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Tag: myself

I am going indie!

Yesterday a client of mine hired me as lead game designer on a new game. I cannot say much about it, but it will be a Steam game, 3D, premium. The game will feature emerging narratives and I will care about the gameplay systems to support that.

Plus I will manage a team of game designers, which is something that I love. I am happy because I am trying to switch sector since quite a while.

Mobile F2P is broken, for now. A total race to the bottom with unrealistic expectations. Plus, the survivors are not looking at the future. They look at the past. They want people ex-<PutFamousCompanyNameHere> to repeat formulas. They hope the dramatic situation with distribution will change someday. It will not. They should look at the future instead.

I was happy to collaborate on f2p projects, but a little frustrated with this way of running businesses. Do you start a race following other runners? That’s wrong in so many ways.

That’s why I am happy to finally work on something truly creative. The expectations are not surreal. I am happy, thank you!

Respect your Creativity

Yesterday in a post I shared a GDD of a personal project. I found the right collaborators for my case, I thank all the people who helped me.

I edited the message and removed the link, it is no longer necessary to share. You can write to me privately if you are interested, no problem.

I work in this sector with great passion. But one should not confuse passion with professionalism. I love my job, but it is still work, the way I support my life.

I say this because some people wrote me quick messages like “Hi, I use Unreal Engine, I would like to help you with the game. I’ll do it for free.”

I respect everyone’s will to make it out there, but I would never dream of putting someone to work for free on a commercial project.

  • You didn’t tell me who you are and what you do and what you have done
  • You didn’t ask me for details about the project
  • You offered to collaborate for free, giving me a “cheap” image of you.

This is one of the problems of our sector, and if we want to improve it we have to do it “from the bottom”. That’s why I see smart people accepting “technical assessments” that are nothing more than unpaid jobs, in the hope of a position. Then we end up working for companies that don’t respect our work, on projects that don’t go anywhere.

Let’s be serious! I have experienced first-hand the frustration of not having a job and not seeing opportunities. I also cyclically find myself having to review my strategy. But we must never lose sight of the great creative capacity that we all have.

It’s better to work on your shitty project than to work for free for anyone.

It’s better to send a message of “Look what I did, can you give me your opinion?” rather than “I’m looking for a job, help me”.

It’s better to focus on improving your knowledge than showing unfinished projects to others.

I’m the first to not follow this advice. Human consciousness works unpredictably. But it’s still important to share them. I am not a master here, I am just a voice.

Nexflix will close the games department in 3 years maximum

At long last, I am ready to talk about what I’m doing next: I am working on driving a “once in a generation” inflection point for game development and player experiences using C++. This transformational technology will accelerate the velocity of development and unlock truly novel game experiences that will surprise, delight, and inspire players.  

I am focused on a creator-first vision for C++, one that puts creative talent at the center, with C++ being a catalyst and an accelerant. C++ will enable big game teams to move much faster, and will also put an almost unimaginable collection of new capabilities in the hands of developers in smaller game teams.

Sounds like weird, right? Well, someone wrote the same stuff, but instead of C++, he spoke about genAI. That guy earns more money than me, you, and everyone who will read this post altogether.

The difference is that in my version of the statement I named a technology that actually helped lots of people make fantastic games. This is not the case with genAI, which is a theft created to destroy jobs.

Game making is a creative activity, which means that there are a lot of micro-decisions that we have to make every day. It involves conscience. And conscience is not the result of a set of electric signals, it’s something higher that comes from above. The most powerful processor, or GPU, can create many signals and solve complex operations faster than our brain, but it can never have conscience.

Netflix will shut down its games operations in a maximum of 3 years. If you want to have a more secure/safe job do not work for a company that will fail.

Creativity and productivity

A common misconception in this age is that creativity means productivity. But creativity doesn’t mean completing things and shipping them.

I am very creative, but I am unproductive with most of my own projects. You know, those books I want to write and indie games I want to make. The intention to change that is always there, but it is what it is.

If you want to increase your chances of financial success you need to be productive, or “lucky”. But you can always choose creativity, it’s free.

Do well the easy things first

I write for the Internet a lot, sometimes much more than I would. I feel an unstoppable desire to share my thoughts, especially on my beloved games industry. That has consequences, as you can imagine.

One of the bland consequences is that some people, usually more inexperienced, believe that I am “successful”. Meaning I make a lot of money. Well, my friend, in this age of Feudalism 2.0 I am struggling just like you. Thank God I can maintain my family with my work, but I have also the support of my parents often.

I have periods with 0 clients and 0 incomes, but I was born on the richest side of the World. You may want to say that I am very passionate, and I really am. But if you believe that I am economically successful, I am afraid you are in the wrong direction.

What I really achieved in the last 10 years was to not add problems on top of systemic ones. The fact that we live in a gig economy, that the job market is unstable, that the games industry is built too often on pure dreams… I cannot control that. What I can control is my way of being a professional.

  • I show up on time
  • I put the time in my tasks
  • I work towards making a difference on a small scale (you never work on the next Zelda as a freelancer)
  • I am not looking to work on good games, I am looking to make important work. Work that matters to SOMEONE.

When I say that I work in creative direction, vision, and so on, someone will probably imagine Hideo Kojima at work. That is not the case. Most of my job is to:

  • Create detailed tasks for coders and artists
  • Review builds and write notes
  • Review visuals and send my feedback
  • Write down or create content that sets up a direction. It can be a pitch, but also a level design.

