a big artwork so people will like that artwork and i i won't feel little and then one week passes nobody talks about the artwork anymore that i made and now i'm feeling little again what should be the answer i'm gonna make a bigger even bigger art so people will like it even more and after one and a half year happen and a half week you feel small again so it's like there is no this if it if that's the reason behind creating art then it's not it's not good uh so for me i really needed to change fuel but of course it's i'm saying this stuff that uh it sounds like these that these were my only motivations but no of course uh i'm just emphasizing the bad side uh here because uh i believe that was the
theme of the talk so i of course i had many good moments and good motivations i'm just trying to emphasize what i up and what i improved uh yeah yeah it's um it's a real issue it's it's definitely i mean i the only thing that i i feel bad about is that you know you you you you seek to help it sounds like you're doing much better uh but then we got into this whole quarantine where you're stuck at home again uh how are you coping with this how how is it over hungry are you guys as strict because we just had some um presenters from uh denmark and they they were back in the office doing just fine is this what's the situation over there in hungary yeah it's getting loose everybody's getting back to offices like in one week or something and you
i already met with some people don't tell with anyone yeah so yeah we are kind of back in business uh i like government regulations are basically non-existent uh at this at this point now i mean you have to wear a mask inside like uh grocery stores and stuff like that but other than that kind of life is back to the way it was before or slowly you know it's just like a new advancement in like a week or two but like i don't know three three or four months ago or i mean yours three or four weeks ago it was that silent nobody went anywhere but yeah it was uh for me it was pretty pretty crucial to have it because yeah [Music] i i'm glad that you guys are are
getting to a place where um at least the public is is going back to normal it sounds like at least in europe you guys are a little bit ahead of us although we are opening up shops uh at least in america we're kind of going through another crazy time on top of the pandemic uh with the writing and looting uh over here i mean we're not a political show and i'm not at all uh knowledgeable enough to to speak on this but having so many things happen uh consequently after each other it can yeah it's scary upsetting and and daunting at the same time yeah well i mean uh uh i don't know how to say this but you know best of luck or something like that uh it's really it's really uh like a challenging time for everyone
and i really hope that you will uh you know [Music] find find the solutions over there also and kind of chill out a little bit after with these riots and everything this really uh you know how do you say it alerting alerting maybe yeah well i want to thank you uh mickey for coming on to gdex and and sharing your story and sharing your great art i'm always a fan i mean i've said this once before like your your work is one of those types that stands out from art station which is a huge huge undertaking because there's new artwork uploaded every single second on art station great art but you found a style you found a way to express yourself that is completely unique
and i for one am a huge fan and hope to kind of keep seeing a moderately healthy dosage of new work i'd much rather see videos of you playing out in the field and and relaxing because i want you to well like you kind of mentioned it's a marathon not a race yeah exactly luckily i of rearranged my connection with all this uh so even though the the pace of the artworks probably won't slow down but my relationship with how they are made changed completely so i'm i'm zen zen as one might say it's a fantastic man it's a huge inspiration for us all to get zen and awesome
um [Music] i'm glad of anything on that side that you're gonna be able to see the sun and it sounds like you're already feeling safe enough to kind of interact with people and it gives us on this other side of the ocean a lot of hope uh and something to look forward to as we're going through uh trying times on top of the pandemic are you still in lockdown yeah i mean we're we're technically still on lockdown so um i mean we we're i live in california so on the uh west coast and we were uh basically starting to open up shops again and and over here at least you know a lot of people were maybe strict the first month where the the traffics and people on the outside was was taking it seriously but like soon after the first month people already got bored and tired and in large enlarged groups were outside
and ignoring things so the sentiment over here um we're getting to a point where people were seeing the numbers kind of fall down because of the social distance thing but they they were just tired of being in the house but then this whole whole situation happened um [Music] it it kind of brought on a whole different aspect of this 20 year 2020. so as you can imagine everyone's not really social distancing anymore they're out out there in huge huge groups protesting which we highly encourage of course everybody wants if anything gdux is built on providing a voice for for game dev specifically so in that aspect i totally understand that there's a group of people that have been just not having that platform to be treated
equally or fairly right so i i empathize with everyone that's protesting and and doing what they need to do to to change but um yeah this year [Music] this year really sucks yeah it's a hard start but you know i wanna thank you man because it's a really cool setup that you have here uh and i think you're doing a lot of great things for you know game artists and who you know listen to the show and listen to your um other you know youtube videos and also on discord so yeah thanks man for doing this uh and i think you know times might be really bad but probably the timing for this can you know it's good i mean like uh in-house presentations and everything it's the perfect time for it so yeah thank you uh
uh i'm guessing our uh the other tax will be available later on i guess on online yes exactly so all after i i go through we have about one more day of live presentation but uh all the videos will be cut up and uh given out to to to anyone that didn't catch the live recording so uh thank you for your kind words you're awesome man maybe next time uh i know i'm stuck in a motel room right now yeah it looks awesome next time i'll be at a higher class hotel you know be drinking wine instead of uh some cheap tea trying to stay awake but uh i want to thank you and i will have the room next to you of course i'll open up this wall right here yes people people have been commenting on my phone i'm too big but the reality is like it's just camera perspective man so like it's perspective
yes it's the right size guys come on i environment just give me some credibility this is closer to the camera but it's bigger okay so they envy the size yeah they never know what which one's real look at this this one's the real one [Laughter] oh my god it's always funny next up but i want it next level yeah unreal five powered right here no not exactly mickey yeah uh i'm gonna throw it back to you um and maybe this is a great opportunity to kind of tell people out there uh we do have mickey and well i'll invite you to the discord channel so if you have any follow-up questions so be maybe spending some time over there but um where else can they find you uh just as a reminder if they want to connect with you um it's uh on our station it's mickey benz and on
instagram it's mickey dot benz because somebody took my name it happens all the time uh you know but and on youtube also you can find many free tutorials that i made it's i believe yeah it's mickey benz mickey benz also i have a a whole series on texturing a character and a car like this one here which is like a speed sped up version of painting a whole car and stuff like that and it's all free um yeah well that's it basically if you wanna hang out there all right man so as i uh get set up i want to thank you for your time and as always it's been a pleasure uh to hang you on and talk to you and uh good luck i know it's super midnight but you sounded super sharp
and uh very impressive to kind of i feel bad you talking about crunching pretty much i'm making you crunch to kind of be here uh for g ducks so i i apologize i did my best i i also timed the release of the thing for today because i promised you to make the debut oh my god now you're making me feel awful now i'm making you make me cry no it's it was awful it was fun well as well connected and i'm gonna link the hell out of it to make sure everybody to check your sketch fab and your youtube and everything uh check out your good work thank you man all right man have a good one yeah youtube so am i leaving now go away you can leave that anymore
bye bye all right here we go okay so give me a second as i switch and get a little set up guys and thank you for everyone to uh to be joining us we are going to have a slight delay with that last presenter but i do have an unchained report to kind of take up that portion while i sing and dance um so let me get that set up for you guys as part of the fun my brain is kind of going blank a bit so give me a sec as i get that going it's no secret that unreal engine 5 broke the internet the only videos that
have outplayed the original launch reveal of end engine 5 were the countless amount of game devs reacting to the video of the reveal of the unreal engine 5 video so last week as i was prepping the g dux room i invited ray graham into my motel through the internet feed right we weren't in them whole motel together i mean social distancing and all and i had a game dev discussion on what the next generation of aaa looks like this is actually a sneak peek of next week's game dev unchained podcast episode but primarily talking about unreal engine 5 and as a reminder he knows what he's talking about and i'm just there to to comment on it so enjoy
now i think like no doubt it's incredible right like the tech the tech um is is a feat it's really it's a lot of work that went into it and it looks great like there's there's no there's no doubt here that it that it's really really good looking and uh and it definitely sparked a lot of conversation on internet the marketing you know everybody's talking about it everybody was going crazy and definitely all the artists that i know all the modelers and environmental artists and all of them were just immediately oh my god this is amazing you know what will happen with my workflow how will i work oh my god i can't i can't wait right so everybody's like super excited about it and it was it's great you know and it's it's a really good tech demo to show off show off that tech um ps5 for re i think it really shows uh the power
