A Team of One
to computer games. I began spending my spare time designing tabletop and pen-and-paper Role Playing Games (RPG). Eventually I even began writing a text-based RPG
using computer BASIC on a TSR-80 computer that I borrowed from a friend. With my time as the only resource at my disposal, I taught myself how to use computer Basic from
the instruction manual that came with the computer.
done or that it was more work than it is worth. After high school I spent several years as a cook, cooking just happens to be my other passion, but I still found a part of
me wanting to create games rather than playing them in my off hours.
working with game editors, the ones that usually come with games like Unreal Tournament and Never Winter Nights. I began by customizing and creating my own maps but this did
little to fulfill that need to create that was growing inside me. In the process, however, I found that I had a natural ability in working with actual game development
toolsets like 3d Game Studio and Torque. It wasn’t until I began to use the advanced features that I found I needed to stretch myself. I gave up cooking and got a job as
a media handler, working for a company that was subcontracted by Hewlett Packard. It was about this time that I started playing Massive Multiplayer Online (MMO) games. My
initial interest was in Ultima Online followed by Everquest. The desire to make an MMO, however, did not start until Star Wars Galaxies was added to Sony Online
Entertainment Station Pass. This was the ultimate trigger that fired my desire to create an MMO that incorporated all of the features I and my friends enjoyed.
JuxtaWorlds. I realized I either needed to put up and do something or shut up and get on with life. I chose to get serious about game development and about two years ago I
began working in earnest. This was in spite of the fact that everything I heard or read, said that it was not possible for a single individual to design, develop, publish
and launch an MMO without serious financing and/or the collaboration of a well-qualified team.
amount about the entire spectrum of designing, and development. I have learned which programs to use to create my game. I have learned to work with others in the
professional field. I learned to think as a business owner rather than just a game player. Changing the way I think and act helped me to learn how to deal with doubt, how
to deal with a lack of self-confidence, and how to schedule my time. Most importantly, I learned how to change “I can’t” to “I will”.
game that encompasses all of the themes my friends and I enjoyed playing.” I was irritated with the need to pay for a subscription to each of the different games we played,
yet only being able to play one game at a time. It was expensive. I needed to develop a game that would best take advantage of the development software I had available.
With JuxtaWorlds, I settled on a game that has the nostalgic flavor of Everquest but allows the players the opportunity to experience multiple themes in a single
goal. Yet it needed to maintain an acceptable level of complexity but remain open enough so more features could be incorporated in the future as my skill-set and my budget
do not believe this and try to bring you down to their level simply to prove it isn’t possible. Learning the difference between constructive feedback and negative feedback
is crucial. I learned to use their comments and/or feedback, good or bad, to fuel my motivation.
learn when to purchase items or resources to save time and when to save time and money by making or creating them yourself. Sometimes I needed a model that I knew is beyond
my skill level and the most efficient approach was to pay to have it done. Other times I followed this approach but I was given a quote for work that was much higher than I
was willing to pay. In these instances I taught myself using the resources available on the net to build the models or tweak the sound, or change the texture to the way I
wanted. Ultimately I saved money and I learned a new skill but it took time.
something worth working on for several hours or when the result is good enough and you should stop working on it and move on. Think like a business owner. Allocate a
specific amount of time to work on each aspect of your game and strive to stay within your targets.
website. A standard template is not going to cut it. I found out the hard way that investment in a good template is worth it in the long run. Make sure it is what you
want and it is something you can work with. Some templates are very hard to work with while others are easy to work with and customize. When making your choice, I you cannot
test the template as demo or install a demo, do not waste your time.
cons of the different pricing options and ultimately settled on a price I felt was a fair value to me and a good value for my customers. The game has a single player
function. The players may choose to play in single player mode or play online. This option adds extra value for those not wanting to play in online mode. Because of the
ability to put more themed worlds into the game in the future, the game has potential to be ever evolving and never-ending. Finding a price point that would support the
game, yet reach my goal of creating a fun, ever-changing, yet affordable game, was a challenge.
experience, was not being prepared for marketing. It has required a monetary, time, and knowledge investment that I simply was not ready for. My game was launched on
December 20, 2009. This was late in the holiday season, since most had already made their Christmas purchases.
family. I would still have finished my game either way, because my determination was quite strong, but having my family support was a huge blessing. Having
an outside viewpoint literally helped keep me and the project in perspective.
boys intimidate you.You wouldn’t know it now, but a many of them started out the same way working in their living rooms and/or garages. You need to toot
your own horn at times. After all you are making a video game and it is something most folks only dream of or talk about doing.