Тёмный

Doing post mortems for your game (the right way) 

BiteMe Games
Подписаться 30 тыс.
Просмотров 3,6 тыс.
50% 1

Wishlist Adventure Forge: bit.ly/BiteMeGames_AdventureF...
Use code BMBETA24 to get closed beta access to Adventure Forge TODAY! adventureforge.games/home
Some of the best reflection you can do as a gamedev is by taking a hard look at your own game and its development process. But this isn't always a "fun" thing to do, so how do you go about it in the best way? And what if you haven't even released a game yet...?
Join our Discord: / discord
Get me to coach your game & gamedev career: calendly.com/bitemegames/game...
Thank you to our Patrons:
Terkani
Lincoln
flippypixel
Spencer Evans
Madodev
Matthew M.
Jorge Crisostomo
josh Belt
Ricky Jeremiah Ikadev
Wiechciu
Julian Boardman
RadiozRadioz
Tanya Decarie
Eliane Schwindenhammer
Uzabi
Ryan Sylvia
Jokster
Kay Rudge
Markus Fink
Bas Eastwood
Mustafa Al-Hassani
Dobrx
Kyling X
Alexander Presthus
Mattias Lundell
Jesse Segun-Oside
Lucas H Silva
Bart Mamzer
Lolicide
Kyle Gilliam
Jonathan E.S.P.
Dj S
Team 5 Steps
Kaine Usher
Game Dev With Michael
Florian Alushaj
Joachim Pileborg
GagePerryGames
Channy H.
Do you want even more content regarding making your own studio and getting an in-depth look at how we run BiteMe Games? Check out our Patreon: / bitemegames
Timestamps:
00:00 Intro
01:03 Gather data
02:11 4 categories
05:34 Adventure Forge
07:08 Celebrate Wins
08:41 To err is human
10:01 Team post-mortems
12:03 Sharing post-mortems
13:00 Pre-mortems
15:01 Closing
---
Get Forge Industry now on Steam: store.steampowered.com/app/21...
In need of some Unity Assets? Use our affiliate link to support us, it's free, and we get a small kickback: prf.hn/l/wzGa15G
Want to reach out to us? Send us an email at hello@bitemegames.com

Игры

Опубликовано:

 