Important to note that I am always working, as a freelancer, on projects ideated by others. I do not agree with the basis of many of them, but those pay my bills. I am appreciated because I deliver and I speak clearly. I do not fight for my ideas, because I know that the more I am in the industry, the more I am biased as well as experienced. So who knows in the end?

A console concept for Netflix

After the shutdown of a Netflix studio, I read the opinions of many experts. One of the most common ideas is that Netflix needs its hardware to create a healthy games business.

To sketch up this idea, I also used LLM platforms. I will not publish any images, because they are based on stolen copyrights, but still, I want to admit that I used them for inspiration.

Netflix can reinvent the concept of the console, as they reinvented the business of VHS renting years ago.

Audience

The core audience is, of course, people (like myself) who have a Netflix subscription and who love video games. People that probably have kids, and work using technology.

We love to jump from series to series, we are nostalgic about the old days when games were simpler and gamepads had fewer buttons!

Features

The new console should:

  • Use common smartphones both as screens and controllers
  • Load games from fast support with no extra connections required
  • It will work as a “radio”, with knobs and everything, but for podcasts!
  • Once you own it, you are part of an ecosystem where you can also stream to others and create your program

Games

The games allowed on the platform should follow these rules:

  • The Player will be able to play opting out completely from micro-transactions
  • Every game must have a single-player experience and the content length will be public
  • Games can come with physical support that should contain the whole game and that will be played forever
  • Games are owned by the players forever and can be played on that console forever

Mood

The console can have a retro look but its colors and curved lines will attract new audiences.

The gamepads will have fewer buttons than new consoles. Every game should be simpler than competitors. Also, they can “wrap” a smartphone inside.

Playing with my Dreamcast

Sometimes I dust off my old Dreamcast, connect it, and replay Crazy Taxi, Soulcalibur, Frame Gride, and Chu-chu Rocket. I feel like they are gifts that I sent to myself from the past.

Before, the support contained the entire game, not just a license. You bought it and they lasted “forever”.

The market has evolved, and commercial expectations have changed. In the last generations, you can play a game you bought until it is removed. There are many reasons for this, but in the channels I follow to get information I often read the frustration of many people. Games are perceived as something expensive (it is not true, they are not) and uncertain. You buy the license, but you do not know if it will last.

Game-as-a-service has added limitations on top of that for this specific audience: they are always connected games, potentially infinite.

In summary:
– it is not clear whether the game belongs to you or not
– it is not clear how long you will have access when you buy it
– it is not clear why you have to wait for connections to servers and login to external services
– it is not clear who’s this guy on the other side playing with me and what are his real intentions
– it is not clear if and when you can beat the game
– it is not clear what will happen if you miss some event

In this, frankly, I prefer the old style, where the only thing that was not clear was how the game itself worked. Onboarding to games has improved a lot, but before you just had to press a button and you were in a few seconds.

Not anymore. Today, pressing a button makes us feel a bit spied on by systems that want to figure out how to get more money out of us.
It is very true that the industry has matured, that it employs many more people, and that these are increasingly sophisticated games. However, the player experience for this specific audience (which is a big audience) has worsened in many ways.

And I see a business opportunity there.

Every game for itself

Reading the terrible news about a company that is praised in the industry, I think we are approaching one of the worst moments in the industry. I am talking about Roblox, of course.

The feeling I have is the domino effect, which will spread especially in businesses that are supported by attention.

We have all played that game that makes us think “but how can this game be so successful?

Well, often it is because the numbers are rigged and the players are not real people, but machines. New technologies only make this situation worse. I am afraid that many CEOs are playing the wrong game here. Faking the numbers, looking for the short term, that is the result.

It’s sad, but it’s good for the future of the industry in my opinion. We need some people out.

Interior chaos, dancing stars

I read with interest the reflections of some journalists, because of the release of Jason Schreier’s new book on the Blizzard company. The attention is focused, as it should be, on the projects and budgets.

Interesting details about failed attempts and canceled projects appear here and there. Some conclude that internally the situation at Blizzard seems chaotic.

Well, I’ve been working in the industry since 2007. I’ve never worked at Blizzard, but I’ve worked on projects that have had a fair amount of success in their small way: the internal situation is always chaotic. I’ve never seen, in my career, a single project/team where absolute chaos doesn’t reign.

Only from internal chaos can a dancing star be born“, wrote the teenage girl in her diary when I was a teenager. There, that.

I went to IndieDevDay24

I was at IndieDevDay24 and I came with good insight. Only one selfie, this is me waiting for a free piñacolada.


Game development is getting faster thanks to growing technologies.

I was impressed by an overview of Construct that a nice guy gave me. You can make a prototype on the web as quickly as editing a video for TikTok.

Instant games combined with live elements can bring audience to small creators.

Another thing, you will read everywhere that tens of thousands games are published every year on Steam and that the market is overcrowded.

But then you meet people doing games for Steam and you discover that a huge portion of them made their plans on the concept of “hope”. They hope to find a publisher, hope to finish the project, and hope it will work.

Hope is not a good strategy. I get the beauty of tackling game development as a liberal discipline, without servile constraint. And I love it, but you should make a discerned choice.

Speaking of which, the best emotion for me is to meet former students. They always call me loudly, they make me sit and play their games. They take notes on my comments. I love to teach, also if there is a bureaucratic wall around teaching that pushes me away from it. But I always try to come back in some way.

You can control your development time and your budget. You can design good games around that. Game design is removing things!

Tens of thousands publish every year on Steam, but few take care of these things.

There is still much space for indie games, market saturation is just a Chimera.