um or what we could theoretically expect you know that we could pump out onto the onto a ps5 and it really gets me excited about that the amount of detail and amount of it's really the detail that i think is missing a lot of games um that it kind of shows off so i think that's amazing um at the same time though you know this is not planned to be out until like the end of 20 2021 right and there's still probably a lot of open questions and performance and like how do you really make this this content um what went into actually making that demo how much work did it take what the tools look like what were the workflows um so there's a lot of unanswered questions around around that part of it some more time uh
so yeah i mean the first question is of course i mean i kind of know the answer but i want to make it clear out there for people who haven't seen the demo or if you're watching this i'm going to get the video going so of course uh how how practical is that real how much of it is real how much of it is faked i mean i know we're near launch and usually in that case uh whenever a tech demo is near launch it's pretty close right it's not like a fairy tale but i want to hear kind of your opinion of because there were new tech in there the the i believe the lumen uh the first time global elimination is really introduced in a practical unreal right yeah yeah yeah yeah like i wouldn't go that far but um but yeah definitely like i think blooming is is interesting um and and how you know and and definitely the approach that they're taking with it is super interesting and
there's a lot of other real-time gi techniques but and this it looks like lumen is kind of combining a bunch and really delivering something and kind of also leaning on uh the fact that um nanite is a thing to also help to help do some of the some of the heavy lifting at a high detail level um but yeah so yeah definitely real-time gi is a is a huge uh productivity saver for for people that are making these levels and uh and i think that's that's really a big deal um then i and i on the other hand i think there's so much implications in like having the budget and the artistic team to even be able to create the great assets of that quality um some people are like oh no i don't need to create assets of that quality i could just use qixel or whatever right but then you know you don't want all the games to look the same right you want to be able to add your stamp and your artistic touch right so um it's really a high bar for for a lot
of gamete gate game dev teams out there to even be able to try to reach right um and and i have no idea what the asset sizes are on disk like there's so many unanswered questions there but it's but it's there's no doubt that that tech demo is amazing i mean let's try to break it down i mean there's two main system as we kind of discuss uh there's the geo one and they were talking about how i mean i think i read into it a bit where it's kind of like how virtual texturing was kind of introduced in unreal recently and the idea is kind of similar to how they apply it to geometry do you mind kind of talking more about what the theory is behind that and how they're applying it per pixel a certain amount of triangles and so it's just what you see is not exactly yeah like i don't yeah i don't know all of the details about like of course they
haven't really released all the details either right right how the gi system is working uh they kind of detail the rails let me see if i can even find that again um but there was there's something you know about at a at a long at a long distance you're using a much more coarse representation of the scene like voxel voxel-based geometry uh or gianchi that's converted into that course of course voxel graded and you use that to kind of do your uh your traces against for the for the gi uh and then when it's closer to camera it's using more detailed detailed information right so that's how you can kind of get um like a large distance large scene with real mgi without like killing your performance right because the further away you are you use a more closer approximation right um so so that that part is is really interesting and every artist every artist wants to do it with baking and big steps they just want to plop in their lights and and it just works right
um the one thing to take away you know it's one light source right um so so like usually with these kind of techniques the more light sources you have the slower it's going to go right so but but just doing one main one main light and having that be give you real mgi is a big improvement over having nothing right um [Music] yeah so you know when it comes to real time yeah i think that's that's really cool there's a lot of techniques up there for like you know there's enlighten does a real-time gi but that has a big step uh there's ddgi um that that also has some some type of uh baking involved in where you have to kind of like make some sort of uh some sort of inclusion or visibility um calculation for for the probes that you're that you're doing the gi on um so like that assistant is truly like no baking and you just drop some lights in
uh that's actually really cool yeah i mean i guess i don't know if it's even no no baking right so because i said all of the details yeah the prep work behind it the one thing that scares me is how people look at this demo and just especially they haven't done game development right they see it as kind of like a like a skip a skipping step for basically 20 to 30 years of game dev knowledge it's like oh no lld's done i guess i shouldn't learn that or either optimize or any of that technique it seems like i can just create something in zbrush drop it in light it call it done which is foolish yeah yeah i think i think that promise is a little bit of overselling right i think it's still uh it's still to be known how much of how much of this job she can you have in a game where you're like hey my target is 4k 60 frames a second
how much of this how much of your game could be this geometry that's unknown right and and so yeah i think people ready to abandon all of the things you've learned about how to optimize assets and lods and all that uh hold hold your horses on that right right um and the other thing i was pointing out about this technique too that i don't think anybody really noticed is the environment's very static yes right so um so we want actual dynam dynamic movement stuff like that it's it's unclear how that how this translates to that [Music] yeah i think everyone's so character so character artists are still like character artists are still like damn i guess i guess i don't have a silver bullet just yet character artists are already thinking this way and current gen dude the way they build their props
this is exactly how they are this is how sloppy they are bro the the the the spoiledness the spoiledness of a character artist at some point i'm gonna write a book on it it's just ridiculous dude i remember this one time where uh we were so constricted with our levels where we were like all right this is the amount of textures and then basically the character artist would have six times that with a character it's like i'll just use one for a finger another one for an eyeball uh 2048 max but that's just how they think that's how they are i mean in a way the characters are pretty close to camera but it's just one of those things i feel i think environment artists just by the nature of what we do have a little bit more care with how we optimize and make things work because the impression of the environment
especially something like what we're seeing right now you know uh making it run making it look good at the same time that stands up to a well-made character it's very important to make it feel like one item right but um well i mean this demo achieved what it wanted needed to achieve which was impress the out of everybody and it set a high bar i mean you got to have these type of things to kind of stretch out you know the possibilities and uh even if you don't hit that that that mark every time you'll still end up pretty close to it which is in the end a better product for everybody right so yeah i'll i'll say that like for um for like film and tv production like this is weird this stuff is like really really promising right um for games there's some promise there it's still very unknown like
like in practice like how will you actually use this how did you do it oh yeah and like how will our team you know be able to get their vision across with this tech and and not go crazy with huge ass assets and take forever to make them and all of that yeah this part they're just showing off right here i mean this is that's incredible oh my god yeah it's two yeah it's crazy it's great this one have a demo yeah that's great i would say like so here's here's where i'll i'll talk about some some of my philosophical beliefs um you know we're coming into another generation right yeah uh of of console hardware and we're showing again we're showing absolutely amazing graphics right absolutely amazing graphics look at these graphics look look at the the level detail you can get there's there's a big difference between
these graphics and like say the games of last gen right um but you know character animation character movement all of that is still the same right um they talked about in the video talk about some advancements they did with like ik and the cloth that her scarf and all that um and yeah that's cool but like it it's not as big of a leap as these graphics are you saying those disciplines are lazy is that what you're saying no i would never say that but what i would say is that you talk to gameplay guys or animation folks uh they'll tell you the same the same thing it's like uh we focus on every gen we focus on graphics graphics graphics is easy it's the easy thing to sell it's the thing that people could obviously see is better
um and we don't really give a lot of love to uh to some of the other disciplines right uh although like there was a lot of talk in this as well about audio right because audio seems to be something that people want to focus on this game um and and you know you've worked on games every game you know audio team gets like hey you get two percent yeah you could get you can get whatever scraps you have left over in the memory for your little audio right and so like now they're you know now we're talking about actual like real proper 3d spatial sound and those all sorts of modeling of your how you hear the same sound waves all this kind of nonsense right can you expand on that nonsense because when i heard that i didn't wear like what do you mean 3d sound i mean we have that don't we have that already can i just hear where it's coming from [Laughter] come on let's get back to the graphics guys exactly exactly right exactly right and i think even i think even most people unless you're like a serious audiophile
