24
votes
Starting a video game creation club
I got a kiosk for two days at my school last week to present my ideas to college students to gauge interest. 16 people said they'd be interested. There's even a teacher that'd want to be involved, he teaches a game programming course. There's also a university club nearby that wants to team up. (Also mid to long term, I'm in Quebec City so I could contact the many local studios around the campus.)
I wonder what the people of Tildes expect when they hear about a video game creation club. Have you been in one before?
I wrote myself a brainstorm document, here are the general ideas:
- Every field of study is welcome. Game projects are great for multidisciplinary groups, and people can also do stuff outside their field of study.
- General roles (someone could have many): project lead, game designer, gameplay programmer, systems and tools programmer, art director, 2D/3D/animation artist, UI/UX, composer, sound designer, writer, QA, voice actor, etc.
- Around 2 hours together per week, meeting in either a classroom or a club location if we get one.
- Would be nice if people shared what they learned during the week at each session.
- Game jam orientation? A college semester lasts 15 weeks. We could pick a theme at the start to drive the game ideas we want to do. Scope control is really important.
- Building a portfolio should be a main goal.
- Do we allow people from outside the club to come hang out? There are probably solo people working on their own games.
- How to handle intellectual property? Should we eventually try to sell games for the club finances? I guess we should at least be allowed to use the games for club marketing.
- If we do console games, we'd need an NDA. Not sure a club can even get console dev access, though we could probably work with a third party for that.
- Some nice stuff: the school has a recording booth we could record voices in. We might also have access to the school's servers if we get the proper approvals.
- We could demo the games in the school's public spaces to get feedback.
- The club could have a website, itch.io page, Discord.
- How to train people who have never made a game before?
Did I overthink this or forget about important details?
You severely underestimate just how difficult it is to make games. With 2 hours per week, and a team with zero experience, you won't finish much - if anything at all. You don't have to worry about signing NDAs or making money. You won't.
What you will do is have fun while learning some stuff, and more importantly create some good friends. My advice is: Worry more about the social element, that's what it is after all - social club. Temper your expectations about finishing a bunch of games for your portfolio.
Yeah, my notes here kinda skipped that. I had a bigger document that talks about that. I've been making games for around 10 years now and usually I work with professionals so I think I take a lot for granted.
Students shouldn't be underestimated though. This year I participated in a local gamejam with 3 other students that were on their first or second one and we got second place against 17 other schools. This was to me the proof of concept that a club could be possible and that they learn fast. I didn't do much either, I mostly got the project started and helped when there were issues.
2 hours per week is for meeting in person, but people can do more. At the same time everyone is at school full time so I'm not yet sure how much time everyone will have.
The social element is definitely my weakest point though as I usually only have to think about the tech.
I wouldn't necessarily say that. Games are as simple or as complex as you make them.
With cursory, basic programming knowledge, you can make a simple text adventure game in Python in 15 minutes. You can make a simple puzzle game in a few hours with some basic GUI programming skills.
You can use a tool like RPG maker to make a basic RPG in a few hours.
Of course, making a game good enough to make money is another thing entirely, and that shouldn't be the focus of any club at all, because at that point it's not a club, it's a job, and jobs have a tendency to no longer be fun.
I would recommend maybe treating the club as a more long-lived "game jam", and potentially look up structures for how those are typically run and how groups in those are organized.
I would expect any game created from the club to end up at "game jam" levels of quality (note: this is not a bad thing. Quite a few well-received and highly popular indie games such as Celeste, Superhot, and Baba Is You started from games developed for a game jam).
Would be so cool if the club grew to where we could have multiple teams and compare what each one comes up with based on a theme and set of limitations.
echoing sunset's point about just how hard it is to make a game. but theres totally a way to make it a fun experience and still wind up with something for ur portfolio maybe, its just got to be a bit smaller scale.
the main advice i give to people is that nobody has a good radar for how doable a project is at first. things sound simple at first theres a bajillion different things to learn and each new "thing" will feel like a roadblock
im a big advocate for playing flash games / mobile games you grew up on and try to make some basic recreations of them. its going to look rough, and be buggy, but i think smaller projects are going to be overall more fun and a better learning experience than being stuck on the same thing for weeks.
it could take the form of there just being a general vibe of using tetris as a vehicle to explore things like how to handle pauses, different menus, settings, save files, what adding sound effects to things are like, how would you theme the UI to make it stylized, those kinds of things
because there are a lotttt of small details and workflows that aren't technically difficult to learn, doing it for the first time on an ambitious project in a constrained timeframe is just more headaches and not as fun. and i think if you guys do get on a roll with a project, its way easier to capitalize on it and polish a small idea up for the portfolio
Yeah that's smart. For me, a lot of great game ideas came from the StarCraft: Brood War custom maps scene (one of my friends made this site https://scmscx.com/ which is so awesome!).
