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Notes -
At GDC I listened to Jonatan Söderström, Petri
Purho and Dylan Fitterer talk about making games in a short
period of time. I remembered that this was how I learned to
make games, back when I was a teenager.
My friends would come up to my house, stay for the weekend,
and we would make a game. The next weekend, we would make
another one. Ive forgotten how to do that, Ive
become caught up in target markets, long term contracts and
treating coding like a chore. I would crush any idea I prototyped
because I asked "Is this worth a year of my life?",
or "Is this target market going to like this game?".
No prototype can stand the pressure of 'trying to be perfect'.
I am going to make a game in 7 days, twice a month. I'm under
no pressure, the game is a 7 day game. If it is horrible,
then so what? It is only a small game. The whole concept is
based around having fun making games.
I don't want to claim to be original. I just like the idea
of making games in 7 days because I have more fun when I'm
making small games.
No apologies for any of these games, some will be crap, some
will be crazy.
Update: I have switched to 1 game per month, done in 7 days.
I am aiming for better games instead of just more games. I
already have enough games that people will just play the top
few. I want to focus on making better art, better gameplay,
and maybe some multiplayer stuff.
The first month, I made 4 games in 7 days, and the second
month I made 3 games (one failed so badly I did not upload
it). I have proved to myself that I can do this, now
I want to do it well.
- Michael Todd.
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