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Guy 101: How to Make Your Own Video Game Scott Steinberg
Most so-called gaming experts don't know the first thing about the business beyond what they see on their PC or high-def TV screens. After critiquing countless titles for more than 200 media outlets and counseling publishers on how to improve their products, I decided to do what any sensible writer would: put my money where my mouse is. Two years, hundreds of sleepless nights and one hair-brained scheme later, the impossible has become reality: My independently produced, developed and conceived PC boxing sim, Heavyweight Thunder, is on store shelves. With the help of several lifelong friends, I built software production company Overload Entertainment into a thriving venture. Here's how you can found tomorrow's Atari out of your home office, too.
Scott Steinberg
Scott Steinberg's Heavyweight Thunder for PC.
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DON'T PLAY AROUND
Dream big, but think small, and never let your reach exceed your grasp. Everyone's got a great idea for a game, but sensible ones are much rarer. Start by creating a concept document defining every detail of your ultimate fantasy project. Then begin chopping inessential features. Save grand ideas for sequels. After all, three guys in a basement tinkering on hand-me-down PCs can only accomplish so much.
KEEP IT SIMPLE, STUPID
Gaming isn't just for geeks anymore. Most titles are purchased by everyday people shopping at mass merchants who can't tell a pea-shooter from a plasma launcher. Increase your chances of success by creating a product that speaks to their interests. Choose concepts audiences will instantly recognize and relate to. (Football, poker and racing are in; extraterrestrial Nazi-hunting psychic vampires, out.) Art-school projects are amusing, but they don't sell.
HANDLE YOUR BUSINESS
Talk about an expensive hobby: Games cost roughly $5,000 to $20,000,000 to produce, so budget accordingly up-front. Spend no more than six figures initially. Licensing will also run you extra in terms of percentage-based royalties. Registering trademarks takes an additional $10,000 or so, too. That said, always keep some "play money" in reserve; hidden expenses (voice-acting, language translation, etc.) are common as well.
CASH AND CARRY
Why risk your savings when you can gamble with someone else's? Venture capital's an excellent source of funding...if you can produce a game prototype and sample packaging. Seeing is believing, so always approach investors with something tangible; it makes a lasting impression. Can't find a backer? Do what the best of us must at times: Beg friends and family members for seed money.
ORDER OUT
Forget developing the next Doom in your home office. Games typically take half a dozen or more people to produce. Unless you're keen on paying health benefits, hiring programmers/artists/musicians, and otherwise overseeing a bunch of professional slackers, hire an external development team. Sites like Gamasutra (www.gamasutra.com) can connect you with independent contractors all over the world. Hint: Search for firms sporting proven experience making the type of the title you've envisioned.
GET WITH THE PROGRAM
If you're lucky, partners will have the resources on hand to handle all the grunt work, including constructing characters and environments. If not, you'll need tools like Adobe's Photoshop (available from www.adobe.com) or Alias's Maya (www.alias.com) to help participate in the process of building virtual worlds. Ready-made software engines like GarageGames' Torque Game Engine -- selling for only $100 at www.garagegames.com -- also offer an easy way to cut corners.
ENCOURAGE COMMUNITY SERVICE
Many joystick jocks are self-righteous loudmouths. And even more are simply outspoken and passionate about their hobby. Either way, they're a blessing in disguise. Why? You won't find a more vocal bunch on the Internet -- or a better way to get word out about your game online. Employ newsgroups, user forms, websites, press releases, screenshots, demos and video trailers to spread the message. Enthusiastic as gamers are, they'll also willingly test and provide feedback on software prior to release, just for the privilege of a hands-on sneak peek.
AIM FOR A HIGH SCORE
If you've made enough noise about a title, international distributors will already be calling. But when it comes to selling your game, overseas firms, especially those located in countries where the American court system can't touch them, can be unpredictable. It's rare you'll ever see royalties. Instead, negotiate a healthy, guaranteed advance from publishing partners. Don't pawn off all rights to your game onto a single company either; you can negotiate sales licenses for each individual country separately.
GET STARTED EARLY
So much for retiring to a life of Gran Turismo...there's still work to be done. Software errors need patching, features updating and fans reassurance that there are better things to come. Strike while the iron is hot; begin work on add-ons or follow-ups ASAP, so you remain hungry and motivated. As fast as the interactive entertainment industry moves, there's no time to waste. The game, as they say, is always afoot!


photo credit: Lawton Ursrey