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Archive for the ‘Industry’ Category

A Couple of Thoughts on Freelancers

Sunday, July 11th, 2010

The main Tiny Mantis team is comprised of three people: Nikita Mikros, Tommy Leung and myself (Jess Fiorini). We regularly employ freelancers but Tiny Mantis remains a fairly small, and intimate group.  I prefer this set-up to the acres of workers at megaliths like EA or Blizzard.  Perhaps the main pay-off of keeping things small is that my role is multi-faceted and I get exposure to all aspects of game development.  Of course, I’m not working on the next Starcraft but I do get to create universes in my own right a la Propaganda Lander.

A producer’s duties are somewhat difficult to define, especially in a team of 3.  Yes, there’s maintaining the bug tracker and keeping to a project time line but there’s quite a bit more on the personal and creative level going on.  One thing that is important to upholding sanity in a project is trusting your co-worker’s abilities.  Trusting in the abilities of your technical and artistic team lends to a certain amount of experimentation.  This is especially true if you’re not the most technically advanced in a technology-based industry. Game development is a minefield of problems and incompatibility.  What may be true about a game platform today is not necessarily true tomorrow.  If I can trust my team’s response to challenges, I can give a thumbs up to a project that might contain unfamiliar aspects.

Of course, it it much easier to trust in the core Tiny Mantis team than it is a freelancer.  Freelancer’s litter the sidewalk of NYC.  One would assume that with such a large talent pool that we could have new artists and programmers for every project. This is not only untrue but it is also highly undesirable.  When we find a freelancer that we like, we treat them well and hire them often.  Also, just because the talent pool is large does not mean that every candidate is a good fit for a project or even office mechanics.  I think it is wise to build up a stable of reliable talent that you can draw from dependent on the project. Projects usually do not come equipped with a learning curve so knowing who to call will definitely alleviate headaches in the future.  Furthermore, freelancers should check in periodically with businesses that they have a good relationship with.  Letting companies in on your schedule and reminding them of your existence usually pays off.

Even with the best freelancer in town, my job as producer is to facilitate development.  I usually try to ensure that the end client does not have direct access to the feelancer and vice versa.  This way, I can filter discussions to provide just the needed facts.  Sometimes, the client and the freelancer must interact and in that case my job becomes more of a moderator.  This allows the freelancer to focus on development and gives me another angle to track the project.

Tracking the project is another issue when the work is spread among people who may or may not be on site and who may or may not be accustomed to using a bug tracker.  I usually spend a certain amount of time at the beginning of a project explaining the functions of our bug tracker to new freelancers.  Bug trackers usually have help documentation but if yours does not provide documentation, it is helpful to have usage instructions that can be accessed off/on site.  Also, just because the bug tracker has been explained does not mean that it is being used.  If your bug tracker does not provide instant notification when a bug/change has been posted, it is the producer’s responsibility to verbalize that a new issues has been posted. And do not feel awkward saying “check the bug tracker” multiple times, sometimes this job is like herding cats!

Freelancers provide new opinions and experiences to project development.  We frequently include freelancers in design meetings and are better for it.  Freelancers wind up getting interesting perspectives and skills from the diversity of the projects they work on.   Those who are forward thinking with their problem solving display hidden skills that I might not have known about, which could lead to further work down the line.  Familiarity with a freelancer’s skill set circles back to trusting your team.  The more comfortable I am with a freelancer’s abilities, the more I am going to champion their employment.

NYC Needs More XP

Wednesday, April 1st, 2009

Times Square is the center of the city's theat...
Image via Wikipedia

NYCGameIndustry.com has a feature article about the need for tax breaks and government initiatives to grow the game industry in New York City much like what Boston and Austin have done. The piece mentions Tiny Mantis Entertainment and Stephen Bronner, the author, had conducted an interview with our CEO, Nik Mikros, for it.

Other interviewees include Wade Tinney of Large Animal Games, Jessica Rovello of Arkadium, Eric Zimmerman of Gamelab, Nick Fortugno of Rebel Monkey, John Mikros–brother of Nik Mikros–at Blizzard Entertainment, and others.

The article brings up good points for the usefulness of tax breaks to lessen the burden of doing business in NYC. The game industry is growing every year and there is no reason why NY cannot benefit from the growth of the industry. With the collapse of the financial industry, new industries will fill the void.

The creativity of New Yorkers also can be a big help with employee selection. It’s “the best in the world,” said Rovello. “It’s such a hub for all things creative, which is great for us. There’s an energy here that can’t be replicated anywhere else. It’s a tough city, but it’s the best city in the world.”

NY certainly has a unique advantage when it comes to creativity. Artists flock here from all over the country. We have a perspective that can lead to more interesting game ideas that can expand the industry further.

