Last month, after receiving top marks for a group project, me and my team received the exciting opportunity to present the demo build of our game over at MediaGymnasiet Nacka Strand.
It had been a daunting, but immensely rewarding assignment. Our mission had been to deliver an Action Role-Playing Game in just six weeks, complete with sophisticated 3D graphics, fighting animations, and specific design & programming challenges set by the school to adhere to. Just like at a studio, we had to meet the producer’s targets, while using our imagination where things were not set in stone.
By the end of it, we had produced a game that had surpassed our initial exceptions: Avem Mortis. A journey through a crypt environment, complete with quests and NPC interactions, and with crow-worshipping cultists lurking around most corners, eager to heed you from reaching what lies behind the final gate.
However, for us the journey didn’t end there, as presenting our final product to a new generation of video game developers was something that we didn’t want to miss out on. Especially given, to our great surprise, the students were bursting with questions and intrigue for our mad-dash of a game. All the while remembering that we were all very new to this arena, with many of us relatively fresh to our study topics. I, personally, had only written my first line of code 6 months beforehand, anywho.
The response then was extremely validating and it was a great pleasure to share our insight, processes, and how we worked together as a team to the younger students. The artists did an amazing job of breaking down the plethora of software that they use to get from concept art to fully-animated models and immersive, explorable environments, while Sear did a great job of illustrating the all-too-often invisible science behind the game design. My job then was to just make sure that the coding side of things didn’t seem too boring, which it genuinely isn’t in a cross-disciplinary project like this that keeps you on your toes.
Given the positive response and questions, I think I can safely say that we achieved our main aim of showing that a polished minimum viable product of a video game can be delivered in just over a month from a seemingly ragtag group of new students; so long as there’s great teamwork and workflow behind them.
Thanks again to MediaGymnasiet Nacka Strand for having us!
Written by Harry Heath, GP21
Harry is a British-born game programmer who made the jump from writing scripts for film & TV at university to writing c# scripts for video games. They’re a little different.
Välkomna hem till Forsbergs Skola!
Forsbergs slår upp dörrarna till huset på Skinnarviksberget och bjuder in till en kväll i vårens och kreativitetens tecken.
I trädgården kan du plantera och få med dig ett slumpmässigt frö från vår frö-tombola.
Radu Coto, verksam som lärare i Game Art, visar hur man modellerar i 3D.
Elever från linjerna Game Programming och Sound design demonstrerar sitt projekt Dreamland – en interaktiv upplevelse utöver det vanliga.
Under kvällen kan du även ta en fika, spela brädspel eller prova VR.
You might already be aware of that the Swedish gaming industry is growing fast. Many internationally successful games are developed in Sweden. One person who knows much about how to get an internship in the prospering gaming industry in Sweden is Anton Albin from the Swedish Games Industry. Recently he met students from Forsbergs Skola to give advice about how to find an interesting internship in the Swedish gaming industry, this is advice from him:
- What is your best advice when applying for internship in the games industry?
My #1 advice is to deduct what situation the company is in, and what type of internship would make sense to them. Different companies in the games industry develop very different games and work in different ways. To get an internship you have to present what you would add to the company during your internship. What a specific company needs varies if they are developing RPGs, single player, online multiplayer, 2D, 3D etc. My advice is: do as much research as possible about the company. Do they use their own engine? Do they use Stingray, Our Machinery with a lot of custom tech, or do they work out-of-the-box with Unity or Unreal? Make sure you do understand their challenges and how you fit to solve them!
- What would you say are common mistakes students do when applying for internships?
A common mistake many students do is to send their portfolio to the company, without adjusting to what the company needs. Again, research is crucial, and spend some time to create content that makes sense to the specific company you apply to.
- What is a good portfolio when applying for an internship or a job?
Remember: Game studios are founded out of passion for games. Your portfolio should show that you share the common passion the company, and that you want to add to their creativity. The portfolio should show the experience, knowledge and passion the company is looking to invest in. Show them!
Paradox Interactive is a publishing company that has offices in several countries. With several great games in their portfolio they are a force to be reckoned with.
A while back our game students got a lecture from Daniel Grigorov at Paradox Interactive about publishing companies in gaming. It was a very interesting lecture and useful for our students that are interested in publishing their own games or work with publishing others games.
I got the opportunity to ask Daniel a few questions and they go as follow:
Why did you decide to work in publishing?
I began to gravitate towards the games industry at the very end of my University years. My educational background was in law and economics and I didn’t know how to code, so all the jobs I potentially could qualify for were on the publishing side. But I’m really happy how it turned out.
What sets your company apart from other publishers?
At Paradox we don’t make or publish all types of games. Although we are a fairly big company we are also quite niche in the sense that we focus on deep and endless games; games that revolve around systems rather than characters and narratives.
What are the benefits for a game creator to choose a publishing company verses trying to push it within a company?
A publisher can help you with funding, but will also free-up time so that you can concentrate on making the game. Signing with a publisher also gives you access to their ecosystem and partnerships.
Can anyone bring a game to a publisher or do you have certain criteria?
We don’t close the door on anyone. But if you haven’t made a game before, it helps if you have a playable demo that we can test.
A big thank you to Daniel for giving our students the opportunity to get insight in to the exciting world of publishing!