[In this reprinted #altdevblogaday-opinion piece, WB Games/Kindling Games' Kristen Bornemann offers independent developers advice on iterating and shipping their projects as fast as possible.]
From agile and scrum to extreme programming, everyone's trying to nail down what it takes to iterate on products quickly and efficiently. There are a lot of methodologies that you can employ to guide you through shipping products. But today, I'll be talking specifically about video games and how, as a developer, you can use a loose process and follow some basic rules in order to get quality games quickly out the door.
You might argue that in today's day and age, with the Valves and Blizzards of the world, taking your time speaks volumes for the quality of a game. Well, yes and no. For big AAA companies with a reserve of cash, that might make sense, but as an indie developer, you live and die off of shipping.
The importance of quality and fun has not changed. However, the games industry is much more accessible, and now developers utilizing fast iteration can make ridiculously high quality games in very short amounts of time. It's one of the few things we can do better than big developers.
Now, there is a fine line between making quick iteration a focus and getting bogged down in process. Every game and every team is unique. So, take these and mold them according to you or your team's style for the best results.
Make Measurable Steps Every Time You Sit Down To Work
Did your mom notice that something changed with that last check-in? If not, then you may be caught in a common trap. When you sit down for an 8 hour workday and you don't make steps towards improving gameplay, some things can happen:
- You stall. You get too caught up on adding an animation pipeline to your engine. You spend all day refactoring your draw calls. This doesn't just eat up one day but multiple days spanning weeks of work. You're so heads down that you haven't come up for air and when you finally do...
- Your morale drops. You realize that you just spent a week of valuable work time (or in many indie dev cases, valuable free time) working on something that made no noticeable improvements in your game. Sure, you're set on glorious animations for the next three games, but in the meantime you're stuck with 98 levels left to create.