Game Design, Programming and running a one-man games business…

A game producers job is not easy

I’ve worked in two different AAA companies, so I’ve seen what game producers roles are like from the developers end. To a coder, a producer is that slightly annoying person who keeps asking you how long stuff will take, and when it will be done, and how sure you are about that, and fussing about task-lists and todo lists and ‘the schedule’ which is this almighty document that is basically like the 2001 monolith as far as they are concerned, such is its importance to them.

tma1

As a coder, I always entered thrilling and enthusiastic, occasionally even sarcastic debates about how long a feature would take. My best guess was always somewhere between a day and infinity years. Basically, we are always doing stuff we don’t know how to do. if we’ve done it before, we will just copy and paste or re-use existing code. If we have *not* done it before…then things get interesting. We aren’t just typists. A good coder is basically a researcher, who works out how to achieve things. Knowing how long that takes is HARD. It might not even be possible.

With gameplay design, its even harder. Nobody knows whats in the design document is fun. It might not be fun, and then the whole schedule turns quickly to bollocks.

Now thats all kinda fun as an employee coder, but as a producer/publisher, I realize now its fucking mayhem. For example, ShadowHand and Democracy 3:Africa are both appearing at the PC Gamer Weekender show. This is aiming to be close to when both games ship, but will they? I may need to book some advertising in advance, can I do that now? Will they definitely ship? Will the coders hit their targets?

I feel like the producers that I worked with must have felt, standing behind someone who is typing away, wondering if they are about to turn around and say ‘this won’t work’ or alternatively ‘it’s done’.

Publishing games is basically a bit of a roulette.

 

Announcing Shadowhand

Soooo. Veteran blog readers may know I/We published (but did not develop) Redshirt and that more recently we also published Big Pharma. Well stand back and be amazed (or should that be stand and deliver?) because I’m about to announce the next game we are publishing is…..*drumroll*

Shadowhand!

shadowhand

So whats all this then? Well Shadowhand is a narrative-driven card game. developed by Grey Alien Games, who are the developers of the rather wonderful (and very popular) game ‘Regency Solitaire. Basically I’ve known Jake for many thousands of years. He plays guitar and likes Star Trek, which may not be required in a game pitch, but it can’t hurt. Also, he is very good at game design, especially the whole gameplay/user-experience/balance stuff. Grey Alien Games are basically casual games veterans who are going to bring the accessibility and interface sense of the casual games market to the hardcore gaming crowd. Trust me, I’ve played a lot of incomprehensible indie games on steam, this sort of ‘make sure the game makes sense’ experience is badly needed :D.

small_cards

It is VERY EARLY days for Shadowhand, but I can tell you this: Set in late 18th Century England, we follow the story of Lady Darkmoor, a beguiling young aristocrat who masquerades as the notorious highwaywoman, ShadowHand. Fleeing a crime scene and forced to act under the cover of darkness, Shadowhand will stop at nothing to retrieve an incriminating family jewel, and in doing so, safeguard a woman she holds dear. Its kind of part visual novel, part collectible card game, and its going to kick highway ass.

Best of all, the game is being debuted (in early,early can we even call this alpha? mode) at EGX in the UK in a place called Birmingham THIS VERY MONTH…at EGX. So if you happen to be going to the show, PLEASE come along to the shadowhand booth and mock Jake and Helen who I am assured will be dressed in rather ridiculous outfits.

For now the placeholder site is at www.shadowhandgame.com. Many more exciting details to follow…