What does it take to be an indie?

Blitz3D Forums/Blitz3D Beginners Area/What does it take to be an indie?

Jellon(Posted 2004) [#1]
Hi, well I'm only 18 right now, and I'm heavily considering becoming a game designer. I was hoping I could get a comment or two from those who have gone before me. I've seen plenty of 3D editors, level designers, ect ect, but how do indies create decent sounds for thier games? What kind of skills/training would it take? Can an indie produce a good quality game or stuck making alot of mediocure stuff just to make money? Thanks for any comments.


jfk EO-11110(Posted 2004) [#2]
It's very hard. Don't count on it. If you want to sell something, you do not only need to be a good artist, but also a superb salesman and marketing specialist.

Games Design is divided into highly specialized Jobs these days, like Character Design, Landscape design, Map Design, Texture Design, Sounds Design, Music, Engine Design (with lots of diffrent programming specialist).

Even if you want to learn only one of these skills, take it seriouly, this will take a long time to gain professional quality. Probably many years. If you are very good, you may learn e. Character Design in a few months.

But even when you are good in one of those special areas, it doesn't mean that you'll automatily find a job in the business or that you will sell your own stuff.

It's a very hard job, and when you're an indie, you even need to sell things in the same time.


Rogue Vector(Posted 2004) [#3]
In order to be an independant video game developer you have to learn everything - the art and the programming.

In addition you will need capital to purchase the tools of the trade, which don't come cheap in some cases. (check out Discreet's 3D Studio Max for some idea of how expensive it can get)

Learning Blitz 3D is the best place to start.

Regards,

Rogue Vector


Ross C(Posted 2004) [#4]
Takes lots of training. Push ups, running up mountains...etc etc.

But seroiusly, You'll probably want to spend a good amount of time learning blitz. There are plenty of artists and sound guys out there that you could hire. If you code something and it looks promising, and looks like your really going somewhere, people might join you, for a share of whatever is sold. Me and my friend, we are hiring folks to help out. About what sort of skills you would need. I'd would guess alot of peoples skills are self taught. I know my programming is self taught.

You should go on IRC and ask about if you need any assistance. There's alot of quality artists around there.

Blitzed Server
channels: #blitzbasic, #blitzcoder, #blitzlounge

The last one is more informal :)


Synchronist(Posted 2004) [#5]
A hell of a lot of imagination, coding acumen and luck, IMO.


Jellon(Posted 2004) [#6]
Will I need to learn anything outside of Blitz?


Gabriel(Posted 2004) [#7]
Depends if you plan on doing the art and sound yourself or not. Even if not, it probably wouldn't be a bad idea to at least have a rudimentary understanding of low poly modelling, skeletal animation and that sort of thing. At least for a 3d game.


Alberto(Posted 2004) [#8]
"...stuck making alot of mediocure stuff just to make money? "

Well I am not so sure that indie game designers can really make money in general and particulary making mediocre stuff.
However an Indie programmer should design, in my opinion, for niche market segments which are of little interest for professional softwarehouses.
The indie design should take advantage of some his own particular skill or knowledge, avoiding other stuff being not key issues for that kind of applications.
Not all games need an excellent graphic , for example.
The result can be a game which is even at the state of art for his category
I have in mind for example "Pontifex" ( You must build bridges in different ambient, saving money etc)


robleong(Posted 2004) [#9]
It's very difficult to live comfortably by designing games, so be aware of that, because very few games sell well enough for that to happen. Unless you're living in a third world country (and sell your games in US dollars). However, if that's what you really want to do, go for it! I think learning Blitz is a good way to start. If you can't make your own sounds, you could always buy them (like me!).


Regular K(Posted 2004) [#10]
Im interested a possibly becoming an indy eventually.

I got one question: Would it be possible to produce games as a second job on the side? Like on my spare times and such and still be able to sell them?


Jellon(Posted 2004) [#11]
That is what I plan to do too, yes of coarse it is possible. If you read through the interview in the Blitz Newsletter 5, Warren Marshall really does that, and he discusses the differences between being an indie and working for a large company. Newsletter 8 also has a game designer that works in both worlds. Look up the interview with Simon Keating.


_PJ_(Posted 2004) [#12]
No one's mentioned the coffee, beer, crisps and headache pills...