you won't even really notice yeah um but um but yeah yeah we have 3d positional sound right sounds over there it could be bind you to lefty whatever usually right but then actually to be able to do proper reverb and and it changes based on the room that you're in and a different smaller room and it's just so we're talking about so all the effects that used to be done in post-production you know same idea like any real-time applications just yeah or if you were to do it like in a different gen it would like take up a whole core or something in the main trend a lot of those effects and then you're like no audio guys you got like two you got a two uh you got like a half a millisecond or quarter millisecond budget for this stuff right so you can't really do that stuff right two weeks um and this gen there's a lot of there's a lot of talk about audio processing and and audio hardware specific audio hardware to do this in hardware right um and so it's an audio person's dream you
think and so hopefully you know more games like focus on that and lead me to that as well not just the graphics right i see it yeah i agree i mean i hear a lot of talk with um well with characters especially they're trying to like finally do something with hair i mean it's been the same technique for for a few gen now uh we're talking about hair simulation actual physics with the hair and really fancy stuff that the film industry has have been pioneering for a while now um yeah same with the cloth same idea cloth simulation yeah homegirl's hair is not doing anything special here though right but also this this isn't really the focus of this demo either yeah the characters in this one especially i mean i felt like it's probably an art direction choice where it felt more like style stylized right so it wasn't very um yeah i've seen better characters uh yeah yeah this demo this demo is
definitely not about the character yeah it's all about the environment for sure i mean it's the most important department of the game we make everything work show your bias [Laughter] we create worlds bro matrix wasn't about i guess it was about the characters we were talking about the matrix though yeah anyways uh kids kids kids at home video game making is a team sport do not listen to brandon well i mean like the lighting system i mean you made a valid point to you know they uh they really bragged about the gi solution but it's from a single light source um they didn't really play too much with uh well this one they have one light source with one effects source so two at most and it seems like the rule still applies in next-gen where too many dynamic lights will kill your your processors
um so that hasn't especially when you're you know especially if you have to trace your chase you're tracing rays around right so yeah um the more you have to do that and you have to do more of that if you have more light sources right so so this actually leads into my next piece of conversation so ray tracing the last year and a half especially starting with that star wars demo at gdc was like the onslaught of the next wave and we thought we were going to focus on that for the next few years which we are but then this whole lumen system happened um what's your take on that is there gonna be a combination of two is ray tracing gonna be better because it's still struggling with um with just hardware limitations right there's no not much we can do about that or what's your opinion about that yeah i'm not really yeah i think it's a big topic right but um but generally i think like part part of what lumen is doing is
ray tracing right yeah uh but just kind of like in in software and compute right um and kind of doing it in a way that's sufficient for this use case right um and there's other there's other yeah there is like straight up like um you know dxr nvidia demos that show like uh global illumination right but those that technique like doing straight up dxr rendered for the whole of your global illumination is just not like the cost is still very high even if you have a 2080 ti and you want to and if you want to run it at like really high resolutions it's a problem at high resolutions right um so some technique like this like lumen here where it's like kind of doing like a like a three stage approach to uh to generating uh the gi is a way of kind of reducing the cost and getting a a believable look right um
so like i'll be i'm interested to see what more what more games are going to do like i know like you know gears of war showed uh they were talking about uh what was that ray trace reflections uh for for xbox series x um so i'm curious what more and more games are to what extent they do uh ray tracing on the consoles so i mean um kind of going back to the original point right when people first saw this especially newbies i call them noobs where they saw this demo where they're like abandon every type of valuable knowledge that we built the last 20 years forget it uh let's just throw all to the wall right they're talking like film people now uh yeah i wouldn't say the news only in the news should talk like that some of them uh some veterans were super excited about that prospect as well and some veterans or super some veterans are super excited about it and then kind of joked about it right and they're like what do you mean i can just take my zbrush and drop it straight
in amazing i can't wait right so where renault's um explodes [Laughter] gridding his teeth he's like what the are you talking about we're not super excited about this too yes right i think if you're into graphics and you're making video games this is awesome yeah it's exciting this is why we're in games yeah you can't yeah you can't not be excited by this like this is this is uh this is really good yeah so let me let me ask you this like with the last tech demo right um from all engines right usually near launch for ps4 i feel like a lot of the games actually surpassed those tech demos um they were just kind of uh talking about unreal right we're talking about unreal right now like i feel like a lot of the later generation like last of us two all these other games that have been coming out oh yeah have been totally killing it um so do you feel by the end of ps5
maybe not that long where we're going to see something like this in a playable way where it doesn't seem possible yeah i think i think i think that definitely is a possibility right um people also bring up like the playstation what we'll say is that the playstation 3 the playstation 4 demo uh the voxel the box of cone tracing line right [Music] uh that never actually came out right right never came out in right in anything that was performing and actually useful um and it was that was also another cool demo from like way back right um so like it's very possible too that you never see this in any game or any game reaching this quality either right or you see parts of it right you know you see games where a couple of a couple of hero pieces are using this this technology um the man i am talking about and and i i'm more bullish on uh on lumen
being something that you can use across many games right because i know there's a lot of a lot of people working on similar techniques for real-time gi right um so yeah like like i think you'll see something like this and it's possible that this could this is the uh the benchmark for games to strive to uh many years down the line on playstation 5 and xbox series x right yeah i would want to bring up this point like when people there there are general reactions to this is like oh my god this is exciting right and then um and then there's another type of reaction and let me just kind of call them um burnouts people who are kind of washed up from the industry where they look at this is like and there's a legitimate concern where they feel like the the fidelity of what's expected uh from this type of demo from the consumer from the publishers
where the team size is not exactly growing right and not everybody is sourcing mega scans that has readily available assets to kind of populate the world um they are very concerned with this type of demo and expectation what's your feeling this is this is how old tech demos are right tech turbos are aspirational right but um but yeah like you need a crazy talented and skilled art team to make this like you need that and a lot of and that is not that is not the majority of the industry right um this level quality and this level of detail is not what all game creators want to make right so even though ps5 and xbox series x have have way more gpu horsepower and way more cores and all this kind of stuff right some people still just want to make uh i'm just trying to figure it like a game that's pretty simple like animal crossing right people still just want to make animal crossing animal crosses making a killing
right and it's not anywhere near this level of fidelity um because it doesn't need to be right because it's it's a different type of game right and there's still space for those different types of games but those different types of games and this has been this is historically i think true right when you want to sell hardware and you want to sell a console box right nobody nobody wants to see the new version of animal crossing to make that decision right they want to see what kit what is the absolute maximum that this thing can do what is the aspirational target of what this box can do and that's why these technologies yeah so it's best to kind of just treat this as aspirational and don't be the um the warrior wart warning about the apocalypse of game development yeah and i think like if you looked at the xbox event that happened a while back
all the you know the third-party games that could be coming out xbox series x that's the majority of this quality right yeah none of them are at this quality level right and and and so like don't ex don't expect every game coming out on that console to look like this here right this is right i would say i would expect more what you saw on that xbox demos to be the norm definitely yeah um i mean that's a very interesting point like even with the first party publishers like their xbox team and their sony team or whatever that seem to have like more stability and infinite resources to kind of deliver these well yeah yeah this is just going to be a special case type of studio to kind of deliver this right yeah like don't get me wrong right i think uh xbox we have not seen the xbox first party stuff right really that's it's from south years but we but we haven't seen halo other stuff right um we haven't seen
