Burnout vets talk guerrilla tactics for indie studios
GDC 2010: Hello Games managing director Sean Murray discusses the development process of his four-man squad's IGF grand prize finalist Joe Danger.
Who was there: The 2010 Game Developers Conference's Independent Games Summit continued on Tuesday with a session hosted by Sean Murray, managing director of independent startup Hello Games. Murray's four-man team boasts veterans of such studios as Criterion Games, Electronic Arts, Sumo Digital, Climax, and Kuju, having worked on such franchises as Burnout, Black, Geometry Wars, and Sega Superstars Tennis.
What they talked about: Hello Games shot to notoriety in early January after its first project, stunt racer Joe Danger, picked up Independent Game Festival nominations for the Seumas McNally Grand Prize and Technical Excellence Award. With the IGF Award ceremony occurring in lockstep with the Game Developers Choice Awards on Thursday night, Murray, along with Joe Danger artist and level designer Grant Duncan, demoed the game as part of their session, titled "From Big Studio to Small Indie: Guerrilla Tactics From Hello Games."
Murray began by addressing why the four-man squad left their big-studio jobs to found Hello Games in mid-2008, saying that in actuality, there really wasn't a particularly good reason. In fact, Murray, who is a programmer, said that the consensus was that leaving was "a really stupid thing." To prove his point, he rattled off survival statistics of independent studios, saying that of the hundreds of new indie shops, one in 10 survive one year and only half go on to release a game. Of those that do, only one in 10 make it past the three-year mark.
To be among those that do survive, Murray and his team emphasize what they call "guerrilla tactics." After all, he said, Hello Games does compete against the majors when it comes to getting its title attention. He went on to compare his crew to the likes of the A-Team, saying that Hello Games' members are all industry veterans who know the gaming landscape well and have solid camaraderie with one another.
As for the brass tacks of actually making games, Murray and his team quickly realized that they have much more flexibility when it comes to production. Murray said that his last team comprised about 150 people. That scale, he said, leads to an institutionalized way of thinking that dictates a big team is needed to do anything.
However, the programmer did note that Hello Games maintained many of the classic methods for making games, such as milestones, prototyping, and playable iterations. The reason for this, he said, was that these techniques help ensure that important changes that need to be made to the game can be caught early when it is still easy to fix problems.
Murray also addressed the way Hello Games approaches technology, as compared to how it was done when the unit worked at the big studios. Namely, when the studio's developers worked at a big production house, the technology was all dictated for them and well defined. However, the rigid structure hampered their ability to do things the way they wanted to do them. At Hello Games, Murray said that the studio basically "MacGyvers" technology together, forming it in the fashion that best suits their needs.
Before running out of time, Murray also briefly touched on the importance of productivity. He said that what worked best for his team was to keep detailed logs of how much time they spend a day on everything. With these, they could figure out how long they were spending on, say, programming, compiling, and debugging. In turn, this information helped streamline their development process so that they could spend more time actually making the game.
Quote: "We're going to do this, and we're probably going to crash and burn doing it."--Sean Murray, on what the mentality was like when he and his partners left the big development houses to form an independent studio.
Takeaway: An independent studio allows developers far more freedom and flexibility when making games, particularly when it comes to building customized technology. However, just because a studio is indie doesn't mean established development techniques should be tossed out the window.
Hot Stories
Newsmakers
-
Biden: No legal problem with taxing violent games
United States Vice President Joe Biden believes there is no legal restriction on ability to tax violent media. Full Story
- Posted May 13, 2013 12:50 pm PT
-
Just Cause dev promises 'holy f**king sh**' moments in future games
Avalanche Studios co-founder says developer's ambition is for action, not moments that make players cry; steampunk-style game on hold. Full Story
- Posted May 15, 2013 6:33 am PT
Featured Stories
-
Bungie shoots down Destiny for PS Vita rumor
Developer confirms image suggesting version of upcoming shared-world shooter in development for Sony's latest portable is a fake. Full Story
- Posted May 16, 2013 5:08 am PT
-
Ubisoft planning to release games more frequently
Assassin's Creed and Far Cry publisher says its network of 26 studios and over 7,000 developers will allow company to ship major franchises more regularly. Full Story
- Posted May 16, 2013 4:42 am PT
-
Metro: Last Light dev responds to workplace conditions claims
4A Games creative director Andrew Prokhorov thanks Jason Rubin for telling the studio's story, but says, "We deserve the ratings we get." Full Story
- Posted May 16, 2013 12:44 pm PT
-
EA opens DICE LA to make Star Wars games
DICE head would also like to poach top talent from rivals Infinity Ward and Treyarch. Full Story
- Posted May 15, 2013 3:28 am PT
-
EA dropping Online Passes - Report
Future EA games won't require Online Passes; the service is being scrapped after tepid player response. Full Story
- Posted May 15, 2013 8:28 pm PT






