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	<title>Porter&#039;s World &#187; Making</title>
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	<description>The flash games industry, brought to you, by Porter.</description>
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		<title>Giving Yourself Time</title>
		<link>http://blog.princeporter.com/giving-yourself-time/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=giving-yourself-time</link>
		<comments>http://blog.princeporter.com/giving-yourself-time/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 19:00:01 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Being]]></category>
		<category><![CDATA[Boss]]></category>
		<category><![CDATA[Earnings]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making]]></category>
		<category><![CDATA[Management]]></category>
		<category><![CDATA[Money]]></category>
		<category><![CDATA[Sponsorship]]></category>
		<category><![CDATA[time]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=1258</guid>
		<description><![CDATA[Organization and planning are key to the success of any project. As far as planning goes, managing your time is a big one. Over the years, I&#8217;ve found that every single game, web, or programming task I&#8217;ve ever set out to do takes significantly longer to complete than my original assumption. Even with the knowledge [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1286" class="wp-caption alignleft" style="width: 250px"><a href="http://blog.princeporter.com/wp-content/uploads/2010/01/giving-yourself-time.png"><img class="size-full wp-image-1286" title="The Fight Against Time" src="http://blog.princeporter.com/wp-content/uploads/2010/01/giving-yourself-time.png" alt="Time" width="240" height="180" /></a><p class="wp-caption-text">The Fight Against Time</p></div>
<p>Organization and planning are key to the success of any project. As far as planning goes, managing your time is a big one. Over the years, I&#8217;ve found that every single game, web, or programming task I&#8217;ve ever set out to do takes significantly longer to complete than my original assumption. Even with the knowledge I&#8217;ve gained that things will take longer, I still seem to exceed the time I give myself. Poor time  management may not sound like it&#8217;s going to kill you, and it won&#8217;t (at least it shouldn&#8217;t, I can&#8217;t promise anything), but it could end up costing you thousands of dollars, especially when it comes to selling your games.</p>
<p>Good time management skills are definitely something you&#8217;re going to want in the flash game industry, especially if you&#8217;re new. As mentioned in my post, <a title="Being Your Own Boss" href="http://blog.princeporter.com/being-your-own-boss/" target="_blank">Being Your Own Boss</a>, it&#8217;s incredibly hard to get started as a member of the self employed world; you better have some money saved, or excellent time management and game design skills. As someone new to the industry, you&#8217;ll find yourself looking for help more than you anticipated. Waiting for responses in forums, or looking online elsewhere for help can take a long time, a lot more than most people leave room for. In addition, you likely won&#8217;t have any contacts with sponsors, so the sales portion of the job will probably take significantly longer than someone with their foot in the door to the industry.</p>
<p>While on the topic of sales, let&#8217;s take a look at that bit about I mentioned about losing thousands of dollars. If you&#8217;re not working a second job, or sitting on a few thousand dollars of extra money, you may find yourself needing rent money, and soon. As great as this career path is, the time in which you&#8217;ll receive your money for a finished game is very unpredictable. Some sponsors will pay you as soon as the deal is confirmed, others will send it 30 days after they receive the final .swf. I&#8217;ve experienced the panicked emotions that arise when you&#8217;re counting the days until rent is due and frantically trying to finish a game and get it sold, it&#8217;s not a pleasant experience. The last thing you want to do is finish a game, or make a game because you need some cash; you should always be <a title="Making Games For Fun" href="http://blog.princeporter.com/making-games-for-fun/" target="_blank">making games for fun</a>, or it should at least be your primary concern (yes fun comes before paying rent). Sometimes games will get amazing bids within just a few days, as shown in this post on the <a title="SteamBirds Earnings" href="http://www.andymoore.ca/2010/03/steambirds-by-the-numbers/" target="_blank">SteamBirds earnings</a>; other times you&#8217;ll want to give yourself a full month to find a good deal, sometimes two or three. That&#8217;s over 30 days of waiting just from the time you finish your game, and that doesn&#8217;t include waiting for payment.</p>
<p>Aside from giving yourself time for a proper bid to come through, you&#8217;ll also need time to accept, and be prepared for different types of deals. For instance, I&#8217;ve passed up performance based deals that would have earned me another $2,000 had I been able to afford having that money trickle in a bit slower (over the course of a few months). I was unfortunately not able to do so, and had to accept a more upfront payment at the time. If I had been prepared to accept payment at a later date, I could have had myself another couple grand, which would have been great.</p>