we haven't seen the heat that sony's gonna come with with on ps5 first party right like we have no idea right yeah june what was it june 3rd or something that's they they announced their event so that's actually that's last week if you're watching this [Laughter] did they actually announce did they actually announce her that was like they just announced it today where they're going to have an actual playstation 5 event they're going to keep the uh what's the lead engineer uh mark mark cena as far away from the premises as possible too his name is sir his name is sterny by the way keep away from the premises of this presentational event they're trying to get people interested not low people to quarantine sleep right so um yeah it's going to be a i think that's when they're going to show stuff yeah i start to see like heat expect to see stuff that looks really nice that's what i'm expecting now but we'll
see we'll see what happens yeah all right man i mean that and that's pretty much it i i think uh everybody was super i'm kind of actually well we kind of turned this into like a a slightly better than uh developers reacting to unreal engine five i've been seeing that pop up like every time you see it it's like oh my god have we gone that low this is more a discussion this is i have a fancier saying i think when this video came out i was in a meeting yeah and then my phone was just vibrating i was getting messages all over the place and people were freaking out like like let's just be real this definitely this broke the internet topic this was a topic of discussion in every single game dev uh studio around it's exciting yeah yeah yeah i don't even think between ps3 the ps4 i i saw a demo that was just this exciting
it's been a while for us i believe it just feels so out of grasp um and even with discussing this we have no idea how they put it together they haven't really shared too much details about it except for maybe combining a lot of the techniques that you're saying that we have now to leverage the fakery right um [Music] what do you say how much of this is really fake like i think like it just it's just good like there might be some clever placement of things and like you know so of course it's a controlled camera right right um but it's just you know i i can't say it's fake i gotta say it's really good it's really good this is why everybody who makes a demo for a game needs to have that that marketing guy in there because i feel like they really nailed the beats it's like all right here's a statue from zbrush right i was like oh this is pretty cool i guess yeah here's this here's a room full of them i know it's been a static
environment this whole time let's just jump through it real quick i was like what the they really nailed it man i feel like the beats were awesome they just upped it every every two seconds yeah marketing machine is on point for sure but it's not just the marketing it's like it's an impressive like it felt like everybody was in the room to get their take and i feel like a lot of these gameplay demos unless the designer is really on top of their game and understand that side um a lot of people miss that that you know thinking of it like music right every like a minute or so something has to happen to really keep you engaged uh it's been a while since i've seen a demo like that um and they really took a lot it takes a lot to get everybody on the same page to deliver something like this for sure
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[Music] so [Music] bam my last presenter of the day is with zach rich he is a legal consultant and works in silicon valley for major tech companies specializing in vr development he will be discussing user generated content is it a system seller or legal nightmare so minecraft dreams trove and roadblocks
what do these popular games all have in common they all feature or are built around user generated content this talk will deep dive into the risk to developers and publishers when their game futures user generated content together we will explore what legal tools are available to you and how each operates to protect yourself from copyright infringement claims all right i'm going to pipe you in and so everyone should be able to hear you now zach how are you doing i'm doing good brandon how are you i am good man now that you are live let me pull this graphic off so uh whenever you're ready to rock i'll let you go ahead and take you uh let you take it uh how's it going everybody i think brandon sort of led in there my name is zach rich i am a video game attorney located in silicon valley i work right now with some of the largest players in vr ar and the gaming space
so today's talk we're really going to focus on user-generated content as brandon had mentioned and bear with me here because my webcam is at the top of my screen and my notes are on another screen so if my eyes start looking all over the place you guys all know why um so a little bit about me uh i am an attorney who in florida and in california i was formerly the lead for press start legal from 2017 to 2019 when i made the move out to california to come to work for amazon games my career has been focused mostly on intellectual property privacy and commercial issues within the interactive entertainment industry i'm a member of both the international trademark association and to the international association international association of privacy professionals or iapp uh you may have seen some of my work it's been published on gama sutra when i was running press start legal one of my ways of giving back to the community and i believe that's the way
how brandon actually located me the first time is i host a used to host an ama called i am a video game lawyer on reddit's game dev community where for at least the entire day of wednesday at least twice a month i answered questions from the community about various legal issues but today's talk we're going to focus on user-generated content so let's let's talk about what we're covering today we're going to talk about what is user-generated content we're going to talk about user-generated content agreements or for the rest of this talk you know ugc agreements do you need them what do they do where should i place them how do i know that my users and gamers all accepted these terms we're going to talk about the risks of ugc in your games how you can mitigate those risks and what you as a company as a game developer should really be thinking about if you're looking at creating a game like a minecraft like a dreams like a second life um anything that's going to give the users the ability to create what i'm
going to dub the flying penis it will have context i swear just bear with me so we're also going to talk about how to navigate ip related issues with user generated content how deep do these go can because i allow users to create uh sonic the hedgehog using voxel blocks in my game will sega and so you know have a claim against me uh for ip infringement and are there any protections from ip rights holders upset with user generated content in my game that i can use today to protect me as my company and use it as a shield and we'll get into that as well but first a disclaimer nothing in today's presentation should be considered legal advice i know that's kind of counter-intuitive as i am a lawyer talking about the law everything discussed today is my general opinion based on current laws in the united states the facts of your case may vary very differently from what we're discussing today and different outcomes will come and affect your situation
greatly this presentation does not create an attorney-client relationship i don't know you you don't know me outside my floating head on this beautiful graphic that brandon has provided moving on so what is user generated content you know ugc or some places you can see it listed as ucc's user created content includes all types of communications sounds videos it's the material that your users are creating within your game they are uploading it they are recording it they are communicating they are transmitting through your game now these are all of course legal terms of art but you know deep down inside user generated content can be anything some the songs that beat saber allows users to create to worlds and minecraft create direct replicas of right now colleges because of kovid but people have made uh the entire middle earth from the lord of the rings series you've seen people create things like hogwarts within
minecraft um there are a very big popular trend happening right now are games that allow you to make games so a very popular game on playstation dreams allows you to create games within games these are all user generated content of course there are some not so obvious ones that we're going to touch on a little bit later and one that one particular company blizzard would wish they had thought about back then which is starcraft and warcraft both have user created scenarios game modes custom game modes etc y'all remember uh dota that is a game mode that originally was created in warcraft 3 and then spawned the entire moba genre we're going to talk about ways that you can put phrases within your ugc license that you won't lose out on the ip rights to those creations like blizzard did other examples of the games in the community out there you're looking at second life roblox arc the sims simcity
uh you know these are all uh areas in which you are creating tools to allow your users to create um content for your game you know your game is just a sandbox and you're filling it with the content that your users are creating uh one thing that we are not going to discuss today is anything that would fall under a community content policy so for example this is when users are using your game assets to create youtube videos or spin-off comedies for example the red versus blue series that used halo and since we only have 30 minutes we're going to try and stay away from this entire area of law and focus purely on user generated content within a game and how that affects game development so do i need a ugc protections in my terms of service the answer is yes if your game is going to feature user generated content you're going to want ugc protections in your terms of service the big question why and we're gonna
we're gonna dive into this a little bit deeper but at a the highest possible level is because when you surface your terms of service at the start of the splash screen of your game that nobody ever reads and they scroll all the way to the bottom and click i accept well guess what you just made sure that they accept a legal document whether they read it or not that is entirely on the user they scrolled to the bottom they clicked accept the law treats that as you had an opportunity to read that document and therefore you are bound as a user to that document now these ugcs address a lot of very important issues both in player usage rules how will they use user created content within your game and it also addresses the ip implications of having user generated content within your game you know typically you want to see different copyright licenses to reproduce to distribute different ugc within your game