The NYC game industry is growing slowly and this article brings up good points that shed the light on the reality of the industry in the Big Apple. Read it!

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And Awaaaaaaay We Go.

Monday, March 23rd, 2009

I often wonder, is Web 2.0  just plain evil?  Have we taken it all too far?  We are generating content at an exponential pace.   Is our destiny to replace cinema with home movies of kittens?

Yet, sometimes I feel like I’m watching the same movies and playing the same games over and over like one of those unfortunate characters in a Moebius strip.  But then brilliance shines through and I discover something really unique.  Something that makes me remember why I do this, it makes me want to work harder, to do something new, something awesome.

So as it turns out, I’m an optimist after all… who knew?  So I’m headed for GDC.  Time to recharge the batteries, time to see what my fellow developers are working on.  Time to be inspired… I hope!  Of course I’m looking forward to the parties but I’m also looking forward to sitting in on many of the game design sessions and panels.  I’ll try to give reports while I’m there, but I can’t promise they’ll be coherent.

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A Funny Thing Happened on the way to Utah

Saturday, March 14th, 2009

So I got a twitter from tinymantis (aka Tommy) while I was teaching my weekly game design class at Mercy College.   Apparently, Utah just passed another law banning sales of M rated games to minors.  Score one for the busy bodies.  I guess it’s nothing I’ve not heard before, you see I live close enough to Park Slope to feel the runoff of neurotic, over-mothering liberalism.  The kind that suffocates you, the kind that’s just as crazy and soul crushing as social conservatism.

While having lunch in the Slope, a friend  introduced my wife and me to some friends,  a couple with children.  Upon finding out what I do for a living, the wife’s face turned white as she told me that I was “The Enemy”.  Apparently, it was a constant battle to keep her kids from playing video games.  I did my best to exasperate this lady (why is it always a lady?) All the while, I had to endure listening to her 10 year old boy whine and complain about how he wanted a Game Boy, poor thing didn’t realize DS had been out for years.

Another time, I got a similar dressing down from some lady at a lesbian party in the Slope.  This one claimed that she loved video games, translation, she played Centipede back in the day.  Nonetheless, according to this woman those old games were OK.  However, these new games, they’re BAAAAAAD. She was making the same old argument about how  games are more “realistic” and therefore had some evil magical power over the minds of our zombie like children.

Hell, I even get it from the kids in this crazy neighborhood.  One child told me that she goes to her friend’s house to play Wii but that she treats it like a “book” and then kept telling me how much she loved books. Guess what? I love books too! yay! reading is awesome…  this kid had been made to feel so guilty about playing Nintendogs or whatever  for an hour that she felt the overwhelming desire to cover it up with some nonsense that she felt would appease a grown up, which she sadly mistook me for.

The prejudice even invades the industry internally.  When making games for big media giants, like Nickelodeon or Cartoon Network or even Adult Swim, there is a double standard.  You can say and do things on TV that just will not pass in a game funded by the same organization.  We are self hating that way, or maybe its just our lawyers.

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Knock Knock Japan… iPhone at the door.

Saturday, March 7th, 2009

Over the last few months, we’ve been developing a game for iPhone under our indie label SMASHWORX which has gotten me thinking about the hoopla surrounding the platform.  I love my iPhone, and honestly I can’t picture myself going back to a regular phone but I wonder if Apple’s “game” platform can ever replace  a real gaming platform like DS or PSP.  Spec wise Apple has the far superior machine but specs do not make great games, Wii is a shining example of the underpowered platform kicking the proverbial behind of its over-muscled competitors.  There is actual video footage of me saying that PS3 will be a colossal flop right before the launch, looks like I was right.  

So what’s my beef?  In a word: input.  How many tilting games can I actually play? More importantly, how many will I pay for?  Dragging games like Gal-Con show a lot more potential for growth, and that is the direction that I find interesting as a designer.  However, in the long run I can’t help but feel that there are whole genres of games that are literally impossible, or at the very least impossible to implement in a satisfying way.  There’s something about actual buttons that can’t be duplicated with a “virtual” joystick.  Go ahead, try playing Miss Pacman… it’s terrible, you just can’t get a good feel for it, though it is just an emulated version of the old game.  

The closest a  ”virtual joystick” game came to a somewhat satisfying experience for me has been “Hero of Sparta” by Gameloft a somewhat obvious rip off of “God of War”.  It’s a fun little game, and though their implementation is a little better I can’t help but feel that clicking on an arrow to jump just doesn’t feel as good as hitting a physical button with actual springs like on my old reliable PSP (1000 series thank you very much).   The act of having to constantly look away from the action to see if my finger had slid too far off the joystick, is annoying at best.  So as designers, I believe this is our challenge:  to make games that actually feel good on iPhone, instead of trying to reproduce the feel of buttons on a glass pane.  A tall order I know, but no more daunting than the poor slobs who tried to make a dot be a knight and a blob be a dragon on the Atari 2600.