8 июл 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 33   
@themule8625
@themule8625 Месяц назад
Really awesome when someone reflects on their mistakes
@Nick-pt2px
@Nick-pt2px Месяц назад
Marnix, you add so much value to BiteMe. You excel in a myriad of roles that acts as a force mulitplier to helping everything go smoothly. Most of the audience for your studio and your games comes in part from your youtube videos, but also in the way you present information honestly and with genuineness. Cheers mate
@gameboardgames
@gameboardgames Месяц назад
Thanks again for all the great videos! As a solo dev working on his first big game (RoadHouse Manager) this is one of my favorite gamedev channels as it focuses on relevant stuff for small potatoes like me. Keep up the amazing work with the weekly new vids. I'm sure Guild Architect will have solid sales with this large audience your building!
@vast634
@vast634 Месяц назад
Tutorial: since you are creating content on RU-vid anyhow, you could make like a 10 minute narration of the game start. Ingame you could reference this tutorial video. It can both act as tutorial and also marketing for your game.
@error17_
@error17_ Месяц назад
I wanna see behind the scenes of guild architect, that would be fun videos
@RealCoachMustafa
@RealCoachMustafa Месяц назад
A postmortem is actually on the top of my list of videos to make for my channel.
@startek119
@startek119 Месяц назад
Going to include an Easter egg in my game giving BiteMe a shoutout.
@rjose705
@rjose705 Месяц назад
I hope Guild Architect is a hit!
@mischiefmotorsgame
@mischiefmotorsgame Месяц назад
I do a lot of Post-Mortems in my actual job with actual 3-10 people teams and I gotta say, if people get offended and aren't opened to discussing about anything, the problem might not be the Post-Mortem itself but either the culture in the company or the way people deal with each other. Its basically Lencioni's pyramid where you don't even meet the first 2 layers where people trust each other and/or can resolve any conflicts.
@mandisaw
@mandisaw Месяц назад
Trust and org culture are so important, whether it's a couple, social group, tiny studio, or multinational corporation. If everyone's afraid to say when things are a little wrong/off-track, invariably it blows up in everyone's faces in the end. Lots of companies in games & elsewhere have gone down in flames that way.
@mischiefmotorsgame
@mischiefmotorsgame Месяц назад
@@mandisaw definitely. I always make sure its a safe space and that if anyone doesnt know how to say it nicely, make sure to mention it and I'll help formulate the thoughts. Post-mortems need a certain structure to work too. "Here's the facts" Now what could have helped us, gone better, went well, etc.
@mandisaw
@mandisaw Месяц назад
@@mischiefmotorsgame This is/used to be a routine part of SDLC processes, but I think when everyone jumped on the Agile hypetrain 20yrs ago, they forgot that part 🤷
@mischiefmotorsgame
@mischiefmotorsgame Месяц назад
@@mandisaw as an Agilist myself, i hate Agilists lol. Its become an industry to make money and shove processes in everyone's throat while they dont take into account the real values behind it. Keeping people safe, and making sure value is delivered to the right people the right way.
@whilefree
@whilefree Месяц назад
Thanks for sharing your experiences with us!
@ErlendDalSakshaug
@ErlendDalSakshaug Месяц назад
I just discovered your channel. As a fairly new developer I learn a lot from you guys and I am very impressed by how thoughtful you are about the whole process. Quick question: Did you do any videos about recommended books to read on game dev? I have read a few, and for me the best yet is Richard Lemarchard's A Playful Production Process. It is now our production bible.
@bitemegames
@bitemegames Месяц назад
I gotchu fam, we're all about books here - Book tierlist: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-smX7so6zE2s.html - Book club playlist: ru-vid.com/group/PL7hB8w8LhfEZdgHlPgeIGdtXQuFnqnEcp -M
@mandisaw
@mandisaw Месяц назад
I'd add that you can do post-mortems on other, comparable games as well, using as much info as you can gather. Similarly, post-mortems on your own cancelled projects are useful (anything that made it past the basic prototype stage IMO). Also, you guys need a lower Patreon tier - $10/mo is more than I spend total, across multiple channels 😢
@bitemegames
@bitemegames Месяц назад
Where would you strike the balance then? Let's say I'd offer a $5 tier, what would it miss from the higher tiers? Just the 4 extra videos + Q&A? We actually used to have a $3.5 tier but it had 1/3rd of the people in the $10 tier. I don't mind having the lower tier but it shouldn't be punishing the higher tiers. -M
@mandisaw
@mandisaw Месяц назад