environment and potentially allow other players to interact with your ugc what i mean by that is if your dreams and somebody created a fantastic game you want the copyright license to reproduce and distribute that within your platform uh and we'll dive a little bit into what that actually means in copyright licensing in just a minute but as a developer and a publisher this is vitally important to you and you want to think about ip ownership ip licensing do you want an assignment of rights would you want the actual right to own the particular ip so every game every situation is going to be very different and you know the question of why you would want a license over actual outright ownership really comes down to what your tolerance for risk is for example if somebody is assigning to you all their rights and ownership of
content they've created for your game but that content is actually derivative of a another third party's ip so for example the sonic the hedgehog example you don't want to own that you want nothing to do with that you want to be able to say that this violates your terms of service because it is someone else's intellectual property and remove it from your game or at the very least have a license to reproduce only that ugc within your game environment that way you can live within your game and if in the event you know sega comes knocking on your door your door you can then take down this particular content and we're going to get through different mechanisms that you need to put in place to shield yourself as a developer from these issues in just a little bit now ugc as i stated can contain different infringing content that may expose you to different liabilities but if you take proper ip protections uh
different processes different current uh legal issues for example it's very popular right now it's it's been blast across the news you've heard it it's called section 230 of the cda it's something right now that president trump is aiming to take down this is a tool that you as a game developer can use to protect yourself there's also something called the digital millennial copyright act in the takedown process within that act i'm sure many of you are familiar with that either through youtube or through other mechanisms but this can actually be used for you as a game developer and a publisher to protect yourself from this content as well now what you have to think about when i was talking about risk tolerance is if you take ip ownership of ughc you potentially could have billion dollar businesses created for you i know that sounds ridiculous because it is going to literally be a one in a you know billion chance that this happens but i like to focus back to
what we were talking about earlier blizzard lost and really never had the rights to dota when it was released it was created as a a game mod in warcraft 3. next thing you know the developers are working with valve to come out with dota 2. you have a spin-off which then created not a spin-off of dota 2 but a spin-off of dota which became league of legends this entire concept of mobas was created as ugc and warcraft 3. and if you look at warcraft reforge which is the latest remaster of warcraft 3 blizzard actually changed their ugc agreement to own the rights to anything that is created with their game modes now they are willing to accept that risk one because they're blizzard but two because they're not giving free range tools like a minecraft like a dreams like a roblox to create whatever users want they have to create uh ugc within the confines of the game rules so in in the case of warcraft there's only so much
you can do with the existing warcraft models maps etc you can't create say pokemon outside of naming the characters within the game that you can't change game models etc so these are the types of issues that you have to examine every time you're looking at what to do with ugc and how you can protect yourself from infringement claims with this type of content now let's take a look at an example this is a ugc provision that you would likely see within your own game and there's a couple areas here that i want to highlight so the first and i'm going to give you all just you know quick second to read this and i'll read through it with you you know you are responsible for all communication images sounds and other materials and information that you record communicate upload or transmit to the service in this case the service will be your game you hereby grant studio you and this is what i want to highlight a worldwide perpetual irrevocable sub license
transferable assignable and non-exclusive royalty-free right to license use reproduce distribute adapt modify translate create derivative works of publicly perform publicly display digitally perform make have made sell offer for sale or import ugc that very long massively run-on sentence that lawyers like to create basically gives you the studio the right to do whatever you want with ugc you can create a game based off of it you can create levels based off of it anything your heart so desires if you get a popular character that is created within your game and you would like to remove it from the game and create a tv show based on it uh if you want to create merchandise based on it that provision gives you the ability to do that going further we're talk we're going to highlight down here
you represent warrant and agree that ugc in its use may not violate any third party rights including intellectual property rights now i know that jessica schrapin was here yesterday discussing intellectual property issues in video game development but what this is basically saying and it's giving you basically a knowledge out and what i mean by that is you don't know and you can't know because in theory your game world is so big you have so many users so many people playing that you cannot police every bit of content so you are taking it on face value that as a user who's agreeing to this provision within your terms of service what they are creating the ugc that they are creating with your tools on your platform does not infringe on a third party's intellectual property right and that's important for the next couple of slides so how do you protect yourself from infringement claims over ugc
well as part of your agreement within your terms of service you want to obtain those representations the representation that we were just discussing so you want to make it clear that the user is representing or the player is representing that they own the generated content that they are creating that there is no confidential information within that ugc and what i mean by that is the user is not creating something off of their day job say they work for apple or amazon facebook you know ea sony microsoft etc if you're working at that studio and you're working on say an unannounced game and you then create that character that game level that game mode etc in somebody else's game in this case your game uh you want to make sure that this is not any type of confidential information and so you're getting the players to warrant that that is not confidential that's important in case a studio comes knocking on your door wondering why their
next unreleased hit is appearing in your newest t-shirt you want to make sure that the ugc does not infringe on 3p rights that's what we were just going over and that the ugc does not violate any part of the user's agreement and this goes to what i was discussing with the flying penis problem a lot of times when you give people the ability to create whatever they want unfortunately you're going to get some bad actors who are going to create things that you probably didn't intend and they call this the flying penis problem is an issue that uh a past client of mine had to deal with with their kids version of minecraft for lack of a better term and it gave it was marketed towards a sub 13 age class it was built around the idea of similar to minecraft giving kids the tools to build whatever they want and what ended up happening is their world was filled with user created flying penises and this is content that went against the
rating of the game it's content that would violate uh different child protection issues and this having this particular verbiage within their terms of service allows them to terminate the user's account delete the ugc and wipe their hands clean of it but what about protecting it in the law you have two current standing shields let's call them to protect your company the first is the digital millennium copyright act and the takedown policy this is why the verbiage that we discussed earlier about not having knowledge that the work being created is in violation of a third party's rights because you want to not have this knowledge so you can then act as a innocent third party you are just a service provider you are not to be held liable for the content that is created
on your platform and in the event content that is created on your platform does violate a third party's writes you have created a process to remove that content now the digital millennium copyright will not protect you if you treat ugc actively and what i mean by actively you're a curator of it you're using it in other places you're replicating it you're creating game modes off of it you're creating different series off of it etc if you are actively involved in managing user-generated content you now have knowledge of what that content is and because of that knowledge you then can be held responsible for infringement they would have to prove it but it makes your case of defense much weaker
now there is a catch to getting this protection under the dmca one of those is you have to be registered as a service provider there is a link on my presentation copyright dot gov slash dmca directory faq where they walk you step by step on what you need to do to register as a service provider now this term service provider is used so broadly so if you are a game that includes ugc that has the ability for users to create accounts to log into to play your game you are considered a service provider the second and as i mentioned earlier in the presentation is something you've definitely heard of recently it's constantly being talked about and that is the communications decency act and more specifically section 230 and that states no provider or user of an interactive computer service and again similar to the dmca this is extremely broad shall be treated as the publisher or
speaker of any information provided by another information content provider so what does that mean in plain english that means you the user cannot be held sorry you the service the interactive computer service cannot be held liable for what your users create on your platform now this has seen some recent gutting there's a lot of calls right now out in congress and in the senate to gut section 233 because of these protections and i have been on both sides i've used the cda as a shield for my clients and at the flip side i have had it used against me other ways that you've seen this at play right now you see it played out in the news right now where twitter and facebook cannot be sued for what their users post you'll see a lot in countless user reviews you see it in craigslist host classified ads um it's it's literally everywhere and
