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	<title>Comments on: Expect The Unexpected</title>
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	<link>http://www.gameproducer.net/2007/08/30/expect-the-unexpected/</link>
	<description>I&#039;m baking games. Indie style.</description>
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		<title>By: GameProducer.Net &#187; Blog Archive &#187; Deadlines Are Not Evil</title>
		<link>http://www.gameproducer.net/2007/08/30/expect-the-unexpected/comment-page-1/#comment-130706</link>
		<dc:creator>GameProducer.Net &#187; Blog Archive &#187; Deadlines Are Not Evil</dc:creator>
		<pubDate>Mon, 08 Sep 2008 05:14:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/08/30/expect-the-unexpected/#comment-130706</guid>
		<description>[...] possible to do: deadlines can be missed, features might not make it to the milestone, something unexpected occurs, fixing one bug creates four new bugs&#8230;. anything can [...]</description>
		<content:encoded><![CDATA[<p>[...] possible to do: deadlines can be missed, features might not make it to the milestone, something unexpected occurs, fixing one bug creates four new bugs&#8230;. anything can [...]</p>
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		<title>By: GameProducer.Net &#187; New Edoiki Game Screenshots</title>
		<link>http://www.gameproducer.net/2007/08/30/expect-the-unexpected/comment-page-1/#comment-116705</link>
		<dc:creator>GameProducer.Net &#187; New Edoiki Game Screenshots</dc:creator>
		<pubDate>Thu, 06 Sep 2007 02:34:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/08/30/expect-the-unexpected/#comment-116705</guid>
		<description>[...] are other (faster) ways to learn the skills you need for a hidden object game. The foremost...&quot;  Dom: &quot;I agree that the production pipeline is a key factor. The higher iteration rates you get the [...]</description>
		<content:encoded><![CDATA[<p>[...] are other (faster) ways to learn the skills you need for a hidden object game. The foremost&#8230;&#8221;  Dom: &#8220;I agree that the production pipeline is a key factor. The higher iteration rates you get the [...]</p>
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		<title>By: Dom</title>
		<link>http://www.gameproducer.net/2007/08/30/expect-the-unexpected/comment-page-1/#comment-115801</link>
		<dc:creator>Dom</dc:creator>
		<pubDate>Mon, 03 Sep 2007 08:58:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/08/30/expect-the-unexpected/#comment-115801</guid>
		<description>I agree that the production pipeline is a key factor. The higher iteration rates you get the better. One thing underestimated is the production experience that one needs to design such a pipeline. That&#039;s why even in commercial products it&#039;s sometimes not optimal. It&#039;s even worse in some new indie products (at least now).</description>
		<content:encoded><![CDATA[<p>I agree that the production pipeline is a key factor. The higher iteration rates you get the better. One thing underestimated is the production experience that one needs to design such a pipeline. That&#8217;s why even in commercial products it&#8217;s sometimes not optimal. It&#8217;s even worse in some new indie products (at least now).</p>
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		<title>By: dkah</title>
		<link>http://www.gameproducer.net/2007/08/30/expect-the-unexpected/comment-page-1/#comment-114934</link>
		<dc:creator>dkah</dc:creator>
		<pubDate>Fri, 31 Aug 2007 12:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/08/30/expect-the-unexpected/#comment-114934</guid>
		<description>From my experience I can tell you : this will not stop. The 3d art pipeline is a bugger, always. Even if you think you have it worked out properly, something happens and nothing works anymore. Prepare to reexport and reimport at last half the 3d art around 1 month before master.
If you don&#039;t have too, thank everybody you can think of.
Oh and if you get into the critical phase, forbid all artists to upgrade the modeler, install any new plug-ins (or code some themselves) or in any way change anything at all in the software ;-).  
And as a warning to everybody out there who starts as an indie. Work out your art pipeline first. You have to find a artist - modeler - game engine combination that works. Before you even code one line ! Because it is easier to change the engine, than to find artists who can work (well) with an alien modeler. And it is easier than finding a modeler software, which can  work with your engine. There are 2.5 professional modelers out there Maya, Max and XSI. The later has smaller fan base and is less well connected. And almost only one cheap alternative, which is Blender, one of the most-hated pieces of well-used software. Yes there are others. But anything else and you have to read the small print very carefully to find out how to connect this to a more or less tested engine with a broad user base. You need the broad user base of the engine, because this helps to assure you that is is relatively bug free and works.
Test the setup by getting a textured cube from the modeler into the engine (if you need 3 days forget it right there and then). If this works, try out animation. This should be part of your decision process for an engine.
Oh and if you want to have a successful indie game company, do not try at all cost to reinvent the wheel and write the graphic engine for yourself, except you know exactly what you do. The art pipeline only gets worse.</description>
		<content:encoded><![CDATA[<p>From my experience I can tell you : this will not stop. The 3d art pipeline is a bugger, always. Even if you think you have it worked out properly, something happens and nothing works anymore. Prepare to reexport and reimport at last half the 3d art around 1 month before master.<br />
If you don&#8217;t have too, thank everybody you can think of.<br />
Oh and if you get into the critical phase, forbid all artists to upgrade the modeler, install any new plug-ins (or code some themselves) or in any way change anything at all in the software ;-).<br />
And as a warning to everybody out there who starts as an indie. Work out your art pipeline first. You have to find a artist &#8211; modeler &#8211; game engine combination that works. Before you even code one line ! Because it is easier to change the engine, than to find artists who can work (well) with an alien modeler. And it is easier than finding a modeler software, which can  work with your engine. There are 2.5 professional modelers out there Maya, Max and XSI. The later has smaller fan base and is less well connected. And almost only one cheap alternative, which is Blender, one of the most-hated pieces of well-used software. Yes there are others. But anything else and you have to read the small print very carefully to find out how to connect this to a more or less tested engine with a broad user base. You need the broad user base of the engine, because this helps to assure you that is is relatively bug free and works.<br />
Test the setup by getting a textured cube from the modeler into the engine (if you need 3 days forget it right there and then). If this works, try out animation. This should be part of your decision process for an engine.<br />
Oh and if you want to have a successful indie game company, do not try at all cost to reinvent the wheel and write the graphic engine for yourself, except you know exactly what you do. The art pipeline only gets worse.</p>
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		<title>By: Joshua Smyth</title>
		<link>http://www.gameproducer.net/2007/08/30/expect-the-unexpected/comment-page-1/#comment-114714</link>
		<dc:creator>Joshua Smyth</dc:creator>
		<pubDate>Thu, 30 Aug 2007 22:51:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/08/30/expect-the-unexpected/#comment-114714</guid>
		<description>Maybe you should write a postscript to your article on &quot;differences between 2d and 3d game production&quot; :)

I&#039;m just hassling, I&#039;m sure you&#039;ll get to the bottom of it. I hate bugs sometimes, especially ones that take more than half a day to fix.</description>
		<content:encoded><![CDATA[<p>Maybe you should write a postscript to your article on &#8220;differences between 2d and 3d game production&#8221; :)</p>
<p>I&#8217;m just hassling, I&#8217;m sure you&#8217;ll get to the bottom of it. I hate bugs sometimes, especially ones that take more than half a day to fix.</p>
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