I should set up a shared folder for the club where people can drop references to what inspires them like art, games, music.
Small ideas is where I'm leaning, even in big projects, the structure tends to be figured out early and then doesn't change too much. So in smaller projects you can learn the same as big projects without as much of the grind. (Edit: shameless plug but I wrote about this in the past in Weekend projects.)
I really want to recruit people from different domains so that we can juice up the games.
While doing a "proper" videogame is hard and timeconsuming, people do bang them out on the regular over a weekend or a couple of weeks at gamejams as you mentioned. I think this sounds fun, and as long as you set the bar appropriately I bet you could do something fun. My recommendations is to try and do smaller things, basically gamejam-sized things to start with, and then once you know how that's done you can potentially build something bigger. I wouldn't worry about money, and I would not try to make money selling your games, it's really hard and probably also counterproductive to your main goal - the portfolio. If you're doing this for the portfolio, it's great if anyone can just pick them up and try them out. I wouldn't worry too much about filling roles for the projects you do. As long as you've got someone that can code, you can create a game. And depending on how you feel about agentic coding that could be almost anyone. I recommend using an engine, that's going to be helpful in many ways, but also writing your own thing from scratch is a great learning experience. Once you know what you're doing the engines mostly help with polish stuff.
I think meeting up regularly sounds great, that way you can help each other out and share ideas. Not to mention that networking might be one of the most important things when building a career.
I think I should also mention that the video games industry is in a great turmoil, and nobody really knows where it will end up. Even with a great cv/portfolio it can be hard to get a job today, and things are changing rapidly. I'm working as a programmer at a gamedev company, and I don't know if my skills will still be valuable within just a couple of years.
I'm really happy that everyone here agrees about game jams being awesome!
For AI, I think it would be interesting, at least to see how it can be applied in a school context. I work a lot with it, but I see it as an amplifier tool. In some cases, it's at odds with learning since it removes a lot of the friction. (Also they cost money so unless I have a budget, everyone would have to get their own. We get a bit of free tokens with GitHub Students though.)
I'm not yet too scared about being replaced by AIs. It feels like they always need to be guided to do the right thing. I tested even the best models and they are only good up to a point. And for bigger projects, I needed to be around doing "real work" for so many hours. The AI is doing the coding but I still need to be around at least for QA tests and keep it on track to make sure it's not missing anything. What I like though is that I can go through my ideas so much faster. In my own projects, I'd usually be happy to work on one personal project per day, but now I can take on projects one after another.
I hope you're right about AI, I'm not worried about being replaced right now, it's just that it's hard to see what they'll be in the future. But I guess that's about the same for all professions right now, at least the ones where you sit behind a desk to do your work.
Agree with sunset's comment. Though a game jam seems like a realistic target to aim for I think. Being able to complete a jam is already a pretty significant achievement as complete beginners.
Yeah that's true. Especially if you can combine your work to other people's. It feels so good to see it come together. And you can have people test the game and give feedback so you get better and better.
I think the game jam idea makes a bit more sense. I used to be the undergrad teaching assistant for a software development lab course at my university where students proposed a project they wanted to work on for the semester and I essentially just checked in on their progress weekly and graded them on the quality of their outputs. Most students progressed more slowly than they’d expected so I think it’s reasonable expect something similar with your students.
I think a club like a video game club could be pretty fun, and a great way to get those interdisciplinary folks together.
However, it sounds more like a series of hackathons than a club, clubs don’t usually have a shared single goal and deliverables. My guess is that some folks who show up might have the same thing in mind as you, but others will show up expecting discussion about how video games are made, along with how other people are doing with their own games.
There are some filmmaking clubs in my area that run along those lines and folks really enjoy them. Having a sounding board for help with challenges and outside perspectives from people in a similar situation is really valuable, so is exposure to specialties that are hard to find. I think you’re going to find that you have some overlap with filmmakers and suggest you seek out your local filmmaker clubs to talk about what has and hasn’t worked for them. Sound design is absolutely going to be a common challenge unless your school specializes in it.
I like the game jam idea, but more as one of the things that happens with the club rather than the whole thing. To keep people coming back I think you need a structure that doesn’t have a specific end like a finished game.
I spoke to other clubs already but I didn't think about filmmakers. I'll have to see if there are any around. (There should be, the school has a 3 years filmmaking program.)
I don't think there are any sound design courses, but I saw some pretty talented musicians here.
I think I'll relax on the idea of having every session be part of a long running gamejam.
So my university had a game developers' group that met every Friday. Some people used it as an opportunity to group up and form teams to work on games (I believe primarily during the meeting hours, but wouldn't be surprised if some of them met and worked outside the club). Some of us also just worked solo during the time, and were primarily there for the camaraderie. I joined partway through my second-to-last semester so didn't join any group, just worked on assignments mostly, and my last semester I and two others just worked on a project fairly casually.