it's impossible to see the internet exist today without the cda because if you could be held liable your game your platform your website for what your users are doing within your game why would you create it in the first place in fact this was possibly the most influential law to protect the innovation that has allowed our the internet to grow and strive so wrapping up at least the presentation and then we're going to take a q a because i like to be very interactive with the people who are listening hence the amas that i used to run uh games that feature user generated content is it's an extremely exciting way to get your users interacting with your game world and there are so many ways to do it you could take the minecraft roblox dreams approach where you were just creating the platform and you're allowing your users to run with it you could go the starcraft sims
way of creating tools within your game and allow users to use those tools to create other game modes other content but it's very limited you know there's so many different things to consider but each has its own risks and each has its own protections that you have to put in place to make sure that you as a developer as a publisher are in it for the long haul and will not get hung up on an infringement lawsuit uh my linkedin is on here so is my twitter please feel free to reach out to me guys at any time with any questions i'm going to turn it over to brandon brandon i'm assuming you guys have some q a that we're going to do right now yes that is correct i am still here with you i want to thank you again for your time and walking us through this this is actually a pretty new new type of i'm glad you're kind of introducing us to this topic and educating us on it because like you mentioned user generated content is a blossoming
industry and in a lot of ways it's actually refreshing to see i would i wouldn't call them amateur game developers i would just say more accessible game developers uh using these systems to kind of get their feet wet with game development and not quite making the plunge into college just yet or learning complicated tools to kind of produce their idea creatively but like you said there are a lot of legality issue and we saw that i think at the beginning of the year with dreams when they first released and a lot of hype was around that because i think part of the marketing i don't know it was intentional on their side was recreating a lot of classics and i think naturally young developers uh lean towards fan art initially before creating something original so that that kind of was kind of like the perfect storm of at least with zach and your lawyer
friends sitting sitting at the couch just laughing at this is going to be a disaster so i want to kind of hear more insight about that like as you were seeing that kind of uh blossoming absolutely so you know for developers young developers who are just starting out to be able to create something like using dreams is is a is a godsend this these tools did not exist five six years ago even last year really the the ability to create a game within a game uh is is really the best way to test your abilities to determine whether or not this is for you um now the flip side of that is provisions like the one i have up here the ugc provisions you don't own really the rights in what you're creating so you want to be really careful when you're operating um as an early developer within something like dreams flip side of that if you're creating a game like dreams the most important thing you can do is to make sure that you have a ugc provision
you want to make absolutely certain that if someone is going to create the next billion dollar game you own the rights to it you know if blizzard could go back in a time machine to when dota was first created on their custom game modes and then send an update to their terms and conditions to be like we want the rights to this you best believe they would i mean they missed out on a massive opportunity and you know ask them how many people are playing heroes of the storm mm-hmm exactly and i i think one of the you're touching actually on a good point i think the biggest game that initially um played off of this it's it's i i feel like at least um it's the same thing as dreams it's the guys that that that kind of saw this as an industry but uh which is a little big planet right just a lot of uh accessible tools and uh although they were kind of locked within the sony ecosystem and i i feel like for dreams
uh it's it's um suffering the same thing too like in a way where uh that i mean they're they're they're owned by sony and of course they they get a lot of resources from sony so they're not crying about it in terms of uh the amount of marketing and and and and power that they're getting but like how much bigger would have they been i honestly if it was more like on my minecraft level or roblox right where where it's accessible to all these other platforms and creators are freely able to create without having to own uh have a buy-in uh basically and um talking about roblox they would be massively crazy too yeah they were massive right yeah exactly if you could take dreams out of the the sony ecosystem and say put it on pc similar to minecraft or or all platforms make it completely accessible to everybody you would have basically created the early stage game developer playbook you would you could go out and market
your opportunities to schools to stem programs to you know developer meetups hey come play our game and create a game within that system you know they could take it even a step further and i'm just spewing out ideas for anyone here who's listening and writing it down who wants to run with this but um you know you you could create a platform where ugc is at the center of it and make that platform accessible and then you could go one step further where if you could go as restrictive as a ugc platform like the one that i had up on the screen or you can go really loose and maybe uh have sort of a revenue share agreement if you create something within my game that all of a sudden is amazing and people are buying my um my game to play your game uh you can do a rev share split and just build that platform and then something if that game spawns outside of your platform um maybe you take a stake in it maybe you invest in these developers if you're a growing publisher this gives you the chance to find new talent and
you know i'm going to get a lot of slack for saying this but talent cheap because they they haven't really created anything uh yet so it's it's an idea it's growing you see it now so like youtube was created because of user generated content user youtube was just a platform um and look at where it's at now it's the same with social media these were all platforms that with user generated content became what they are today youtube is actually a great comparison uh i think that's the first time where you kind of made that connection for me where yeah it started off very similar to a lot of these uh user generated type of um uh creations or platforms and um as an example roblox right see this is where i i'm starting to age myself here where out of the blue suddenly i'm made aware of this where it seems like every kid was playing it and for me at first glance i said what is this subpar
graphic output like flash level type of games how you guys playing this but everyone was stuck because of the idea of creating their own levels and games and setting the rules and being a god basically uh at a very young age and if anything roblox i feel is the closest to what you are speaking of because i feel like their team is realizing uh it's a monetizing business i feel like they they at least make an effort with their content creators and working with them to not only produce but like really amplify a lot of the creation and and a lot of these guys on the roblox universe at least a lot of them went on to i think we're going to have a guest a couple a couple weeks ago from now on the game dev unchained who ended up paying for his college education just through the revenue that he created with his roblox game which is
a fourth character it's amazing isn't it if you look at when roblox was launched and this although slightly related to ugc slightly unrelated and just a bit of general great advice to everyone who's who's tuned in when robots launched they were pegged as a minecraft clone and has a decent user base but nothing really to write home about they pivoted and built this platform based on user-generated content to differentiate themselves from minecraft so we're not just a voxel-based you know sandbox game world we're giving uh users and they appeal to a younger base and the ability to create something uh and some of it's really like fascinating i mean these are uh you know when i was a kid when we had computer class it we were playing around i believe the game was like magic mountain where you had to like solve math problems and climb up a tower in like 8-bit graphics uh on an old windows 3.1 machine possibly macintosh but you know these
opportunities didn't exist back when we were all kids and now uh someone created this platform and you don't see too many challengers to it i mean you have dreams and there are other games that have been announced that seem to see this sort of spark and want to turn it into a full-fledged flame but i think what we're going to see over the next couple of years as vr expands as ar starts to uh become more widely acceptable uh more platforms that give the users these abilities will become more mainstream and a great example uh of course i i haven't played it yet i believe it's still in enclosed beta but just judging on the launch trailer by itself uh facebook's horizons is going to be that it's uh from what i've read online and what i've seen in the trailers it's giving users the ability to create worlds within worlds uh where they can create games within that world and do it now in vr yeah i mean i i think um
fortunately unfortunately i i think the visionaries are are kind of being sparked by outside traditional game development studios like facebook roblox it's not like from the ground they are a game development studio obviously but i feel like that the the makeup of that company is more tech tech on the tech front and i it wasn't like as if a bunch of call of duty developers came together and came up with this idea same thing with minecraft it was great created with originally a a small a two-person team right um the thing the funny thing with minecraft is what ever since they got bought by mike microsoft i feel like a lot of what they've been putting out is kind of like in the opposite direction i mean they're they're having more like official minecraft uh experiences and unless talking about user-generated content which they were built off of which is a very weird um
