God was once approached by a scientist who said, “Listen God, we’ve decided we don’t need you anymore. These days we can clone people, transplant organs and do all sorts of things that used to be considered miraculous.”
God replied, “Don’t need me huh? How about we put your theory to the test. Why don’t we have a competition to see who can make a human being, say, a male human being.”
The scientist agrees, so God declares they should do it like he did in the good old days when he created Adam.
“Fine,” says the scientist as he bends down to scoop up a handful of dirt.”
“Whoa!” says God, shaking his head in disapproval. “Not so fast. You get your own dirt.” - Source: unknown
Yet again we are having problems with the Indie game a vocal member of the indie game community… and for some reason Barbie… and I think we have to explain something.
There is this mythical idea that a single person can create a video game. When people imagine an artist they imagine a painter at the canvas gleefully creating a world from his mind, completely in control of the content. In the same way, they see a video game designer maniacally typing code into a computer to make the game appear in front of them with only their imagination to guide them. This is not completely correct.
The point of civilization was so that people could take on specialized roles in society. An artist can survive as an artist because people pay them to create art. Sometimes they paint for themselves, but in the modern world they are often selling their services as part of a larger production. Sometimes it’s commercials, sometimes it’s video games, sometimes it’s television and sometimes it’s for you. But just as a painter isn’t required to make their own canvas, or for that matter their own paints, a video game designer rarely does everything on their game. For example, Antichamber is often referred to as a game created by a single person, Alexander Bruce, but in reality he had help from an artist and a musician to create assets for the game.
But more than that Alexander Bruce did not code the engine for the game. He used the Unreal 3 engine, which is an adaptation of the Unreal engine, which was created 16 years ago. The Unreal and it’s subsequent updates took hundreds of thousand of man hours, by some of the best programmers ever to grace this planet to get to the stage it is now. And to make that engine those programmers needed to use tools that collectively took billions of hours to create. In the end all video games are the culmination of thousands of people, mostly faceless and behind the scenes.
None of this limits the quality of the game, or Alexander Bruce contribution to the medium.
In reality most professional artist in the world, work for other people.
Lola, for instance, the director on this production worked for many people in many different jobs. She designed motion graphic for MTV, she’s directed games for children’s television networks in South America, and she’s directed special effect for television commercial and shows. But Lola doesn’t do her own coding for the video game, as do multiple other video game directors. Tim Shafter, for instance, joked about how he hadn’t programmed for years in this trailer for Hack N’ Slash.
Danielle isn’t involved in the day to day decision of making the game, mostly because it’s boring, and she’s not in Colombia. And it would take years to get her up to the skill level so she can make a decision when it comes to the day to day programming of the game. Currently, the Autobotika team is working on the save format for the levels. Doing it wrong would expose users to possibly security issues, but the speed, access across multiple platforms and the ability to be updated are all features that need to be handled. That being said all Lola and Danielle care about is if the bloody thing works.
What Danielle does is direct the production, and the game part. Danielle has access to the same information that the majority of the team uses and we are listening. She makes comments and directs production. But she’s not learning how to do each job because the people who are working on the game took years to reach their level of skill. No one person on the team can do the job of another. Danielle is learning how to manage a team which is incredibly valuable.
Someone who will remain nameless is saying that Autobotika hasn’t released a game to market. If they’re saying that Autobotika hasn’t published a game under their marque that’s completely true, they’ve made games for other companies as subcontractors. But the staff and people that are working with Danielle and TFYC have worked on multiple games. A partial list of their contributions are…
Poltergeist: A Pixelated Horror
Battlefront Heroes
Go King
Living Stories
World Cup Showman
Matilde
Space Overlords
CellFactor
Monster Madness
Grabbity
Kogui
I would prefer if the person in question didn’t undervalue the work of a person. Just because they didn’t create every part of their game… Especially since all game designers are just part of a larger team that made their art possible.