Aside from that, we'd have guest speakers drop in and organize participation in game jams. I never joined the jams, but I know they'd have people from outside the club join in.
So my input: don't plan to make some big, singular game together as a group. Use the first meeting to get ideas on what directions people want to go. You might be able to have one "big" project that anyone is free to join in and help, and let others decide to break into smaller teams or solo work. For some, it may simply be a networking opportunity. Others might be willing to just come by to offer advice or exchange tips and tricks with each other.
Very interesting! In that case, the goal of the club could about fostering a sort of hacker culture. I like that, there's not as much pressure to have deadlines. The deadline can be when there are actual gamejams. Goes well with the other comment above where usually clubs don't have deliverables.
Yeah, I want to also get feedback from the people that showed interest too in the first meeting.
What are your assumptions around AI use?
I'm not against it, but at the same time, I would want the games to not feel like AI slop. I won't have a budget for it from the start, but maybe later.
I guess one thing to consider is how it meshes with a school context. How much does it help speed up creative projects and how much does it hinder becoming a professional / expert. There's some value in having friction and productivity doesn't necessarily mean value.
I've used it a lot in my own projects lately and I don't feel like it made me become worse at what I do. I did some work without any AI too and I didn't feel like I was that much slower. It's pretty amazing at spitballing and considering various options before I take final decisions. I definitely think that to work well with it, you have to be opinionated, otherwise it will impose its own views or lack thereof and you end up with something pretty bland.
Just to be clear, are you a student or a teacher? I'm not surmising it from your post.
I'd really suggest you ban usage of it. Teaching people how to use an LLM is probably a necessary thing for an IT class today considering the world we're heading into, but expecting its use in the context of other school work will impede learning, particularly for game dev.
I was an IT student until the end of last year. After a 2 year diploma prior, I started a 3-year diploma in 2022. It fell right as ChatGPT started taking the world over. I got to see first-hand how rampant chatbot use just made us all skip learning things and made us overall worse. I used it too at points and regret it now because I feel like it left me lacking in certain areas. Now, I spend a lot of time helping people out with Godot online and I'm noticing just how many people come in with problems they caused themselves by using Claude to generate scripts instead of figuring it out themselves. Even if they could use it responsibly, which is debatable, skipping over that is just so much easier. And thus, they don't learn.
I'm fairly staunchly "anti-AI" now to the extent of the common définition and would argue it shouldn't be used in game dev at all, but even if you disagree and think it has a place in productivity, please consider not allowing it in a place of learning.
Second this.
There's a very clear difference between doing work with the goal of learning and doing work with the goal of making money.
If you're out to make money, you should use whatever tools are at your disposal to keep costs down, and quality and output high.
If you're out to learn, you should only use tools that help you achieve that goal.
They're completely different motivations, and in my opinion, if you're doing projects with the aim of learning, using AI is just completely wasting your time. You might as well just not bother doing anything. Sure, you'll get a finished game quicker if you use AI, but getting a finished game delivered isn't the goal. Learning about game development is.
To me, it has no place in learning. A lot of that process is just frustratingly banging your head against the wall until something quick. There's no shortcuts to that process. That's the reason why when you ask a teacher a question about something you're stuck on, any half decent teacher isn't going to just straight up give you the answer. They'll ask questions to make you think about certain fundemental things until you're able to come up with the answer yourself. That's learning. Just asking a question and receiving an answer is just... receiving information, which you may or may not actually understand.
I'm a student too, but I'm back in school to learn accounting / management. I worked (and still do) as a software programmer.
Yeah, that's my worry, it's different if you already know what you're doing and then add AI as a tool to help you do what you're already doing, or if you're still learning and using it to bypass learning.
(And even for pros, I feel like we're letting more tech debt slip by than before AIs.)
A note: I think clubs related to games have potential to become less serious.
I was in a game development club in middle school and at some point, the 'development' part kinda fell off ; at first the animator started having one session before each holiday where we would do a LAN party instead, as a treat. But as it carried on, us kids started caring more about that than the actual game making, and the animator tended to cave in, and by the end of my last year there, as I recall, we were barely ever touching an editor.
To be fair, it was still cool! It's how I discovered arena shooters since we would often play Teeworlds, Quake Live, Xonotic and even Nerf Arena Blast. It's a fond memory... but uh, I don't think I actually picked up any skills from there. At all. When I picked game dev up later in life, it was from scratch (programming knowledge aside).
Point being, it's probably gonna be important to keep the students focused. If they're coming into a club like this, it's because they love games, which is a good thing, but they'll be prone to be less focused about game making.
That's good to keep in mind. At least the school has a separate club for playing video games and they host LAN parties.