weird business plan uh because now they're but even with minecraft the the java version because i believe there's two ver there's the windows 10 version and then the java version the java version is still extremely popular because it's the only one that supports mods and mods are a form of user generated content that you as the creator the mod don't really own any rights to based on well depending on a ugc provision within the terms of service but uh you know minecraft became popular because of the java version mods uh and and it's still popular today and these are great examples of how you can create a game and then give sdks and the ability to create mods i mean look at all the different half-life games half-life 2 games that were spawned based on mods day of defeat was what's a big one uh totally blanking there was a particular zombie team fortress was one team fortress two um not call of duty the similar one counter-strike i can't believe i couldn't remember that counter
all these were half-life mods yes yeah i mean and all these were user-generated content that's very true like when i was growing up how i got into gaming at least my first steps was through modding and at that time studios i felt like especially with valve they made an extra effort to make it as part of their launch to create tools or uh make their tools accessible to a lot of newbie developers right to kind of get their feet wet um and there was a long absence i think a period where that wasn't the objective anymore i feel like at the late end of ps2 era to ps3 that community was largely ignored and then recently like what you said that that has kind of been taken over not officially by games like minecraft roadblocks uh to kind of fill that need and void but at the same time it's uh it's kind of weird
like the proposition is um isn't set so that you're not hearing a bunch of like top roblox creators getting that job at activision or blizzard right i mean we're they're simply not looking at that not yet exactly and i feel like a lot of that community is being ignored for the reasons of well this is not they're not being real game developers which is probably kind of like the attitude of what modding was before but even more jaded now because these guys if anything have such a bigger audience they have the social engagement down to the point where they're being supported uh financially but like being championed by their fans on a greater scale because social media wasn't really a thing back then uh during the counter-strike days so if anything they're more amplified but for some reason i feel like there is still like a foreign idea of like well those guys are a roblox community like a creator isn't
a game developer which uh i'm with you man i i think if anything i'll give you a great example so have you heard of the game natural selection i think that's what it's called could be wrong so it was a mod for half life that gave you this third person rts with the first person shooting elements to it well they went on and created natural selection too completely on their own totally built engine et cetera you know not based on a mod and valve actually sued them because they technically owned the rights to the mod which and then owned the rights derivative works based on the mod now they actually entered into a publishing deal which then resolved the lawsuit but um there is opportunity to create something within a game if you're an early stage developer you can create ugc and use it to build your portfolio just be careful with you know what you agreed to read the terms of service guys i cannot stress this enough if you're if you're a developer who's creating something within a game read your terms
of service if you're a developer in studio getting ready to launch your game hire a lawyer to create your terms of service because you want to be the one who has these rights uh to this various content so you kind of mentioned before even within your presentation to kind of get these uh this type of thinking because you never know when it's gonna blow up right if anything you want to have the ability to be flexible and make a living off of it right and really there's no reason why the next stage or the next step after a successful roblox creation minecraft creation dream creation uh to want to go ahead and work for a major studio right some people sure but for others it's like you're you're a full-fledged game developer and the goal i think for a lot of game developers is to work on their own ideas eventually right and but if you're skipping that whole middle step uh the roadblock as you mentioned
is facing these corporations that have these terms of services that eventually own everything that you did and you have no idea because you're again you're just not at that level where you're a seasoned vet to to even know what that is right you're just mistaking absolutely a game and creating it and that's that's where people like myself where jessica and you know we come in and word lawyers support this industry you know we want to be able to help you uh and help people guide you know sail through this relatively messy you know one thing i i learned when i first created press start legal was the gaming industry it's a massive massive multiple billion dollar industry i believe i saw a statistic the other day that the gaming industry eclipse music and movies combined uh and i think television was thrown in but i don't want to overstate it and one thing i learned uh from the legal side of it is that we have this massive billion dollar industry that is just
grossly underrepresented by legal and you see things like uh last year two years ago there was a big fight between uh bethesda with fallout and with hbo and warner brothers with the westworld game that was almost a direct clone and you see it every day uh people making clones of your game and and you're not taking proper precautions to protect yourself ugc and games that spawn you know huge hits like dota and league of legends and you guys being the ones who should own the rights to this are not thinking about it that far ahead and then of course there's the flip side of that if you don't have ugc provisions within your terms of service and you have ugc within your game you want to make sure you're protected from other rights holders from coming after you for infringement you know you don't want nintendo sega activision blizzard et cetera all knocking on your door you know or various studios marvel disney etc you know tapping their foot at you waving
their finger going hey you know what are my characters doing in your game uh you know i want money now because you know you're infringing on our rights and these provisions help and defend you against these types of cases of course that's also a gross exaggeration and i will point back to my earlier disclaimer that every case is different but generally having these provisions following the dmca takedown policies that you'll create and as told it's completely gutted you can use the cda as a shield uh you these will protect you if you wanted to create a game like dreams you know roblox minecraft etc yeah and a lot of what you're saying it comes from both ends because um even the the sole developer who are working on this platform don't don't think it's going to be a make a hit by the end of it uh i think a lot of these companies are are starting to think that this way but like when they created these platforms they didn't really think of it well there's a
lot of it's it's a lot like what youtube was before it became on youtube right where yeah they just you never know and if you can't afford an attorney you know there's different ways attorneys will work for you or work with you um i'll give you a fantastic example and a game that involves user-generated content uh and this is the type of game that that creates the tools and just gives you sort of a sandbox to build within it involves dinosaurs when the game was first coming out nobody thought it was going to be as popular as it was not even the creators and they did a a five percent rev share with the attorney who assisted them because they didn't have any cash to pay for one uh and the game ended up blowing up it was a huge hit and they have a sequel out that has nothing to do with dinosaurs um but also uses user-generated content and you know the particular attorney that i know who who worked for this particular company is now sitting back collecting his five percent checks every month that are just you know paying for his house up in seattle
yeah i i it works in mysterious ways and i feel like a lot of game developers on the popular side it's more like you know we're always leaning and we don't know how well it's going to do but the the the percentage that actually does a surprise hit it works the same way it's like oh wow i had no idea it's going to do that well so uh yeah a lot of it starts with creative inspiration believe believe in yourself if you're going to create a good game whether it involves ugc or not people will play it you know always focused on the first thing which is i want to create a game that people are going to want to play everything else will come with that uh you know you don't need to worry about multi-billion dollar marketing budgets etc i mean i'll use anthem as a great example i think uh brandon you and i were talking right around when anthem had launched you know i think two two years ago or a year ago and you and i were both excited this was gonna be a great new game and it turned out to be a massive flop because it doesn't matter how big your marketing budget is it
doesn't matter how big the publisher behind you is all that matters is that your game is fun and people want to play it and that's what you should be focusing on first and foremost yes uh it's a dangerous it's game development is a very dangerous territory for for for everyone that's involved and you never know because it plays into like any other entertainment like the timing besides your product the people that you talk with how you connect with people all these mathematical variables have to work in unison for you to kind of put out something that actually has resignation and if anything user generate content is i'm glad that this industry is booming i i'm glad that there's a modding community now because you know the old modded community if anything has evolved into this and i i feel like there's a new generation of content creators finally that is echoing at least what
what the times are are asking for you know a huge involvement of social media uh the ability to kind of uh amplify your own message and having all the tools and and social media sites to kind of work at your disposal and it's exactly what gdux is built off of it's like how do you have an idea express it and sell it and profit off it and be successful at it i mean that's the whole cycle i feel like every game developer has to do and user generate content if anything removes a lot of the barriers of learning a thousand programs that us us game developers have to learn and all the tools are super accessible as we mentioned many times before i think it's a perfect formula and like you said we're already seeing the the the remnants of great success within those platforms like the roblox i feel like is at the top of my list of a company that is realizing this and and doing it really well um