<p>It&#8217;s rather clear that there is money to be had (or lost) based on your time management skills, so it&#8217;s obvious that cracking down on those skills is essential for anyone looking to fully utilize their potential. I personally use <a title="Klok" href="http://blog.princeporter.com/klok/" target="_blank">Klok</a> to keep track of my time management, it&#8217;s an excellent program and is incredibly easy to use; check out my review on that for more information. Hopefully with the above knowledge I can save a few of you a couple bucks, or perhaps a couple grand; feel free to buy me a drink or four if this advice saves you some cash one day.</p>
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		<title>Making Games For Fun</title>
		<link>http://blog.princeporter.com/making-games-for-fun/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=making-games-for-fun</link>
		<comments>http://blog.princeporter.com/making-games-for-fun/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 04:11:50 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Category]]></category>
		<category><![CDATA[Creating]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making]]></category>
		<category><![CDATA[Quality]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=220</guid>
		<description><![CDATA[Game design to me is and always will be something I do for fun, as it should be for everyone. I know this may sound like incredibly obvious information, and it may be, but too many people don&#8217;t understand or practice the importance of this. The flash industry is full of people trying to score [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_225" class="wp-caption alignleft" style="width: 250px"><img class="size-full wp-image-225" title="Making Games For Fun" src="http://blog.princeporter.com/wp-content/uploads/2009/06/stabika.png" alt="Making Games For Fun" width="240" height="180" /><p class="wp-caption-text">Making Games For Fun</p></div>
<p><span>Game design to me is and always will be something I do for fun, as it should be for everyone. I know this may sound like incredibly obvious information, and it may be, but too many people don&#8217;t understand or practice the importance of this. The flash industry is full of people trying to score some extra cash, and it definitely lacks a fair amount of people designing games for the sole reason of bringing their ideas to life. There are many reasons for creating flash games, money should be nearly the last on that list. Game design should be about fun, not some extra cash.</span></p>
<p><span>There are many reasons to make games, and with these reasons generally comes 3 different categories that all games fit into. The first is practice games, games designed mostly to give the developer more experience as they evolve as a game designer. These games are usually started just so that the developer can dive into some new material to build their skills. In the end many of these games come out with a decent quality and it would be a waste not to unleash them upon the world. The second category games fit into, is games created to earn extra cash. This isn&#8217;t to say the developer didn&#8217;t have fun creating the game, however the original incentive and much of the planning of the game was highly based around bringing in some cash. The last category is games made for fun. A skilled developer creating a game entirely for the sake of fun will see far more success than the other two categories will, and, as the name implies, have more fun.</span></p>
<p><span>The developer creating games for fun truly puts themselves in the eyes of the gamer, and because of this creates everything exactly how the gamer would want it. Developers always try and view their games from an outside perspective of the gamer, but this is much easier said than done. The ultimate way to overcome this obstacle is to create your game because you&#8217;re passionate about it, you want to play the final version, you want it to have the features you imagine, you are it&#8217;s biggest fan and somehow in control of molding it exactly how you please. A successful game that was created purely for fun is <a title="Super Mario 63" href="http://www.newgrounds.com/portal/view/498969" target="_blank">Super Mario 63</a>, a very huge hit on the net at the time of writing this. Another decent hit at the time was <a title="Stabika Episode 2" href="http://princeporter.com/7-Stabika-Episode-2.html" target="_blank">Stabika Episode 2</a>, with over 1.3 million plays on <a title="Crazy Monkey Games" href="http://crazymonkeygames.com/" target="_blank">CrazyMonkeyGames</a> alone. I created Stabika for fun, I put in far more hours than I got paid for, and I didn&#8217;t care at all, it was a blast to make. I was learning, I was having fun, that&#8217;s what it should always be about. It&#8217;s this mindset that allows developers to create truly amazing games, games that go big and rise in the ranks of best games of all time.</span></p>
<p><span>As I&#8217;ve already said, this is common knowledge, but it truly isn&#8217;t practiced as much as it should be. I entered the flash industry making games for fun, with absolutely no idea I could be making money off of what I was creating. I was very picky about how smooth stuff ran, I was constantly upgarding features and I worked very fast, because I was passionate about my work, my fun. It wasn&#8217;t until much later that I found out I could get money for my projects and started seeking sponsorships. Regardless of the cash, I always try to create games that are fun that I&#8217;ll enjoy playing. I&#8217;ll admit that I take extra time thinking of how to increase earnings in the eyes of the sponsor, but all of this comes after one thing, creating a great game, for fun.</span></p>
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