That said, iPhone has one great thing going for it, and it has nothing to do with what kind of processors are in it. It’s the distribution mechanism.  iPhone has caused a renaissance in small game development.  Apple totally got it right, they take a percentage and developers get to put more or less any content they want on it at the price they want to sell it at.  Players get a really really easy way to download and pay for a game.  No cartridges or tiny proprietary discs, no warehouse shortages, no having to deal with Walmart demanding that you lower the price of your game, in a nutshell, no million middlemen between your game and the player.  

Could you imagine developers having that kind of freedom on DS or PSP?  It would be awesome.  To me this is the natural progression of mobile gaming.  So Sony, Nintendo, what’s the hold up?  Make it easy for developers to put games on your platform, as easy as Apple has.  It’s ridiculous that Sony says it may get out of the hardware business, and do what?  Your problems are easy to solve, just give the players what they want… An inexpensive clamshell device that has ergonomically placed buttons that don’t make your hands cramp up on extended play and oh yeah how about two analog sticks that are as good as the one on my Pocket Neo-Geo?  Add that to an army of developers who would kill to put their games on your platform by having a ridiculously low barrier to entry and you could at least give Nintendo a run for their money.  Nintendo are you listening?  No one cares about having a terrible camera on their gaming device or a terrible web browser either.  Guys, please remove your heads out of whatever orifices they are trapped in, and maybe just maybe, you could beat Apple at what used to be your own game.

How Gaming is Beneficial

Friday, March 6th, 2009

I’m sure that a lot of folks out there are aware of the ongoing debate on whether video games are detrimental, beneficial or negligible to a person’s development.  Personally, I have been playing games all my life and I have not felt my life has been diminished in any way.  I hold two degrees, a steady (and enjoyable) job, successful relationships and a healthy social life.  Granted, my parents were very involved in my development, so perhaps they had a hand in my current happiness but let’s forget their influence and focus on the games.  It seems the argument is that video games only offer our children glimpses into violence, sex, drugs and shady characters.  Furthermore, children see these images and it warps their fragile minds so that one day they will grow up to be mass-murdering lunatics.  First, think about how many video games are sold and how many copycat or game inspired acts of violence occur.  Perhaps I read about a 12 yr old stealing a car to emulate GTA about once every 4 or 5 months.I would have to say that the ratio of game purchasers and violent gamers is fairly askew.  If video games were that damaging, wouldn’t there be about 20 million gamers stealing cars and chasing cops?

As for what type of images our children should be exposed to, haven’t you noticed in other countries where “illicit” images are everywhere (nudity in Italy for example) that it winds up that the so-called illicit behavior becomes less highlighted, less risky.  Italians don’t walk around naked all the time, they understand where it is appropriate and where it is not.  They educate their children to shoo away the taboo and to understand the appropriateness.  I think that if we spent enough time with kids teaching them that violence is only appropriate in a fantasy setting that the whole argument of violence in games would dissolve.  (I also have to point out that a lot of the folks that disparage gaming have never actually played the games themselves.)  I understand that it takes a village to raise a child but ultimately it is the parent’s responsibility.

So here are some of the useful skills and beneficial effects of playing video games: challenges mental dexterity, improves spatial abilities, develops the ability to create and apply multiple strategies, develops critical analyzing techniques, helps the socially inept socialize, helps get fit (Wii), hand-eye coordination (I happen to be blind in one eye, so I can’t tell you how important improving hand-eye coordination really is), imparts education (historic, mythic, cultural), increased concentration, and encourages creativity.  I could keep going but I think you get the point.

Meeting with Prospective Clients

Wednesday, February 25th, 2009

Tiny Mantis is currently preparing to attend GDC.  The prep work includes arranging meetings with clients and creating presentations that are engaging and informative.  Yesterday, we had a chance to try out one of the presentations at a meeting with Scholastic.  While the presentation was informative, it seemed too long and too in-depth to be engaging.  When we returned to the office I had a chat with Tommy who also agreed that the presentation was too long and was missing one key factor, the old “what’s in it for me” mechanic.  Sure, we are proud of our history, our processes and our company but honestly, we hadn’t produced a presentation that was talking to the client directly.  Now, Scholastic is made up of the nicest people on the planet (as far as I can tell) and they very politely asked us to skip to the good stuff, mainly iPhone development, the reason that we were sitting in their office.  It was a very clear request to answer the question, “How can you help me?”  We did skip to the end and wound up having a very enjoyable meeting, but if Scholastic wasn’t so nice and patient, we might have missed our opportunity.

