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About Us & FAQ
What is 'Auckland Game Works
We are a collaborative community game development group - a support group for people interested in game development either professionally or as a hobby, based in Auckland, New Zealand. Membership is free.
Why is it called the ‘Auckland Game Works’?
Good creative teams need to meet face-to-face, so we are tied to a geographic location – Auckland (although people from elsewhere are welcome to participate, even if only online). We’re a workshop, because we make things. We don’t just talk about it, daydream about it or procrastinate about it. We want to complete and finish our projects (something many other groups haven’t been able to do). And we like computer gaming (but ‘gaming’ was shorter).
We used to be called 'Auckland Gaming Workshop', but then someone pointed out that 'Auckland Game Works' is shorter, better and does the same job.
Does is cost anything?
We ask that people attending our monthly Game Development Meetup bring $5 to cover the costs of pizza and soft drinks. There is no ongoing 'membership fee'. However, membership to this website and its forums will be moderated and abusive posters will be denied access. The website administrator reserves all rights to access.
What do you do?
We hold Game Development Meetups once a month, where members bring along their projects to show, we give feedback and advice, discuss game development design and technology, talk about gaming in general and have pizza and drinks.
Members and visitors are often working on their own projects or present ideas for games. Advice and collaborators are often found at our meetings.
Sometimes Auckland Game Works organises game developers in Auckland to enter competitions, such as the 48-hour Global Game Jam and the RetroRemakes competition (see our entry 'The Kiwi's Tale')
Who comes along to your meetings?
Anyone. Even you.
We have a diverse range of people, but mostly experienced in game development or working in related technology and creative fields. We tend to attract programmers, game designers and (for some reason) sound designers. We could do with more graphic designers and modellers. Some of our members are published indie developers, some are hobbyists and we have connections with professional game studios.
What game development tools do you use?
Anything. Each of our members use their own tools. However, common tools amongst our group include C++, Flash (and variations) and BlitzBasic (BlitzMax and Blitz3D).
Does AGW make games?
Sometimes. Most of the time, our 'members' (there is no official membership fee) manage their own projects and come along to our monthly meeting to share ideas and find new collaborators. 'AGW' does not interfer with their projects.
Sometimes AGW members collaborate on a game under the umbrella 'AGW'. Examples include the freeware 'The Kiwi's Tale' which did well in the 2008 Retro Remakes competition and the (abandonded project) 'GunJet'.
Who runs the group?
The Meetup administrator is Stephen Knightly, a technology marketing consultant and bedroom coder and musician. Stephen has worked in NZ and Europe for HP, Microsoft (including a little bit of Xbox), MTV Interactive, IBM and more.
The website is administered by Erik Hogan ('Earok'), a IT support manager and indie gamer.
However, there is no official committee or legal incorporation. We are looking for people to help administer the group, website and projects.
If I contribute something to a game, do I keep my copyright?
Yes, technically you do. However, we recommend you state your copyright when you share it with others or post it to (any) website.
When AGW itself has worked on projects, we have created freeware games so we’re not concerned about protecting our IP or sales. If you want to publish something commercially one day, it’s probably not best to share it with us.
What kind of games won’t AGW make?
Games intended to compete with commercial titles – large, sprawling 3D-epics promising the biggest, bestest, fastest graphics, etc. These realistically require large, well-funded, committed teams. The key failing of many game projects is that they are over-ambitious, the task becomes to big, people become unmotivated and the team falls apart. Our key aim is to complete a game. When we have a few notches in the belt, then we can increase our ambitions. If people wish to form a team to create a commercial title, they might meet via AGW, but we’re not set up to provide the project management and support for such an undertaking.
What are the group's guiding principles?
We once developed a set of organisational values, which give you a sense of views commonly held by our members:
- Computer games. We like computer games. There are heaps of creative opportunities and new ideas to try out with them yet.
- Creativity. We like creating new worlds and ideas.
- Collaboration. We share our ideas and listen to and build on others’ ideas. We let our ideas go if we have to.
- Clever thinking. We can’t compete with million-dollar budgets and professional teams, so we have to focus on different and original ideas. Work smarter, not harder.
- Completion. There’s no point starting something if you aren’t going to finish it. Having a group of like-minded people supporting you encourages members to complete their projects and get feedback along the way.