in minecraft even though they have a huge following at javascript i'm not seeing that type of individual success um as much maybe i'm wrong on this but i'm not hearing at least a single person on that side where it's like well i'd say i would say it's different success you know right with with minecraft its popularity is based on the user generated content or this the ability to create ugc uh they give you an open sandbox and literally you can do just about anything in it and if you have the ability to mod uh or learn javascript and can create uh mods within that game it just it's an open open book whereas roblox it's a little bit more structured in the sense that your goal is to create something or play within something someone else has created uh so you'll see sort of the differences between the two but both are wildly popular because of their respected uh differences in the way that they were
used and played with people around the world yeah definitely um well i mean we're at the end of the hour and uh i'm so glad that you you you're talking about this because i feel like even with as a game developer and many colleagues we're very much unaware of this industry and only because i've been doing the podcast for so long and i'm talking to a lot of people that i'm learning more and more about this part but it has one of those weird issues where everyone knows about but no one really knows about it type of thing and i'm glad you're shining a light in that subject because i do feel like it's um it's a sleeping giant uh that it's gonna be a bit crazy uh in the next couple years and i feel like you're gonna be behind if you're a game developer and not know anything about this industry absolutely and thank you for having me brandon uh for everyone out there who's looking to learn more i cannot recommend
enough that you join the gamedev community on reddit connect with your fellow developers talk about what you're creating collaborate make friends make partners you're going to be stuck on an issue that someone else has solved and this is your you know use the community at your disposal to solve these problems and if you're a troll who just wants to hate on people who have problems or issues then you know maybe maybe don't don't join reddit you know stay out of stay out of the community but uh there's one thing that you know i i got into this industry because i love working with creatives and creative types and there is just so much support within this community uh especially with everything you guys are doing with uh game dev unchained and with g-ducks it's just uh really amazing to see and watch it grow well on behalf of the community i'm glad you're you're on our side to kind of help us through this because if anything words or words on contract scares us the most [Laughter]
do not sign something without reading yeah yeah in fact i think in a lot of respects a lot of the game developers sign things because they are intimidated by the words on the paper but uh take heed if anything on zaki's warning and and make sure to consult with a lawyer and and and do what's right and do the due diligence because of all the pathways that i've seen within the industry uh there's always a good percentage that's going to lead to success so you do not want to be left out of that at the end of the the road and and be your pocket pockets empty basically so i can give everyone three great words of advice uh one get a lawyer i know they're expensive well worth your time two never sign anything without reading it and three an email exchange back and forth is not a contract
i gotta i gotta go back tomorrow my email is inbox then i wanna thank you dude i wanna thank you for coming on it's always a joy you're always schooling me on something every time i have you on it's great and i hope everybody i'm sure everybody out there who are watching this or watching this later is definitely going to take a lot out of it you're educating a lot of people and shining a light on on a sub subplot of the industry that's actually quite big which is what's fun about the game industry there's always little areas where it's actually like its whole whole own beast uh so i want to thank you for your time and uh this is the moment where i just hand the mic over for you to kind of have you tell people where they can find you follow up and and have extra conversations with you absolutely uh do you guys want the easiest way to connect with me would be through uh twitter at pancake232 that's 2ks uh that's that's the easiest way to get in touch with me these days
if you're looking for fantastic legal advice i cannot recommend jessica schraeben who was on here earlier i think she was here yesterday she has actually taken over press start legal so if you are looking for legal advice within the game industry that is a fantastic resource to start i also again want to call out the game dev community over at reddit is a fantastic resource and you know the fantastic people at game dev unchained brandon everything he's doing and g ducks it's just you know working as a community is the only way that you're going to grow and solve problems and do it in a way where you can learn and then help somebody else who might be in the same spot as you so heed my three warnings uh and be nice to each other all right thank you zach and uh we'll keep chatting because i have some legal stuff that i always want to go over with you all right so i have a good one now absolutely you too [Music]
all righty for everyone oh man it's a marathon every time uh g-ducks is always a fun event uh obviously the funny thing is it always starts out rough because i'm rusty have the jitters go on but then as the event goes on day two day three i am getting it down to perfection and and then we end it and then i don't see you guys for another six months so with that being said this is the end the end of day two a lot of people are reaching out it's like where they can see the recordings and everything so let me rest uh usually after day three is when i start editing things together putting it out there to the world in its own respective blocks er like our conversation with zach it will exist on our blue champs youtube channel so if you guys are watching this or missed day one or the earlier parts of day two wherever you're streaming from you should be able to go back and and watch at a later time or if you want to go to one resource go to
youtube.com forward slash bluechamps but there's a lot of websites that i'm throwing at you just go to gdux.com and you should be able to find everything there so this is the end of day two hopefully you guys can see the type of quality the type of content and variety that i bring you on a daily basis at least for the last two days so day three is gonna be even bigger uh crazier and it's gonna cap off the mid-year of 2020. i know the times out there right now has been crazy especially within the united states and if anything uh how i started day one if g ducks is bringing you some type of resolve or at least some type of entertainment through these trying times i'm really honored uh if it's helping you along with of course your gain dev career so wherever you are wherever you're
watching i thank you for tuning in i hope to see you tomorrow at day three if you have a friend if you have someone that you know that might be benefiting from this we have a slew of presenters tomorrow that is going to bring on the heat and it's going to be examining further issues and problems and solutions that we're going to bring you to make sure that you're set off for the rest of 2020 to rethink your career or think forward about your career so thank you guys i definitely am doing better today i ate in between all the presentation so i feel a lot more hyped up yesterday it was crazy but uh you know everything's working well motel is somewhat nicely hydrated right everyone keeps making fun of my phone being too big but like as i was showing mickey earlier it's the perfect size let's see see how the camera is uh is actually uh the right size over
there so it's just perspective guys all right everything is thought out here so gdux day 3 starts at 10 a.m pacific time tomorrow morning hopefully that you i'll see you there man it's going to be a lot of fun so we're going to end it up end it in a big way in a fantastic way and although i want to keep this on all the time i do have to eventually seep so
The GduX.me 2020 conference served as a comprehensive forum for independent game developers to navigate the intersection of creative integrity, business acumen, and evolving technical standards. The event’s central thesis posited that long-term industry success requires developers to balance artistic passion with a rigorous, professionalized approach to business operations, legal protections, and personal well-being. By addressing both the technical shifts in real-time rendering and the human challenges of studio management, the conference provided a roadmap for sustainable growth in an increasingly competitive global market.
Technological advancements, particularly the introduction of Unreal Engine 5’s Lumen and Nanite systems, represent a significant leap in visual fidelity and workflow efficiency. While these tools allow smaller teams to achieve AAA-quality results, experts cautioned that they are not substitutes for fundamental artistic discipline or optimization. Parallel to these technical developments, the industry is seeing a rise in narrative-driven, smaller-scale projects that prioritize thematic depth—such as explorations of mental health—over traditional commercial metrics. These projects demonstrate that lean, collaborative teams can effectively leverage external talent and iterative design to produce highly resonant, immersive experiences.
To ensure professional longevity, the industry is shifting toward a "business mindset" framework. This involves treating development with the same structural rigor as game design, including meticulous tracking of time-investment metrics, clear milestone scheduling, and proactive legal management of user-generated content. Protecting intellectual property through robust terms of service and DMCA compliance is identified as a critical necessity for modern studios. Ultimately, the conference emphasized that developers must move beyond static technical skills, instead cultivating adaptability, professional networks, and a sustainable, "hobbyist-inspired" approach to their craft to avoid the industry-wide pitfalls of burnout and perfectionism.
Thomas Brush · 2026
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