I am currently revamping the presentation to a) go quicker, b) highlight what we can do specifically for the customer, and c) hone the presentation to directly relate to the product.  For example, we had included almost every project we have worked on in the presentation.  You can imagine Scholastic’s suprise when some of our more bloody, riske titles appeared.  Not only were we providing too much information, but our bloody Caligula game was almost a turn-0ff to the Scholastic image.  (Thankfully, Viva Caligula was followed by some SpongeBob games so we didn’t look like complete maniacs.)  It was clearly something that they were not interested in.

How does this effect GDC presentations?  Well, now I am creating several types of presentations, one that is kid-friendly, one that is liscenced material friendly, one that is adult friendly, etc.  While this does create more work, I think that we will have a much more effective presentation for our one-on-one meetings with prospective clients.

Why do corporate giants ignore burgeoning markets?

Friday, February 20th, 2009

First there were record labels decimating Napster in the late ’90′s and more recently is the lawsuit Viacom brought against Google and their subsidiary YouTube.  Why don’t these large companies full of intelligent people not understand that services like Napster and YouTube are new avenues to hawk their merchandise.  Basically, media sharing sites are run on public desire.  They are asking for these services in a manner that is overwhelming and sustained.  Now I can maybe understand that Napster was a completely new idea and made the record labels nervous.  But in hindsight, they sure did miss out.  They could’ve made a deal that was equitable to both Napster and themselves.  They didn’t believe in the viability of the new technology and now we have iTunes and a slowly collapsing music industry.

OK.  So the music industry missed the bus.  But what about Viacom?  Shouldn’t they learn the lesson of Napster and use YouTube and Hulu in a more constructive way?  I think so.  More people are staying home for amusement and almost everyone owns a computer with internet hook-up.  I would say that there is a large market waiting for some great services.  At very least Viacom, and any other similar corporate giants, could add a “buy me” function to the free South Park episodes I sometimes watch on YouTube.  Instead of cutting off a market because of a lack of creativity, fear of a changing world or just plain greed, large media companies should find a way to exploit these markets in a more productive way.

I notice in the game community, that we love to occupy new niches.  iPhone development has gone crazy, to the point where I am already asking what comes next.  Of course, this question is akin to asking, “What are the winning numbers for Lotto?”  It is difficult to predict the next big thing but as with lotto “you gotta be in it to win it.”  Whether being “in it” refers to going to GDC, joining IGDA, reading industry news, etc., it doesn’t matter just be aware of the world you operate in.  Who knows where the next market rests.

State of In-Game Advertising

Thursday, February 12th, 2009

Gamasutra published an article titled Emerging Issues in In-Game Advertising. Coincidentally, Jessica Fiorini had also recently talked about advertising and games. In the Gamasutra piece, Greg Boyd and Vejay Lalla discuss the current and future issues with in-game advertising. A lot of what they talked about was very informative.

They go into some detail about the process of negotiating deals with agencies and brands and the possible issues that may arise along the way. The authors talk about the viewpoint from the game developer and the advertiser and this gives a clearer picture for both parties.

Parts about measuring goals and how to structure a deal so that both parties have a fair deal were enlightening. It is true that unlike tradional advertising–TV, radio, magazine, etc, it is hard to tell how much a game will sell beforehand. Sequels make estimating the number easier but, it is no where near as predictable as TV ratings or magazine circulations.

Massive, Inc., recently issued a press release on a recent Nielsen study. This study revealed that 70% of gamers agreed with the statement that the dynamic in-game advertising made the game appear more realistic, and thereby was effective in promoting brand recognition for advertisers and their target audiences. The study also reported that 82% of gamers surveyed said games were just as enjoyable with in-game advertising.

The market for in-game advertising should expand and grow with the expansion of interactive marketing utilizing social media and new technologies. The effectiveness of tradional marketing has been declining for years as people get their news and entertainment from new channels–mainly the internet. It is also no longer a smart strategy to scream at your audience but, to surround your audience in their environment and be useful.

Cash for Flash

Tuesday, February 10th, 2009

As an independent game development company that works on a lot of Flash titles–some of which are our own, it is always difficult to find ways to monetize our games. The landscape of generating income from Flash games have also changed over the years since Mosquito Project was first released to today.

Gamasutra had a great article talking about independent developers monetizing Flash games. The landscape for monetizing Flash games is likely to continue to change and the strategies in that article might not work in a few years or work less well.

As the social media expands and the Internet takes us into realms we’ve never imagined, there will be great opportunities for independent developers to monetize their wares whether it be in Flash or on some other platform. All it takes is some creativity.

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