@@bitemegames That's a hard one, crowdfunding is *not* one of my strengths! 😅 But I'd say that small-dollar tiers are essentially "leave a tip" situations. So stuff you'd probably be okay giving to everyone, just behind a paywall. So early-access to the public videos, occasional small-scale extras or behind the scenes snippets, maybe only a few of the Patreon-only vids, or only after a long delay/"window", view-only access to Q&A streams, etc. [Edit: This is all *OR*, not *AND*. Choose one or two low-level perks, and assess.] The 3-4 YT Patreons I do are all channels that I have watched for years, and even if I very rarely actually *use/view* the bonus, I'm really just contributing towards continuing the usual content. (Only one I dropped was because the channel basically dissolved during the pandemic, so I wasn't even getting the normal, public content anymore.) In your case, you guys put a lot of extra work into your bonus content, so I wouldn't devalue it by opening that up to lower tiers. More like just offer a way for ppl to "toss a coin to BiteMe" in a consistent manner, instead of say, KoFi, or the gifting mechanism on RU-vid.
@brovideolol3488
@brovideolol3488 Месяц назад
Its funny to hear how many times you say hey! I clicked at this video and didn't really focus, my focus exactly started as soon as you said: I don't care so I had to think for a second about the title and what you said there hahahha
@bitemegames
@bitemegames Месяц назад
But hey, at least you haven't noticed how much I say like as well. Imagine how many of those hey's and like's I already remove during the editing process. -M
@brovideolol3488
@brovideolol3488 Месяц назад
@@bitemegames Hey, I've noticed some as well 😂een mooie game release toegewenst!
@BartMamzer
@BartMamzer Месяц назад
I should do one for powerlust. It seems like a lot of work tho :d
@lildgamedev6885
@lildgamedev6885 Месяц назад
Side not marnix, for learning on the fly the models in forge industry r quite good 😄
@holacabeza
@holacabeza Месяц назад
@Leomerya12
@Leomerya12 Месяц назад
You guys have sponsers! Congrats!
@Nick-pt2px
@Nick-pt2px Месяц назад
Adventureforge looks dope
@MrOmega-cz9yo
@MrOmega-cz9yo Месяц назад
I was in the corporate world for 30+ years, and have done a postmortem or 2. First, 👍👍for mentioning that you should look at what was done right, along with what's wrong. Next 👎👎waaay down for assigning blame. Never assign blame, just identify problems. Who cares who wrote a piece of unoptimized code, just fix it for next time. I've had a few supervisors who assigned blame. It never helped. All that happened was that people quit, and the moral of the one's that remained caused them to do even crappier work. Nothing good comes from assigning blame. Just fix the problems.
@Oozaruborn
@Oozaruborn Месяц назад
I feel like I have a postmortem for every script of code I write for my games 💀💀💀
@ericdfdsfsdfsdf4788
@ericdfdsfsdfsdf4788 Месяц назад
Big refactors are bad. Refactor code whenever you find shitty code. This will decrease your speed, but increases quality over time. Don’t do big game design documents. Just communicate directly. Iterate quickly, but focus on specific goals. Ignore BS milestones like “alpha, vertical slice, prototype,etc”. Clearly communicate the what you want to achieve and what it unlocks. Ship games. Ship games. Ship games. Don’t worry too much, just ship and learn.
@mandisaw
@mandisaw Месяц назад
50% agree. Prototype, v-slice, alpha, etc are not "BS milestones", they are valuable tools to self-assess whether the project is on-track. Basically you are doing check-ins at key inflection points, so if you need to pivot - or cancel - you can make that decision in an informed manner. Refactoring as you go is a bit trickier. Small changes, yes, but if you find that a major architectural decision was wrong, or needs/specs changed, then that warrants a careful sit-down. Maybe it's worth doing now, maybe it's better to save that for the v2.0 release. Few absolutes in tech, incl games.
@SuperMotoFetischisten
@SuperMotoFetischisten Месяц назад
First? :)
@IgnaEscobar
@IgnaEscobar Месяц назад
Yes, you made it 🎉🥳
Далее
Tierlisting the BEST FEATURES for your game
32:50
Просмотров 36 тыс.
The Games I'd make if I had Time, Skill and Money
21:45
Беда приходит внезапно 😂
00:25
Просмотров 362 тыс.
Cabeças erguidas, galera! 🙌 Vamos pegá-la!
00:10
We answer your (gamedev) questions | Q&A
35:09
Просмотров 13 тыс.
Ultimate gamedev funding tierlist
40:06
Просмотров 31 тыс.
The Mistakes I Made While Making My First Game
7:42
The basics of game architecture
20:58
Просмотров 10 тыс.
The WORST gamedev hot takes
42:10
Просмотров 18 тыс.
Tierlisting ARTSTYLES for indie games
43:20
Просмотров 18 тыс.
Reacting to your (mean) comments
37:31
Просмотров 6 тыс.
5 gamedev misconceptions that are holding you back
14:06
Why 96% of Indie Games Fail
14:31
Просмотров 250 тыс.
НАЙС ИГРАЕШЬ - СТАРЫЙ БОГ
19:19
Просмотров 474 тыс.