Jeff Hangartner – Revealing the Path Less Travelled in Video Game Industry

Jeff HangartnerJeff Hangartner, the founder of the gaming start-up, Bulletproof Outlaws has been a professional developer of games over the last half a decade. Creator of Pixelation, the 1st Pixel Art Forum and also originator of the Pixel tutorials which have been published in the form of a book. Jeff has always been a pioneer of the gaming industry.

CG Today is proud to present Jeff’s exploration as he shares the whole process of creating a start-up right from day 1. With the belief that gaming development is coming back to its original “one programmer in the basement roots” idea, Bulletproof Outlaws is chronicling every step of its start-up process from strategies, to marketing, setting goals and outsourcing, successes and failures. The aim is to help other developers who have ideas but are intimidated by the whole start-up process and are not sure how to go about it.

You can visit his website Bulletproof Outlaws to know more about him or send an email to get connected.

Bulletproof Outlaws - Game 1 - A Diary of a video game studio!

Today I had my business class and my business coaching session. Everything going pretty smooth, so the coaching was all good. My goals per week have gotten a little more organic/random because I’m working in sync with Derek now so it’s hard to say “this task will be done by next week” because he may need something unrelated to that task and what he needs is my top priority right now. He’s still got the flu, but should be back to the world of the living soon haha In our business class we just filled out some surveys about the course itself (it was fantastic!) and did some self-analysis stuff. Back at the start of the course (Sept 20, 2010) we filled out sheets describing on scales of 1 – 5, how we’re doing in different categories of our life…relationships (do we have a large support network in our friends and families, do we have business connections, etc.), personal skills (am I just good at game dev stuff? what about leadership, or organizational skills, etc.), internal stuff (confidence, positive self-talk, I’ve always had this haha), financial assets (access to money, business bank account, etc.), and physical assets (tools/computers, office space, roof over your head at home, etc.).

Finished the Riceball and the Sushi, woohoo! Plus the lives counter. Now most of the stuff needed in-game is done–ah crap I just remembered I have to do the deflecting animation. Whatever, I’m close enough to being done that chunk of work to be happy haha Next up I get to finally redo that background scribble and fix up the tree and roof because they aren’t the right dimensions for the iDevice screens. Derek is alive again so this weekend he should be pumping out some cool stuff! I’m psyched! :)

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So today I’m starting to re-do the background. I’m going to be modelling really basic 3d houses and then duplicating them around to create a city, and rendering them with cel-shading. Originally I was actually going to have multiple levels to the game, because having a new background, once the city was made, would just mean changing the camera angle and re-rendering, and there’d be cutscenes in-between each level. But while that’s not necessarily bad feature-creep because who doesn’t love more content/cutscenes, from a gameplay perspective I decided it would break up the flow of the style of game. Imagine if Canabult stopped every 10 seconds for a cutscene, you’d lose your rhythm and the game would have to either start again at a slow speed and ramp back up which would be boring, or it would have to resume at the fast speed you were going at after you’ve sat and watched a 10 second cutscene…it’d give you time to relax, but then throw you to the wolves as soon as the game started again.

Still working on the background, it’s slow but steady. I’m going to have to add more to the tree at the top and the roof at the bottom, since I originally drew the art for a different screen proportion. I’m using colors grabbed off the old ghetto background but seeing them full-blown with the foreground colors it’s looking like I’m going to want to tweak them to match the style. Plus I’ll probably put tiles on the roofs so they match. I just cut and pasted the 3d building models I made earlier randomly around and rendered it out:

On the art-side I do the iPad art first, since it’s the largest, then scale it down to iPhone 3 and iPhone 4 retina screen sizes. But on the programming-side we’re doing the iPhone 3 version first because we figure most people will be playing the game on an iPhone 3Gs or earlier, or early versions of the iPod Touch so we want to make sure it works on these devices (even tho I’d rather look at the gorgeous retina screen haha). This is a video of the game running on my iPhone 3Gs:

Bulletproof Outlaws Diary